Calculating Healer Stat Weights Legion

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Legion Healer Stat Weights Calculator

Optimize Your Healing Performance in World of Warcraft: Legion

Calculate Your Stat Weights

Your base Intellect from gear and buffs.
Your total Haste rating from gear and buffs.
Your total Critical Strike rating from gear and buffs.
Your total Mastery rating from gear and buffs.
Your total Versatility rating from gear and buffs.
Estimated mana regeneration per second during combat.
Your total Spell Power from gear and buffs.
The typical amount healed by your main single-target heal spell.
The cast time of your main single-target heal spell in seconds.

Your Optimized Stat Weights

Intellect: 0.00

Haste Weight: 0.00

Critical Strike Weight: 0.00

Mastery Weight: 0.00

Versatility Weight: 0.00

Mana Per Second Weight: 0.00

Formula Explanation

Stat weights are calculated by determining the relative increase in your healing output and efficiency per point of a given stat. This is a simplified model based on the impact of each stat on your primary healing abilities and mana sustainability.

Key Components:

  • Intellect: Increases Spell Power, which directly scales heal amounts.
  • Haste: Reduces cast time and increases Global Cooldown (GCD) speed, allowing more heals per minute. Also increases tick rate of HoTs.
  • Critical Strike: Increases the chance for heals to critically strike, doubling their amount.
  • Mastery: Provides a healing bonus based on the target's missing health (specific to Legion healer specializations).
  • Versatility: Provides a flat percentage increase to healing done and damage taken reduction.
  • Mana Per Second (MPS): Represents mana regeneration efficiency, crucial for sustained healing.

A higher weight indicates that a single point of that stat provides a greater relative benefit to your overall healing performance and mana management in Legion content.

Stat Weight Distribution

Intellect Haste Critical Strike Mastery Versatility Mana Per Second
Stat Contribution Breakdown (Estimated per 1000 Rating Points)
Stat Estimated Healing Increase (%) Estimated Haste Increase (%) Estimated Mana Regen Increase (%) Estimated Value per 1000 Rating

What is Calculating Healer Stat Weights Legion?

Calculating healer stat weights Legion refers to the process of assigning numerical values to different secondary stats (like Haste, Critical Strike, Mastery, Versatility) and primary stats (Intellect) for healing specializations within the World of Warcraft: Legion expansion. These weights represent the relative effectiveness of each stat point in improving a healer's performance. Understanding these weights is crucial for making informed gear choices, gemming, enchanting, and reforging strategies to maximize your healing output and mana efficiency in challenging content such as raids and Mythic+ dungeons. Many healers initially struggle with prioritizing stats, leading to suboptimal performance. Common misconceptions include assuming a stat that feels good to use (like Haste for faster casts) is always the best, without considering its actual impact on throughput, throughput efficiency, or mana sustainability.

This concept is vital for players looking to push high-end content, achieve specific raiding or M+ goals, or simply improve their overall effectiveness as a healer. By knowing the relative value of each stat, you can make data-driven decisions rather than relying on guesswork. It allows for a more precise optimization of your character's build.

Legion Healer Stat Weights Formula and Mathematical Explanation

The core idea behind calculating healer stat weights Legion is to quantify how much each point of a specific stat contributes to a healer's overall performance. Performance is typically measured by effective healing per second (HPS) and mana sustainability.

Simplified Calculation Approach

We'll use a simplified model to demonstrate the concept. More complex models exist that account for specific spell coefficients, raid buffs, debuffs, and fight durations. This calculator provides a generalized estimate.

The formula aims to approximate the gain in HPS and mana efficiency for a given stat increase. A base value for each stat's contribution is established, and then relative gains are calculated.

Core Formulas & Variable Explanations:

1. Intellect Weight (Base): This is often considered the baseline and can be normalized to 1.0, or a value derived from its direct impact on Spell Power.

Intellect Weight ≈ 1.0 (Normalized)

2. Haste Weight: Haste directly increases cast speed and reduces GCD, leading to more spells cast per minute. It also increases the tick rate of HoTs.

Haste Weight ≈ (0.5 / Base Cast Time Reduction %) * (1 + Haste Bonus %) + (HoT Tick Increase %)

Where Base Cast Time Reduction is derived from Haste Rating conversion, and Haste Bonus % is the total Haste percentage.

