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d2jsp Forums > d2jsp > Ladder Slasher > LS Character Builds > Heal Mastery Or Int > Which Is More Important?
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Nov 30 2009 11:36am
For a wizard that intends to solo just about as much as group in catacombs, what should I be getting on my gear?

Int seems to give a bonus to healing and damage, where as heal mastery only effects healing. I guess the big question is how large of an impact does heal mastery actually make on your heals, and is does it make enough of a difference to warrant getting over int in general?

If heal mastery is undeniably better for healing than int is, can someone explain to me math wise how much each % of heal mastery adds to your heals, and how much each 1 point of int adds? I like to do a strict comparison between items if I can, and I don't know the formulas to do these comparisons right now.
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Nov 30 2009 12:24pm
1 hm =~ 2 int
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Nov 30 2009 12:29pm
Quote (alienwersus @ Nov 30 2009 06:24pm)
1 hm =~ 2 int

so if I find an item with double the int than the HM equivellent, then it's better overall since it works offensively as well?
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Nov 30 2009 12:32pm
Quote (Thefrag @ Nov 30 2009 07:29pm)
so if I find an item with double the int than the HM equivellent, then it's better overall since it works offensively as well?


when u find double int than hm will be same :)

for well ofc int > hm
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Nov 30 2009 12:56pm
Quote (alienwersus @ Dec 1 2009 06:24am)
1 hm =~ 2 int


20 int = 1% (HM and DMG) ... 20 hm = 2% (heal)
60 int = 5% (HM and DMG) ... 60 hm = 6% (Healing)

OHHH MY GOSH... guess it does not equal that after all

You are going Solo... you want Int retrospectively first and having HM on same item is a MAJOR bonus

This post was edited by izParagonzi on Nov 30 2009 12:57pm
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Nov 30 2009 01:15pm
Quote (izParagonzi @ Nov 30 2009 06:56pm)
20 int = 1% (HM and DMG) ... 20 hm = 2% (heal)
60 int = 5% (HM and DMG) ... 60 hm = 6% (Healing)

OHHH MY GOSH... guess it does not equal that after all

You are going Solo... you want Int retrospectively first and having HM on same item is a MAJOR bonus


it continues this way? 70 int = 6% 80 int = 7%? That's kind of weird the first 10 int doesn't account for as much or what is the exact formula? it's pretty interesting but theres a lot of people spouting random crap so hard to tell XD
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Nov 30 2009 01:17pm
Quote (Thefrag @ Dec 1 2009 07:15am)
it continues this way? 70 int = 6% 80 int = 7%? That's kind of weird the first 10 int doesn't account for as much or what is the exact formula? it's pretty interesting but theres a lot of people spouting random crap so hard to tell XD


Quote (J_B @ Apr 19 2009 06:15pm)
3. Str vs EE comparison for damage

This holds for int and vita as well.
Giving a xx EE = yy str is always useless. Those values are not constant, for example with 105str and 0EE 1EE = 2str but with 5str and 100EE 1str = 2EE. So comparisons made along those lines are useless and I really don’t want to see any discussion about those things.
So what can we do? Well we can take two different setups and see which one does more damage in a quantitative way.  Take the following equation and run it for both setups, then whichever yields a bigger number is the more powerful one.
(.95 + str/100)(1 + (EE+prof)/100)
If the tier is different in the cases you want to compare, then you simply multiply the numbers you obtain by their respective tiers.


4. HM vs int comparison

Do the same as in 3. But using this formula
(.95 + int/100)(1 + (EE+prof)/100)(1 + HM/100)
In most cases, HM is going to be more effective. People have reported that this formula is inaccurate and the resulting heal is actually higher than what this predicts. I have no reason to believe them however and so this formula works just fine.
For computing the heal in accessory slot simply multiply by .75
As a rule if you are maze catacombing you will heal more for your mana if you put it in the accessory slot if your main charm has even just 1int or 1HM. The issue however becomes this: Do you need to heal a lot at a time or can your group afford you being a little bit slower but more efficient. In most cases efficiency will be better since healers are usually the limiting factor in a group.


This is my understanding... I just kept it basic... Int vs HM... no in-between calculations...
:rofl: i think I did it wrong... <-- nub forgot basics...
DOH doesn't make much of a difference, even though I did it differently...


This post was edited by izParagonzi on Nov 30 2009 01:23pm
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Nov 30 2009 01:24pm
if u have armor


40 int its make better dmg for attack charm

if u have 40 hm its better for any heal charm


40 int ~20 hm


so if u wanna make dmg better is int if heal then heal mastery items ;<
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Nov 30 2009 01:29pm
was about to say whats a wizzard lol

maybe you can find a nice item with both on it
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Nov 30 2009 03:20pm
Quote (izParagonzi @ 30 Nov 2009 11:56)
20 int = 1% (HM and DMG) ... 20 hm = 2% (heal)
60 int = 5% (HM and DMG) ... 60 hm = 6% (Healing)

OHHH MY GOSH... guess it does not equal that after all

You are going Solo... you want Int retrospectively first and having HM on same item is a MAJOR bonus


you're just poorly/wrongly interpreting things

your post is totally wrong
first of all (point 1)
20Hm = 20% more healing, not 2%

second of all (point 2)
20 HM on one item then 20HM on another is 20% + 20% = 40%
and not 1.2 (which is 100+20%) times 1.2 (for the other item) which would be 1.44 which is like 44%

likewise with int, your % conversion is just plain wrong, and as a matter of fact, because of point 2, you can't ever do a % comparison because the base % changes and so the adding % isn't static

this second point is why HM + int is the best healing combo
hm and int, do in fact multiply (but only with each other, not with themselves)

as such

(.95 + int/100)(1 + (EE+prof)/100)(1 + HM/100)

and so, 1HM does NOT equal 2int
it's all relative to what gear you have available and how much int you have base from your stats

in the end, HM is usually more valuable point per point than int when it comes to healing, just because people usually have lots of int from base stats already
BUT as was the case in this link: http://forums.d2jsp.org/topic.php?t=37562466&f=74
int and HM don't have a direct 1 to 1.5 or 1 to 2 or 1 to anything correlation

it just all depends on how much int you have to start with and what items you could possibly wear

the only way to know what's best is to plug in your values to the formula for various setups and find out which one is highest

(.95 + int/100)(1 + (EE+prof)/100)(1 + HM/100)
remember, these are total int, and total HM

This post was edited by J_B on Nov 30 2009 03:21pm
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