User:Raine Valen/Musings/Redbar Efficiency

Title gets more convoluted as I go.

 * Up to 536.8 Health/
 * To reach full energy efficiency, each party member in range would have to be short from their max health by at least 122 points each time Preservation caused a heal. Obviously, this is not a viable strategy (what does one do when the opposing team simply stops damaging characters in the relatively small range?  What happens when that gap in health pushes allies out of Safe Zones?), so Preservation typically falls horribly short of maximum efficiency.  Further, in order to reach maximum efficiency, it must last for its entire natural lifespan; this is rare.
 * Up to 30.5 single-target Health/
 * The health-per-second statistic is an interesting one because, though a skill may be enormously energy efficient, if it can't match incoming damage-per-second, another heal will have to be used, and it may very well be less efficient, thereby compromising the caster's energy efficiency. Preservation can, under ideal circumstances, keep up with only 30.5 damage per second an a particular target, so, unsurprisingly, another less-efficient heal will often need to be used.
 * Up to 30.5 party-wide Health/
 * Because each heal is single-target, single-use, the single-target and party-wide figures are the same.
 * Because each heal is single-target, single-use, the single-target and party-wide figures are the same.


 * Up to 123.6 Health/
 * Reaching maximum energy efficiency on this would mean being in adjacent range of all 3 of your other party members with each cast, and they must all be significantly short of their max health to avoid overhealing. This is a no-no.  Further, your ability to heal any adjacent foes makes this skill less-than-desirable.
 * Up to 16.36 single-target Health/
 * Because of its long recharge, this skill on its own can't mop up very much pressure. Because of that, less-efficient heals will need to be used frequently.  Even moreso, because it's heal on the caster is horrendously small, training the user becomes a viable way to severely compromise this skill's utility.
 * Up to 56.18 party-wide Health/
 * This is a much better figure than the single-target figure; this skill is much better (viable, even!) for countering partywide pressure like degeneration.
 * This is a much better figure than the single-target figure; this skill is much better (viable, even!) for countering partywide pressure like degeneration.


 * Up to 108.8 Health/
 * Achieving this skill's maximum efficiency isn't nearly as insane as doing the same for Preservation or Healing Ring. For Spirit Bond, an ally need simply take damage over 60 ten times over 12 seconds.  A warrior probably won't pump this out, by themself, but two wars, a war and an ele, or possibly even two eles is generally capable of pushing SB to its limit.
 * Achieving this skill's maximum efficiency isn't nearly as insane as doing the same for Preservation or Healing Ring. For Spirit Bond, an ally need simply take damage over 60 ten times over 12 seconds.  A warrior probably won't pump this out, by themself, but two wars, a war and an ele, or possibly even two eles is generally capable of pushing SB to its limit.


 * Up to 102.4 Health/
 * This skill reaches its limit when the affected ally remains in earshot of a spirit and it does not overheal. For monks familiar with Healing Breeze, the "not overhealing" part should be relatively straightforward; you just let the target take damage and don't heal them past the bottom of the Safe Zone, ideally allowing them to hover near the bottom of it to encourage foes to continue pumping damage into Spirit Light Weapon's pre-paid healing.  Of course, when that ally stops taking damage, the effeciency likely goes to hell, since we're talking about a skill with over 500 points of redbar-pushing capacity.  Further, reaching maximum efficiency also necessitates not being overwritten with another weapon spell prematurely.
 * This skill reaches its limit when the affected ally remains in earshot of a spirit and it does not overheal. For monks familiar with Healing Breeze, the "not overhealing" part should be relatively straightforward; you just let the target take damage and don't heal them past the bottom of the Safe Zone, ideally allowing them to hover near the bottom of it to encourage foes to continue pumping damage into Spirit Light Weapon's pre-paid healing.  Of course, when that ally stops taking damage, the effeciency likely goes to hell, since we're talking about a skill with over 500 points of redbar-pushing capacity.  Further, reaching maximum efficiency also necessitates not being overwritten with another weapon spell prematurely.


 * Up to 791⁄3 Health/
 * Zealous Benediction is fucking gorgeous. The condition for maximum efficiency generally prevents overhealing in and of itself: just cast it on allies with less than 50% health and you've maxed this skill out for a whopping 79 health-per-energy.  For energy efficiency, ZB is hard to compete with.
 * Zealous Benediction is fucking gorgeous. The condition for maximum efficiency generally prevents overhealing in and of itself: just cast it on allies with less than 50% health and you've maxed this skill out for a whopping 79 health-per-energy.  For energy efficiency, ZB is hard to compete with.