3. Critical Strike Weight: Critical Strike chance increases the chance of a spell dealing double damage/healing.

Crit Weight ≈ (Average Heal Value * Crit Chance %) / (Average Heal Value * (1 - Crit Chance %)) * Crit Multiplier

A simpler approximation: Crit Weight ≈ (Crit Chance %) * (Crit Heal Bonus %). The Crit Heal Bonus % is usually 100% (double healing).

4. Mastery Weight: Mastery effects in Legion varied significantly by healer spec (e.g., increased healing on low-health targets, additional healing to nearby allies). We'll use a general placeholder for increased healing.

Mastery Weight ≈ (Base Mastery Healing Bonus %)

5. Versatility Weight: Versatility provides a flat percentage increase to healing done and a percentage reduction to damage taken.

Versatility Weight ≈ (Versatility Healing Bonus %)

6. Mana Per Second (MPS) Weight: This stat influences how long a healer can sustain their healing output. A higher MPS weight means mana is a more significant bottleneck.

MPS Weight ≈ (Mana Per Second * Mana Cost per Heal) / (Average Heal Value * Spell Power Scaling)

This is a complex factor, often represented by how much additional healing can be done before hitting the mana cap, or the reduction in mana cost per effective heal.

Variables Table:

Legion Healer Stat Weight Variables
Variable Meaning Unit Typical Range (Legion)
Intellect Primary stat, increases Spell Power. Stat Points 10,000 – 30,000+
Haste Rating Reduces cast time, GCD, increases HoT ticks. Rating Points 3,000 – 10,000+
Critical Strike Rating Increases chance for heals to be critical. Rating Points 2,000 – 8,000+
Mastery Rating Spec-dependent bonus healing. Rating Points 2,000 – 8,000+
Versatility Rating Flat % increase to healing and damage reduction. Rating Points 1,000 – 5,000+
Spell Power Directly increases spell damage and healing. Stat Points 10,000 – 30,000+
Average Heal Value Average output of main ST heal. Points 30,000 – 100,000+
Cast Time (Seconds) Cast duration of main ST heal. Seconds 1.0 – 2.5
Mana Per Second (MPS) Mana regeneration rate. Points per Second 500 – 2500+

It's important to note that stat conversion rates (how many rating points equal 1% or 1 stat point) change based on character level and gear item level. These calculations are specific to the Legion expansion's stat scaling.

Practical Examples (Real-World Use Cases)

Example 1: Holy Paladin Focus on Throughput

A Holy Paladin in mid-tier Legion gear wants to maximize their raw healing throughput for raid healing.

  • Inputs: Intellect: 15,000, Haste Rating: 6,000, Crit Rating: 4,000, Mastery Rating: 3,500, Vers Rating: 2,500, MPS: 800, Spell Power: 20,000, Avg Heal Value: 70,000, Cast Time: 1.8s.

Calculator Output (Hypothetical):

  • Main Result: Intellect: 1.00
  • Haste Weight: 0.75
  • Crit Weight: 0.60
  • Mastery Weight: 0.55
  • Versatility Weight: 0.50
  • MPS Weight: 0.20

Interpretation: For this Holy Paladin, Intellect is the most valuable stat (normalized to 1.00). Haste is the next most valuable secondary stat, followed by Critical Strike. Mastery and Versatility offer diminishing returns compared to Haste and Crit for pure throughput. The low MPS weight suggests mana isn't the primary bottleneck with current setup. This Paladin should prioritize gear with Intellect and Haste, look for Haste gems, and potentially enchant for Haste.

Example 2: Discipline Priest Prioritizing Efficiency and Throughput Balance

A Discipline Priest in high-end Legion gear aims for a balance of effective healing (through atonement) and mana efficiency for Mythic+ dungeons.

  • Inputs: Intellect: 25,000, Haste Rating: 8,000, Crit Rating: 5,000, Mastery Rating: 4,000, Vers Rating: 3,500, MPS: 1,200, Spell Power: 28,000, Avg Heal Value: 60,000 (for Atonement spells), Cast Time: 1.5s.

Calculator Output (Hypothetical):

  • Main Result: Intellect: 1.00
  • Haste Weight: 0.85
  • Crit Weight: 0.70
  • Mastery Weight: 0.45
  • Versatility Weight: 0.65
  • MPS Weight: 0.35

Interpretation: For this Discipline Priest, Intellect remains king. Haste is highly valued due to its impact on Atonement application and GCD efficiency. Versatility provides valuable damage reduction for M+, making it more impactful than Mastery. The higher MPS weight compared to the Paladin indicates mana management is more critical, influencing spell selection and casting patterns. This Priest should prioritize Intellect and Haste, consider Versatility for survivability in M+, and be mindful of mana costs.

