Edited to add: (DISCLAIMER: This post was being written at the time of Zapple's post.)
Edited to add: (DISCLAIMER DISCLAIMER: I have only glanced at Zapple's post at the time of writing these two disclaimers.)
This needs numbers. You know this item, how much healing it does when you proc, how often it procs for you, etc. than anyone.
If the argument is that the proc is a detriment, that argument needs to be made, and it needs to be made with numbers.
If the argument is that the proc is just not good enough but not actually a detriment to the item, then that should probably be stated so the nature of the situation is clear.
If the argument is that the mana drain change fundamentally removes the enjoyment of playing a healer, then a much broader discussion needs to be had, and it needs to be more involved than "change it back" or "someone other than me should rewrite the entire healing paradigm of SoD".
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I'm certainly not against discussion, but I'm not seeing anyone start any actual discussion. You should totally start that discussion.
Well, here are some theoretical numbers that don't help very much because they assume you're auto-attacking 100% of the time and hitting, when in reality you can't control for how much time has to be used to stop attacking to to cast heals which varies based on a lot of factors including tank mitigation, as well as player movement which is common in many high end fights. So this is just a theoretical max output assuming you could stand next to a mob and hit it all of the time, never stopping to cast actual spells. Not very realistic since actual gameplay involves casting spells, moving around to avoid killing your raid or group or whatever the fight calls for. Since you have done most of the high end fights I think you'll agree with me here that using a model of "always attacking" to determine functional output is not very realistic, and because fights vary so much it is difficult to control for how much time you'd not be able to attack something.
You can determine how much output the weapon has when attacking and hitting 100% of the time in heals per second by doing the following...
(Weapon Delay (post haste effects * Average number of swings per proc) / 10 = Average time per proc.
Average heal output per proc, pre-crit rate * Heal crit rate = Average heal output per proc
Average heal output per proc / Average time per proc = Average heal output per second.
SO...
(pre-nerfs) Cella @ 28.6% proc rate (26% base + 10% increase from Melek Taus "Manual of Triggered Casting) with 180% haste (100% Yaulp 6 + 80% Piercing of the False Avatar) and let's even throw in Bard relic overhaste for shits and giggles (22%) for a 202% haste setup.
Procs "Radiance" which is an unresistable target AOE that hits for 150 base, reduces hate by 300 on every target it hits, procs Circle of Healing for every target it hits, and Crystallized Tears Detrimental on you for every target it hits. Most important thing here is it will proc Circle of Healing twice in most cases, when it procs.
Procs average once out of every 3.4965034965034965034965034965035 swings at a proc rate of 28.6, but let's just say 3.5 here. In most cases there will be two targets (you and the thing you're hitting), so 2 heals will proc on average. This is a 26 delay weapon. If my math is correct in how haste stacking works, the delay is reduced from 26 to about 8.6 (26 / 3.02 = 8.6092715231788079470198675496689). Could be wrong here because this is some real arcane shit in how a lot of things stack with not a lot of actual documentation as far as I know.
Heals let's say 250 on a maxed out cleric with 20% spec bonus, with +25 overcap alteration skill and the archaic spell buff on themselves. Pre-crit, of course.
So an 8.6 delay weapon (with max haste stack) that procs every 3.5 swings would proc an average of once every 3.01 (8.6 * 3.5 / 10 = 3.01) seconds if you're attacking full time, producing two heals that will go off for 250 a piece, non-crit... but of course every healer who has one of these weapons will have a heal crit value. Let's say the heal crit % of someone using this is 40% for the sake of argument, just for those numbers. Everyone loves numbers.
500 * 1.40 = 700 average healing output from a proc. 700 / 3.15 = 232.56 (232.55813953488372093023255813953) heals per second, theoretically. This is of course assuming you melee one hundred percent of the time, which as anyone who has played a healer with these weapons on content at, near, or above the tier you get this item will tell you is simply never going to happen. This was with the original values before the Sept 2012 nerfs, once again, and on a completely maxed out cleric in terms of spec bonus, alteration mod, has archaic, and so on.
(pre-nerfs) Crystalis @ 23.1% proc rate (21% base + 10% from Manual of Triggered Casting) with 180% haste and 22% bard overhaste. Again this is with the pre-nerf Piercing 80% haste item making up 180% haste from Yaulp 6 + the haste item at 80%.
Crystalis only procs a single heal per proc. A single target nuke (135 damage) with 0 sec stun and procs Circle of Healing and Crystallized Tears Detrimental. It heals the exact same amount of hp as the Cella proc does but only procs a single heal spell.
24 delay weapon with 202% haste is 7.95 delay (24 / 3.02 = 7.9470198675496688741721854304636).
