For a long time I've wanted to make this thread because there is a misconception out there, that you can't calculate your effectiveness as a healer due to a lack of "Healing Meters" or for reasons that deal with Allied HP being full all the time, thus a HPS measurement can't be accurately calculated. Although that statement is somewhat true, it doesn't mean that you can't reliably calculate performance as a healer just as you could with a DPS.
The concept is based on taking the maximum potential of a build or it's individuals abilities. You can then determine how effective you are reaching this potential by calculating the efficacy at which you are playing the build in comparison to the potential. This is useful because one can analyze the advantages and disadvantages of different sigils, runes and trait options by calculating their potentials and then comparing them using this method, as well as determining performance, and finding more efficient and optimal strategy, and even learning how to fight as a solo healer.
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Calculating the Potential
The potential of a build is each skill you could realistically use on a build, adding up each skills total healing capacity and counting up all the number of times you could have used each skill within some arbitrary amount of time. Since the amount of time is arbitrary, the longer the length of time, the more accurate the value of the potential would be.
You can also make potential calculations with or without quickness and alacrity taken into account. Quickness and Alacrity serve only to give you a larger potential values, or more accurate values in raid settings. Since values for potentials are rather high, you can usually neglect cast times in your calculation unless they are of statistically significant length. So a skill with a 1 second cast time and a 4 second cooldown should be treated as having a 5 second cooldown. Skills with a 1 second cast time and a 0 second cooldown should be treated as a skill with a 1 second cooldown, and skills with a 1/4 cast time and a 25 second cooldown should be treated as a skill with 25 second cooldown. Those values will of course vary with Alacrity and quickness, and if you aim to get the min-max truest value possible, you would take exact cast times and cooldowns at the cost of making longer and more complicated calculations.
I main a Tempest in Strike Missions, and so below is an example of taking the potential healing calculation for a Tempest Healer in a 10 man squad, using the build below as the basis for the calculation
The first step in calculating the potential here, would be to account for your outgoing heal effectiveness to include it in your calculation. Since the end values are rather large and differences between other numbers are within orders of magnitude, you can estimate this amount without real worry in accurate calculation.
Rune of the Monk -20%
Bountiful Maintence Oil - 15%
Delicious Rice Ball - 10%
Sigil of Transference - 10%
Water Arrow - 20%
Aquamancers Training - 15%
(If using Sigil of Benevolence) -
For the purposes of a simple calculation I will be using 100% Healing Effectiveness. For the next part of the calculation, we will assume an arbitrary time of a 3 minute (180 second) long engagement, without Quickness or Alacrity.
Potential of Full Heal Tempest Calculation -
(2040 x 5 Allies) =10,400
10,400 x 180 uses per 180 seconds = 1,836,000 Healing
Overload Water (with Healing Ripple procs)
1554 x 4 (pulses) = 6,216 x 10(allies) = 62,160
9,330 x 10 (allies)= 46,650
8,486 x 10 (allies)= 84,860
6078 x 5 (allies)= 30,390
224,060 x 8.37 uses per 180 seconds...(round down to 8) = 1,792,480 Healing
(10,908 x 10 allies) = 109,080
109080 x 18 uses per 180 seconds = 1,963,440 Healing
Wash the Pain Away!
14,410 x 10 (allies) = 144,100
144,100 x 8.37 uses per 180 seconds...(round down to 8) = 1,152,800 Healing
6390 x 5 (allies) = 31,950
31,950 x 18 uses per 180 seconds = 575,100 Healing
Elemental Bastion + Flash Freeze
3164 x 10 (allies) = 31,640
4242 x 10 (allies) = 42,420
74,060 x 7.2 uses per 180 seconds...(round down to 7) = 518,420 Healing
Elemental Bastion + Eye of the Storm
3164 x 10 (allies) = 31,640
31,640 x 4.5-9 uses per 180 seconds...(round 4.5 down to 4) = 126,560 - 284,760 Healing
126,560 - 284,760 Healing
Elemental Bastion + Rebound
13,874 x (10 Allies) = 138,740
138,740 x 2.4 uses per 180 seconds...(round 2.4 down to 2) = 277,480 Healing
Approximately 8.2 million Healing (Total Healing Potential over the course of a 3 minute engagement)
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After finding the potential of not only the build as a whole, but of individual skills, you can calculate the efficacy of which you use this build. The Potential is the realistic maximum healing you could ever possibly imagine to do in a fight, which implies that all conditions are ideally met, which also means that during the entire engagement, there will always be Health bars that need replenishing for the exact maximum number that your heals can provide. Realistically this is impossible to achieve, and so this is why it's called the potential. The Efficacy is always a percentage of the total potential, which shows you how close you are to reaching the potential healing of your build.
Efficacy is thus provided by the total amount you healed after a fight, and using that number, you can compare it to your potential as a ratio or percentage. For example, During a Boneskinner clear last week, i had healed for 4.083 million healing over the course of 4 minutes. Because it was a 4 minute engagement my healing potential was around 10.93 million, which means my healing efficacy during this fight was around 37.35% of the potential.
Healing Efficacy is relative based on a number of things. The main information to take away from efficacy, is to determine how to get higher and higher percentages. There are a number of ways to do this, but to list them off...
1) Having a higher healing potential.
2) Healing a group solo
3) Fighting more healing intensive bosses
4) Improving your rotation or instating a Priority Rotation
The first one is based on your build...Is there a configuration of build options that provide a greater potential? This is directly correlated with efficacy and can increase your performance by just increasing the potential your build can heal for.
Healing a group solo and fighting bosses that are healing intensive are ways to push your healing as close to the potential of your build as possible. This can help determine whether you need a build with a higher potential, or if you need to improve your efficacy if you cant get healing anywhere near the potential of your build.
The last one is important. Notice how some skills in the potential calculation vastly out-heal others by several millions. This means that if you were to prioritize some skills over other skills in your rotation, and using said skills more often, you would be healing for significantly more and getting higher efficacy percentages, which means you are more able to heal groups solo and/or fight more healing intensive bosses with less difficulty.
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I hope this information was helpful for those that want to become better healers. Not only does this method apply to healing, but it can apply to nearly every mechanic in the game, including DPS builds, Boon builds, Strip builds Condi builds...so long as you can measure the mechanic in ARCDPS as a total number, you can measure the potentials and the efficacy to deduce the above information. You can also use this kind of information to further compress functions in a group setting, or streamline jobs to be more efficient (by maximizing potentials)