How to Use This Legion Healer Stat Weights Calculator

Optimizing your healing performance in World of Warcraft: Legion requires understanding which stats benefit your class and spec the most. This calculator simplifies that process.

  1. Gather Your Stats: Visit your character profile in-game. Note down your current values for Intellect, Haste Rating, Critical Strike Rating, Mastery Rating, Versatility Rating, Spell Power, and estimate your Mana Per Second (MPS) during combat. You can find Spell Power and Intellect easily. MPS requires a bit more observation of your mana bar during sustained fights. Also, note the cast time and average heal value of your primary single-target heal spell.
  2. Input Values: Enter these numbers accurately into the corresponding fields on the calculator (Intellect, Haste Rating, Crit Rating, Mastery Rating, Versatility Rating, Mana Per Second, Spell Power, Average Heal Value, Cast Time).
  3. Calculate: Click the "Calculate Stat Weights" button.
  4. Interpret Results: The calculator will display your primary stat weight (usually Intellect, normalized) and the relative weights for each secondary stat. A higher weight means that stat point is more valuable for your current build and playstyle. The chart and table provide a visual and detailed breakdown.
  5. Decision Making: Use these weights to guide your gear upgrades. Prioritize items that offer stats with higher weights. For example, if Haste has a high weight, look for gear with Haste. If Mastery has a low weight, an item with Mastery might be less desirable unless it offers a significant increase in item level or other valuable stats.
  6. Reset and Experiment: Use the "Reset" button to clear the fields. You can also experiment by changing one stat at a time to see how it affects the weights, helping you understand stat breakpoints and diminishing returns.
  7. Copy Results: The "Copy Results" button allows you to easily save or share your calculated stat weights and key assumptions.

Reading the Results: The main result shows the relative value of Intellect. The secondary results show how much each point of Haste, Crit, Mastery, Versatility, and Mana Per Second contributes compared to Intellect. The chart visually represents this distribution, making it easy to see which stats are most important. The table offers a more granular look at the estimated impact of stats.

Key Factors That Affect Legion Healer Stat Weights Results

The stat weights generated by any calculator are not static; they are highly dependent on numerous factors specific to your character, your specialization, and the content you are engaging in. Understanding these factors is key to interpreting the results correctly:

  1. Specialization Mechanics: This is the most significant factor. Discipline Priests benefit greatly from stats that increase throughput for Atonement healing, while Holy Priests might prioritize raw HPS and Haste. Resto Druids value Haste for HoT ticks, and Holy Paladins might lean into Mastery for burst AoE heals. Each spec has unique interactions with stats.
  2. Talent Choices: Certain talents can drastically alter stat priorities. For example, taking a talent that significantly buffs critical strikes will increase the value of Critical Strike rating. Conversely, talents that improve mana regeneration might lower the importance of Mana Per Second weights.
  3. Gear Item Level and Stat Distribution: As you acquire higher item level gear, the absolute values of stats increase, but the *relative* value (weight) can change due to diminishing returns and the specific stats present on the gear. Trading a piece of gear with high Haste for one with higher Versatility, even if the item level is similar, will shift your stat weights.
  4. Raid Buffs and Consumables: Intellect buffs (like Arcane Intellect), Flasks, and Food buffs increase your base Intellect and Spell Power, potentially altering the relative value of secondary stats. Raid consumables providing haste or mana regeneration can also influence weights.
  5. Enchants and Gems: These are direct modifications to your stats. Choosing enchants and gems that align with your highest stat weights is a fundamental aspect of optimization. If Haste is your top secondary stat, prioritizing Haste enchants and gems is logical.
  6. Playstyle and Encounter Type: A healer who primarily performs raid healing in a stationary encounter might value Mastery differently than one who focuses on tank healing or moving frequently in a Mythic+ dungeon. Mana management becomes more critical in longer fights or dungeons with high damage intake, increasing the importance of MPS weights.
  7. Stat Conversion Rates: The value of each rating point (e.g., how many Haste Rating points equals 1% Haste) changes with character level and expansion scaling. Legion had specific conversion rates that differ from other expansions.
  8. Diminishing Returns: While not explicitly modeled in simple calculators, stacking too much of a single stat can lead to diminishing returns, where each additional point provides less benefit than the previous one. This is why a balanced approach, guided by weights, is usually optimal.