This weapon with its old rate procced an average of once out 4.3 swings (4.3290043290043290043290043290043), producing a ~250 non-crit heal on a maxed out cleric. One proc every ((7.95 * 4.3) / 10 = 3.4185) 3.41 seconds.
So again the heal output... 250 * 1.4 = 350. 350 / 3.41 = 102.6 (102.6392961876832844574780058651) healed per second. AGAIN, this is theoretically--if you're attacking 100% of the time which as we've already determined is impossible.
Now for the post-nerf numbers.
Cella @ 17.16% proc rate (15.6% base + 10% increase from Melek Taus "Manual of Triggered Casting) with 172% haste (100% Yaulp 6 + 50% Piercing of the False Avatar OR Confine of the Rushing Stream OR Belahfri and 22% Bard overhaste)
I've already explained how the weapon works, so let's get to the numbers.
Cella currently procs an average of every ~5.83 (5.8275058275058275058275058275058) swings. With max haste on a cleric, it now has a delay of ~9.56 (26 / 2.72 = 9.5588235294117647058823529411765). It will now proc an average of every 5.57 seconds if swinging full time -- (9.56 * 5.83) / 10. Still procs the same amount of healing per proc.
500 * 1.4 = 700. 700 / 5.57 = 125.67 (125.67324955116696588868940754039) healing per second, theoretically...
Crystalis @ 7.92% proc rate (7.2 * 1.1), with 172% haste (100% Yaulp 6 + 50% Piercing of the False Avatar OR Confine of the Rushing Stream OR Belahfri and 22% Bard overhaste)
Once again the weapon's already been explained so we know how it works.
With 172% haste, Crystalis has a delay of 24 reduced to 8.82 (24 / 2.72 = (8.8235294117647058823529411764706). Procs on average of every 12.6 swings (12.626262626262626262626262626263) swings. With its current proc rate and max best swing speed, will proc an average of once every 11.11 seconds (11.1132) if swinging full time -- (8.82 * 12.6) / 10.
250 * 1.4 = 350. 350 / 11.11 = 31.5 (31.50315031503150315031503150315) heals per second. Again, theoretically if attacking full time.
Pretty big difference pre- and post- proc and haste nerfs, yes? Ouch. Now this is pretty rough math and if someone wants to correct it with exact numbers can go ahead but this is just to give an idea of how much power these items actually had/have.
The procs even pre-procrate/haste nerfs did not heal enough to remove the need to group heal. They, like I said in my first post in this thread, were used to help pad out your mana pool to make you able to heal for longer with real healing spells by staggering out the amount of time until next group heal spell. When you're taking 4000+ damage every 4-8 seconds which is not uncommon during phases in many high end raid fights, there is no way the amount of heals these provide can keep up. Even if you're meleeing 100% of the time with the best possible setup available, you will not be able to cover the amount of heals required.
The arguments I'm making here are that:
The current proc rate's output on these weapons isn't really that great, and wasn't even before the nerfs. The justification given for the nerfs did not make sense to people who owned and used these items.
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The amount of mana drained per proc currently makes these items unusable as proc weapons due to the random, uncontrollable nature of procs. It's a detriment to the item and basically makes the proc a flavor text kind of deal because no one is going to use mana or effort or risking meleeing while not keeping a trigger finger on real heal spells for uncontrollable procs that are actually less efficient than just casting heal spells. There shouldn't be a sizable mana drain component on something like this because it is uncontrollable and a weapon proc at that.
(tangent) They've become stat sticks and not very good ones at that since similar or even below tier options provide as much or close to as much in stats--this is not actually a problem of the lower tier items being overpowered because if you nerfed the lower tier items that say, Cella+a secondary of similar tier are close to, you could then directly say that the nerfed item is now equivalent to things at even lower tiers... This is likely a problem that has to do with many T12-13+ items getting stealth nerfed in the last year to year and a half and bleeding stats. I don't know why this was felt necessary but it seemed that the stat progression was already very similar to tiers leading up to it.
-AND-
The nerfs to these items makes playing a healer (at the high end especially) a lot less engaging and more boring/frustrating and may cause need need to have a lot of high end content retuned to be less gear-check and require less dps, have less hit points and so on. Those of us who played with these items know full well that they weren't overpowered to the point where the hyperbole used to justify the original proc rate nerfs ("replaced the need to group heal") was anywhere near true.
If you want to go that way fine but then all of these cool ideas which actually worked are down the toilet, and like I said healing is back to
watch life bar and upgrades are again back to
real 'exciting' 20 mana upgrades rather than cool effects that can alter how you play the game to make it more engaging, such as the healer proc weapons did. A net loss for the game, really.