BoritheRedd wrote:
+Healing, is that number actually added onto the end of your heal? Ie, lets say I have +500 healing and I cast a Greater Heal and that hits for 1500, is my +500 healing added to that number so that my heal hits for 2000 or is added before the random "roll" so that it would actually be anywhere from ~1200(+500) - ~1800(+500)?
Also, I assume that your +healing is added to the total amount healed by renew then ticked off, there's no way that your +healing as added to each tick, right?
To answer your question, I'm borrowing and editing from Nightshroud's FAQ from the O-Boards:
"increases healing done by magical spells and effects by up to X" less accurately known as "+healing" -- is a commonly misunderstood stat. The trouble comes from the phrase "by up to". It does NOT mean that each cast of the same spell gets a random Spellpower bonus within that range. For a particular spell, the bonus is identical every single cast. In general:
Increase per cast = Spellpower * Coefficient
Each spell has a "coefficient" percent which is how much of your Spellpower is used for that spell. For instance, Flash Heal has a 42.9% coefficient. If you have 100 Spellpower, it will heal for an additional 43 hitpoints. Here's the spellpower coefficients for Priest healing:
42.9% Binding Heal (per target)
21.4% Circle of Healing (per target)
42.9% Flash Heal
85.7% Greater Heal
16.0% Holy Nova healing (per target)
42.9% Prayer of Healing (per target)
42.9% Prayer of Mending (per charge)
30.0% PW:Shield
100% Renew
100% Lightwell (per charge)
Why such variety? The first reason is cast time. A 3.0 sec spell usually gets twice the bonus from Spellpower that a 1.5 sec spell does. Otherwise, shorter spells would get a much greater DPS boost from the same Spellpower gear. 3.5 sec spells get 100% and instant spells are considered the same as 1.5 sec. That's where Flash Heal's 42.9% comes from: 1.5 / 3.5.
The second reason is type of spell. AoE and group heals usualy get 1/3 the coefficient you would expect from the cast time. HoTs and DoTs will often go over 100% to account for how spread out in time their effects are. Some spells are just given a particular coefficient because the designers decided to set it that way.
Spellpower is also an efficiency stat. When mana cost stays fixed but damage/healing done goes up, efficiency naturally rises. Early on, casters realized that if you're getting a +170 bonus on a spell that bonus would be much more significant on a lower rank that hits for 200 than a top rank that hits for 1500. This is called downranking. Healers would routinely and severely downrank to take a moderate hit to HPS but a huge increase to HPM. Today there are two penalties in effect which still allow for efficiency gains by downranking, but these gains are much less severe than they once were.
* Pre-20 penalty. Spells learned before level 20 have their bonus mutiplied by this penalty: (1 - (20 - LevelLearned) * 0.0375)
* Scaling penalty. (NextRankLevelLearned + 5) / PlayerLevel
For example, Flash Heal Rank 5 is learned at level 44 and Rank 6 is learned at level 50. So Rank 5 doesn't start to be penalized until the player levels past 55. At level 60, the normal bonus would have to be multiplied by... (50+5)/60 = 91.6%.
So to answer your questions specifically:
* Your highest rank Renew will gain 20% of your total +healing every tick. It ticks every three seconds for 15 seconds, so that's a total of +100% of your + heal.
* Your highest rank Greater Heal will gain 87.5% of your +healing. That number is added to the random amount of your greater heal.