Frequently Asked Questions (FAQ)

Q: Are these stat weights absolute for all healers in Legion?

A: No, these are general guidelines. Each healer specialization (e.g., Holy Paladin, Discipline Priest, Resto Shaman) has unique mechanics that alter stat priorities. Always consult spec-specific guides for more precise weights.

Q: How do I find my Mana Per Second (MPS)?

A: Observe your mana bar during a sustained fight where you are actively healing. Note how much mana you regenerate over a minute. Divide that by 60 to get your MPS. Additive mana regeneration buffs or talents should be factored in.

Q: What is the difference between stat weights and stat priorities?

A: Stat weights are numerical values indicating the relative worth of each stat point. Stat priorities are a ranked list (e.g., Haste > Crit > Vers). Weights help quantify *how much* better one stat is than another, while priorities give a simple order.

Q: Should I always choose higher item level gear?

A: Not necessarily. If a lower item level piece provides stats with much higher weights for your character, it might be an upgrade. Use these weights to compare pieces carefully, but also consider the overall stat budget and item level.

Q: Do these weights account for healing Auras or Raid Buffs?

A: This calculator provides a generalized weight based on common assumptions. Specific raid buffs (like Arcane Intellect) or unique class auras can slightly shift the optimal weights. For precise calculations, advanced tools or simulation software might be needed.

Q: How does Intellect compare to secondary stats?

A: Intellect is almost always the most valuable stat for healers as it directly scales Spell Power, which affects all your spells. Secondary stats provide more specialized benefits (speed, crit, etc.), and their weights are relative to Intellect's contribution.

Q: Can I use these weights for transmog gear?

A: No, stat weights are dynamic and tied to your character's stats, level, and expansion. These weights are specifically for optimizing gear within the Legion expansion.

Q: What if my calculated weights seem very different from online guides?

A: Guides often use different simulation parameters, talent choices, or target scenarios. Your character's specific gear, talents, and even your personal mana management style can lead to variations. Use guides as a reference but trust your calculated weights alongside them.

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function validateInput(id, errorId, min, max) { var input = document.getElementById(id); var error = document.getElementById(errorId); var value = parseFloat(input.value); if (isNaN(value)) { error.textContent = "Please enter a valid number."; error.style.display = 'block'; input.style.borderColor = '#dc3545'; return false; } if (value max && max !== Infinity) { error.textContent = "Value is too high (Max: " + max + ")."; error.style.display = 'block'; input.style.borderColor = '#dc3545'; return false; } error.textContent = ""; error.style.display = 'none'; input.style.borderColor = '#ced4da'; return true; } function calculateStatWeights() { // Input Validation var isValid = true; isValid = validateInput('intellect', 'intellectError', 0, Infinity) && isValid; isValid = validateInput('hasteRating', 'hasteRatingError', 0, Infinity) && isValid; isValid = validateInput('critRating', 'critRatingError', 0, Infinity) && isValid; isValid = validateInput('masteryRating', 'masteryRatingError', 0, Infinity) && isValid; isValid = validateInput('versRating', 'versRatingError', 0, Infinity) && isValid; isValid = validateInput('manaPerSecond', 'manaPerSecondError', 0, Infinity) && isValid; isValid = validateInput('spellPower', 'spellPowerError', 0, Infinity) && isValid; isValid = validateInput('averageHealValue', 'averageHealValueError', 0, Infinity) && isValid; isValid = validateInput('castTimeSeconds', 'castTimeSecondsError', 0.1, Infinity) && isValid; // Cast time min 0.1s if (!isValid) { return; // Stop calculation if validation fails } // Get input values var intellect = parseFloat(document.getElementById('intellect').value); var hasteRating = parseFloat(document.getElementById('hasteRating').value); var critRating = parseFloat(document.getElementById('critRating').value); var masteryRating = parseFloat(document.getElementById('masteryRating').value); var versRating = parseFloat(document.getElementById('versRating').value); var manaPerSecond = parseFloat(document.getElementById('manaPerSecond').value); var spellPower = parseFloat(document.getElementById('spellPower').value); var averageHealValue = parseFloat(document.getElementById('averageHealValue').value); var castTimeSeconds = parseFloat(document.getElementById('castTimeSeconds').value); // Legion Stat Conversion Rates (Approximate – these can vary slightly) // These are simplified for demonstration. Real values depend on item level. var hastePerPercent = 325; // ~325 haste rating = 1% haste var critPerPercent = 350; // ~350 crit rating = 1% crit var masteryPerPercent = 325; // ~325 mastery rating = 1% mastery bonus var versPerPercent = 400; // ~400 vers rating = 1% vers bonus & damage reduction var spellPowerPerIntellect = 1.0; // Simplified: 1 Int = 1 Spell Power // Calculate derived stats var hastePercent = (hasteRating / hastePerPercent); var critChancePercent = (critRating / critPerPercent); var masteryBonusPercent = (masteryRating / masteryPerPercent); var versBonusPercent = (versRating / versPerPercent); // — Simplified Weight Calculation Logic — // This is a conceptual model. Actual weights are complex and depend on spec. // Baseline: Intellect is usually the primary stat. Normalize its weight to 1.0. var intellectWeight = 1.0; // Haste Weight: Accounts for faster casts and potentially HoT ticks. // Effect on cast time: Haste reduces cast time. The effective increase in spells per minute is complex. // A simple approximation for cast time reduction: (1 + hastePercent/100)^-1. // More direct: increase in spells cast per GCD. // Approx. gain in spells/sec from Haste Rating = Haste Rating / hastePerPercent / 100 // Let's simplify: Haste weight is relative to its percentage gain. var hasteWeight = hastePercent / 100.0; // Base contribution from haste percentage // Critical Strike Weight: Bonus healing from crits. // Average crit heal = Average Heal * 2 (assuming 100% bonus) // Effective heal increase = (Crit Chance % * (Crit Heal Bonus)) var critWeight = (critChancePercent / 100.0) * 1.0; // Assuming 100% crit bonus // Mastery Weight: Variable, depends heavily on spec. For general purpose, assume a percentage increase. // Legion Mastery often scales with target health or proximity. Simplified: flat bonus. var masteryWeight = masteryBonusPercent / 100.0; // Versatility Weight: Flat percentage increase to healing. var versWeight = versBonusPercent / 100.0; // Mana Per Second (MPS) Weight: How much *more* healing can be sustained. // This is very difficult to model simply. A basic approach could be: // If mana is a bottleneck, more MPS is valuable. // We can relate it to how many extra casts MPS allows over a typical fight duration, scaled by heal value. // For simplicity here, let's make it proportional to the MPS value itself, but it's highly context-dependent. // A higher MPS means less worry about mana, so its "weight" might be lower if mana isn't an issue, higher if it is. // Let's try relating it to the effective Spell Power gain from sustained mana. // Rough heuristic: how much average healing can be sustained per second? var effectiveHealingPerSecond = (averageHealValue / castTimeSeconds) * (1 + hastePercent/100); // Simplified initial HPS estimate var manaCostPerHeal = (averageHealValue * spellPowerPerIntellect * 1.0) / manaPerSecond; // Rough estimate, depends on specific spell cost multipliers var mpsWeight = (manaPerSecond * manaCostPerHeal) / (effectiveHealingPerSecond * 100) ; // Very rough: value of sustained mana // Normalize weights relative to Intellect (or another primary stat) // Find the maximum weight to normalize against, or use Intellect as the reference point. // For simplicity, let's keep Intellect = 1.0 and scale others relative to it. // If secondary stats are exceptionally high, they might exceed Intellect's normalized weight. // A common approach is to normalize all weights relative to the highest value or Intellect. var weights = { intellect: intellectWeight, haste: hasteWeight, crit: critWeight, mastery: masteryWeight, versatility: versWeight, mana: mpsWeight }; // Determine the highest weight to normalize everything against, or use Intellect as fixed baseline. // Let's use Intellect as the fixed baseline (1.0) and present others relative to it. var maxWeight = Math.max(intellectWeight, hasteWeight, critWeight, masteryWeight, versWeight, mpsWeight); // Re-scale if needed, but for now, let's present as calculated relative to Intellect = 1.0 // A better approach might be to scale all relative to the highest *secondary* stat weight, // or normalize everything such that the sum represents a certain value. // For this example, we'll just present the calculated values directly, with Intellect at 1.0. // Store the calculated weights for chart and table window.calculatedWeights = { intellect: intellect, haste: hasteRating, crit: critRating, mastery: masteryRating, versatility: versRating, manaPerSecond: manaPerSecond, spellPower: spellPower, averageHealValue: averageHealValue, castTimeSeconds: castTimeSeconds, intellectWeight: intellectWeight.toFixed(2), hasteWeight: hasteWeight.toFixed(2), critWeight: critWeight.toFixed(2), masteryWeight: masteryWeight.toFixed(2), versWeight: versWeight.toFixed(2), manaWeight: mpsWeight.toFixed(2) // Renamed for display }; // Update Results Display document.getElementById('main-result').textContent = "Intellect: " + intellectWeight.toFixed(2); document.getElementById('hasteWeight').textContent = hasteWeight.toFixed(2); document.getElementById('critWeight').textContent = critWeight.toFixed(2); document.getElementById('masteryWeight').textContent = masteryWeight.toFixed(2); document.getElementById('versWeight').textContent = versWeight.toFixed(2); document.getElementById('manaWeight').textContent = mpsWeight.toFixed(2); updateChart(window.calculatedWeights); updateStatTable(window.calculatedWeights); } function updateChart(weights) { var ctx = document.getElementById('statWeightChart').getContext('2d'); // Destroy previous chart instance if it exists if (window.statChartInstance) { window.statChartInstance.destroy(); } var labels = ['Intellect', 'Haste', 'Critical Strike', 'Mastery', 'Versatility', 'Mana Regen']; var dataValues = [ parseFloat(weights.intellectWeight), parseFloat(weights.hasteWeight), parseFloat(weights.critWeight), parseFloat(weights.masteryWeight), parseFloat(weights.versWeight), parseFloat(weights.manaWeight) ]; // Normalize data for better visual representation if needed, or use raw weights // For a bar chart, direct weights are often fine if they are on a similar scale. // If weights vary wildly, normalization might be needed. Let's assume they are comparable. var colors = [ '#ffcc00', // Intellect (Yellow) '#3399ff', // Haste (Blue) '#ff6666', // Critical Strike (Red) '#99cc00', // Mastery (Green) '#cc66ff', // Versatility (Purple) '#6c757d' // Mana Regen (Gray) ]; window.statChartInstance = new Chart(ctx, { type: 'bar', data: { labels: labels, datasets: [{ label: 'Stat Weight Value', data: dataValues, backgroundColor: colors, borderColor: colors, borderWidth: 1 }] }, options: { responsive: true, maintainAspectRatio: false, scales: { y: { beginAtZero: true, title: { display: true, text: 'Relative Weight Value' } } }, plugins: { legend: { display: false // Using custom legend below canvas }, tooltip: { callbacks: { label: function(context) { var label = context.dataset.label || "; if (label) { label += ': '; } if (context.parsed.y !== null) { label += context.parsed.y.toFixed(2); } return label; } } } } } }); } function updateStatTable(weights) { var tableBody = document.getElementById('statTableBody'); tableBody.innerHTML = "; // Clear previous rows // Approximate stat conversions for Legion (~ Item Level 900-1000) var hastePerPercent = 325; var critPerPercent = 350; var masteryPerPercent = 325; var versPerPercent = 400; var spellPowerPerIntellect = 1.0; // Calculate values per 1000 rating points for secondary stats var hasteRatingPer1000 = 1000; var critRatingPer1000 = 1000; var masteryRatingPer1000 = 1000; var versRatingPer1000 = 1000; // Calculate Stat Values var hastePercentIncrease = (hasteRatingPer1000 / hastePerPercent); var critChanceIncrease = (critRatingPer1000 / critPerPercent); var masteryBonusIncrease = (masteryRatingPer1000 / masteryPerPercent); var versBonusIncrease = (versRatingPer1000 / versPerPercent); // Estimated Increases based on current input values to normalize table better var currentHastePercent = weights.haste / hastePerPercent; var currentCritChancePercent = weights.crit / critPerPercent; var currentMasteryBonusPercent = weights.mastery / masteryPerPercent; var currentVersBonusPercent = weights.versatility / versPerPercent; var currentIntellect = weights.intellect; var currentSpellPower = weights.spellPower; // Calculate estimated healing increase percentages PER 1000 RATING POINTS // Note: These are highly simplified and illustrative. var estimatedHasteHealIncrease = (hastePercentIncrease / 100.0) * 100; // Haste primarily increases casts/sec var estimatedCritHealIncrease = (critChanceIncrease / 100.0) * 100; // Crit increases amount healed on average var estimatedMasteryHealIncrease = (masteryBonusIncrease / 100.0) * 100; // Mastery direct bonus var estimatedVersHealIncrease = (versBonusIncrease / 100.0) * 100; // Versatility direct bonus // Calculate Value per 1000 Rating Points (Relative to Intellect's impact) // This requires comparing the *effective* HPS increase per stat point. // Example: If 1000 Haste Rating gives X% Haste, and 1000 Intellect gives Y Spell Power… // We need to estimate how much *healing* each provides. var effectiveIntHealIncrease = (1000 * spellPowerPerIntellect) / currentSpellPower * 100; // % increase in healing from 1000 Int var effectiveHasteHealIncrease = (1000 / hastePerPercent) / 100.0 * 100; // % increase in casts/sec from 1000 Haste Rating var effectiveCritHealIncrease = (1000 / critPerPercent) * 1.0 * 100; // % increase in healing from crits var effectiveMasteryHealIncrease = (1000 / masteryPerPercent) * 100; // % increase from mastery var effectiveVersHealIncrease = (1000 / versPerPercent) * 100; // % increase from versatility // Approximate Value per 1000 rating relative to Intellect's value var valuePer1000Rating = {}; valuePer1000Rating.intellect = 1000; // Baseline valuePer1000Rating.haste = (effectiveHasteHealIncrease / effectiveIntHealIncrease) * 1000; valuePer1000Rating.crit = (effectiveCritHealIncrease / effectiveIntHealIncrease) * 1000; valuePer1000Rating.mastery = (effectiveMasteryHealIncrease / effectiveIntHealIncrease) * 1000; valuePer1000Rating.versatility = (effectiveVersHealIncrease / effectiveIntHealIncrease) * 1000; var stats = [ { name: 'Intellect', rating: weights.intellect, spellPower: weights.spellPower, ratingPer1000: weights.intellect }, { name: 'Haste', rating: weights.haste, ratingPer1000: hasteRatingPer1000 }, { name: 'Critical Strike', rating: weights.crit, ratingPer1000: critRatingPer1000 }, { name: 'Mastery', rating: weights.mastery, ratingPer1000: masteryRatingPer1000 }, { name: 'Versatility', rating: weights.versatility, ratingPer1000: versRatingPer1000 } ]; // Add rows to the table var row1 = tableBody.insertRow(); row1.insertCell().textContent = 'Intellect'; row1.insertCell().textContent = `~${(1000 / currentSpellPower * currentIntellect * spellPowerPerIntellect).toFixed(2)}%`; // Simplified % gain from 1000 Int (as Spell Power) row1.insertCell().textContent = '-'; row1.insertCell().textContent = '-'; row1.insertCell().textContent = `~${(weights.intellectWeight * 1000).toFixed(2)}`; // Raw contribution var row2 = tableBody.insertRow(); row2.insertCell().textContent = 'Haste'; row2.insertCell().textContent = '-'; row2.insertCell().textContent = `~${(hastePercentIncrease).toFixed(2)}%`; row2.insertCell().textContent = '-'; row2.insertCell().textContent = `~${(weights.hasteWeight * 1000).toFixed(2)}`; // Relative weight value var row3 = tableBody.insertRow(); row3.insertCell().textContent = 'Critical Strike'; row3.insertCell().textContent = `~${(critChanceIncrease).toFixed(2)}%`; row3.insertCell().textContent = '-'; row3.insertCell().textContent = '-'; row3.insertCell().textContent = `~${(weights.critWeight * 1000).toFixed(2)}`; var row4 = tableBody.insertRow(); row4.insertCell().textContent = 'Mastery'; row4.insertCell().textContent = `~${(masteryBonusIncrease).toFixed(2)}%`; row4.insertCell().textContent = '-'; row4.insertCell().textContent = '-'; row4.insertCell().textContent = `~${(weights.masteryWeight * 1000).toFixed(2)}`; var row5 = tableBody.insertRow(); row5.insertCell().textContent = 'Versatility'; row5.insertCell().textContent = `~${(versBonusIncrease).toFixed(2)}%`; row5.insertCell().textContent = '-'; row5.insertCell().textContent = `~${(weights.versWeight * 1000).toFixed(2)}`; // Add Mana Regen Row (Less direct calculation) var row6 = tableBody.insertRow(); row6.insertCell().textContent = 'Mana Regen'; row6.insertCell().textContent = '-'; // Not a direct % heal increase row6.insertCell().textContent = `~${(weights.manaWeight).toFixed(2)}`; // Representing its value row6.insertCell().textContent = '-'; row6.insertCell().textContent = `~${(weights.manaWeight * 1000).toFixed(2)}`; // Relative weight value } function resetInputs() { document.getElementById('intellect').value = 10000; document.getElementById('hasteRating').value = 5000; document.getElementById('critRating').value = 4000; document.getElementById('masteryRating').value = 3000; document.getElementById('versRating').value = 2000; document.getElementById('manaPerSecond').value = 1500; document.getElementById('spellPower').value = 15000; document.getElementById('averageHealValue').value = 50000; document.getElementById('castTimeSeconds').value = 1.5; // Clear errors document.getElementById('intellectError').textContent = ""; document.getElementById('hasteRatingError').textContent = ""; document.getElementById('critRatingError').textContent = ""; document.getElementById('masteryRatingError').textContent = ""; document.getElementById('versRatingError').textContent = ""; document.getElementById('manaPerSecondError').textContent = ""; document.getElementById('spellPowerError').textContent = ""; document.getElementById('averageHealValueError').textContent = ""; document.getElementById('castTimeSecondsError').textContent = ""; // Reset input borders var inputs = document.querySelectorAll('.input-group input'); for (var i = 0; i < inputs.length; i++) { inputs[i].style.borderColor = '#ced4da'; } // Perform calculation with reset values calculateStatWeights(); } function copyResults() { if (!window.calculatedWeights) { alert("Please calculate the stat weights first."); return; } var weights = window.calculatedWeights; var resultText = "— Legion Healer Stat Weights —\n\n"; resultText += "Key Inputs:\n"; resultText += "Intellect: " + weights.intellect + "\n"; resultText += "Haste Rating: " + weights.haste + "\n"; resultText += "Critical Strike Rating: " + weights.crit + "\n"; resultText += "Mastery Rating: " + weights.mastery + "\n"; resultText += "Versatility Rating: " + weights.versatility + "\n"; resultText += "Mana Per Second: " + weights.manaPerSecond + "\n"; resultText += "Spell Power: " + weights.spellPower + "\n"; resultText += "Average Heal Value: " + weights.averageHealValue + "\n"; resultText += "Cast Time (s): " + weights.castTimeSeconds + "\n\n"; resultText += "Calculated Stat Weights:\n"; resultText += "Intellect: " + weights.intellectWeight + "\n"; resultText += "Haste: " + weights.hasteWeight + "\n"; resultText += "Critical Strike: " + weights.critWeight + "\n"; resultText += "Mastery: " + weights.masteryWeight + "\n"; resultText += "Versatility: " + weights.versWeight + "\n"; resultText += "Mana Regen: " + weights.manaWeight + "\n\n"; resultText += "Formula Basis: Relative impact on healing output and mana sustainability.\n"; resultText += "Note: These are estimates and may vary based on specific class mechanics, talents, and gear."; // Use navigator.clipboard for modern browsers, fallback to textarea method if (navigator.clipboard && navigator.clipboard.writeText) { navigator.clipboard.writeText(resultText).then(function() { alert("Results copied to clipboard!"); }).catch(function(err) { console.error('Failed to copy text: ', err); fallbackCopyTextToClipboard(resultText); }); } else { fallbackCopyTextToClipboard(resultText); } } function fallbackCopyTextToClipboard(text) { var textArea = document.createElement("textarea"); textArea.value = text; textArea.style.position="absolute"; textArea.style.left="-9999px"; document.body.appendChild(textArea); textArea.focus(); textArea.select(); try { var successful = document.execCommand('copy'); var msg = successful ? 'successful' : 'unsuccessful'; alert('Results copied to clipboard! (' + msg + ')'); } catch (err) { console.error('Fallback: Oops, unable to copy', err); alert('Failed to copy text. Please copy manually.'); } document.body.removeChild(textArea); } // Initial calculation on page load window.onload = function() { // Include Chart.js library – Replace with actual CDN link if not embedding var chartJsScript = document.createElement('script'); chartJsScript.src = 'https://cdn.jsdelivr.net/npm/chart.js@3.7.0/dist/chart.min.js'; document.head.appendChild(chartJsScript); chartJsScript.onload = function() { calculateStatWeights(); // Ensure chart is available after library loads }; };

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