 * Up to 76.8 Health/
 * These skills very much resemble Healing Ring in terms of conditionality and drawbacks. For the same reasons, they are decidedly "meh".
 * These skills very much resemble Healing Ring in terms of conditionality and drawbacks. For the same reasons, they are decidedly "meh".


 * Up to 76 Health/
 * Healing Light is quite similar to Zealous Benediction in terms of possible efficiency. The condition is a bit harder to meet, though, since enchantments typically aren't something that happens "naturally" to allies.  Still, as far as energy efficiency goes, this skill is a winner.
 * Healing Light is quite similar to Zealous Benediction in terms of possible efficiency. The condition is a bit harder to meet, though, since enchantments typically aren't something that happens "naturally" to allies.  Still, as far as energy efficiency goes, this skill is a winner.


 * Up to 72.4 Health/
 * Like Zealous Benediction, this skill is golden. The condition for maximum efficiency is relatively easy to meet: all party members must be at least 48 points below their maximum health, and they must all be in earshot of the target.  If either one of those is true, the other tends to be, as well, and both are fairly common in RA.
 * Like Zealous Benediction, this skill is golden. The condition for maximum efficiency is relatively easy to meet: all party members must be at least 48 points below their maximum health, and they must all be in earshot of the target.  If either one of those is true, the other tends to be, as well, and both are fairly common in RA.


 * Up to 68.8 Health/
 * Quite similar to Healing Burst, reaching this skill's maximum efficiency simply requires that all party members be short a bit from their maximum health. They don't even have to be in earshot; they need only be in compass range.
 * Quite similar to Healing Burst, reaching this skill's maximum efficiency simply requires that all party members be short a bit from their maximum health. They don't even have to be in earshot; they need only be in compass range.


 * Up to 56 Health/
 * These two require that all party members be in earshot of you and below max health, so it's somewhat harder to peak than Healing Burst, because, ideally, all party members should be just beyond earshot of you.
 * These two require that all party members be in earshot of you and below max health, so it's somewhat harder to peak than Healing Burst, because, ideally, all party members should be just beyond earshot of you.


 * Up to 56 Health/
 * Ah, Life! With the exact same maximum efficiency as and the significantly larger range than Divine Healing, this skill is much easier to reach maximum efficiency with.  Like most healing spirits, reaching maximum efficiency means not dying prematurely.
 * Ah, Life! With the exact same maximum efficiency as and the significantly larger range than Divine Healing, this skill is much easier to reach maximum efficiency with.  Like most healing spirits, reaching maximum efficiency means not dying prematurely.


 * Up to 56 Health/
 * This one merely requires that you be holding an item and that you don't overheal. Since the heal is relatively small, this allows allies to remain in Safe Zones without being overhealed.  Easy to use and quite efficient – this skill is spectacular for energy efficiency.
 * This one merely requires that you be holding an item and that you don't overheal. Since the heal is relatively small, this allows allies to remain in Safe Zones without being overhealed.  Easy to use and quite efficient – this skill is spectacular for energy efficiency.


 * Up to 55 Health/
 * This skill is almost exactly as conditional as ZB, though with a slightly higher risk of overhealing. Unfortunately, it doesn't really compare in terms of maximum efficiency.
 * This skill is almost exactly as conditional as ZB, though with a slightly higher risk of overhealing. Unfortunately, it doesn't really compare in terms of maximum efficiency.


 * Up to 54 Health/
 * Because, unlike Preservation, Rejuvenation does its best not to overheal, reaching maximum efficiency with this is much easier. The area is significantly larger, too, so its much easier to get the benefit out of this spirit when required.  Unlike Life and Preservation, this spirit need not necessarily live out its lifespan for maximum efficiency, but must rather expend the entirety of its life in healing and not taking damage.
 * Because, unlike Preservation, Rejuvenation does its best not to overheal, reaching maximum efficiency with this is much easier. The area is significantly larger, too, so its much easier to get the benefit out of this spirit when required.  Unlike Life and Preservation, this spirit need not necessarily live out its lifespan for maximum efficiency, but must rather expend the entirety of its life in healing and not taking damage.


 * Up to 51.6 Health/
 * This requires intercepting an incoming packet of over 106 damage (which has become startlingly easy) on an ally short about 150 health to reach maximum efficiency.
 * This requires intercepting an incoming packet of over 106 damage (which has become startlingly easy) on an ally short about 150 health to reach maximum efficiency.


 * Up to 45.12 Health/
 * To reach maximum efficiency, all party members must always be in range and never be at full Health. And, of course, Recuperation must live out its entire duration.  Truly, this skill isn't quite so difficult to use.
 * To reach maximum efficiency, all party members must always be in range and never be at full Health. And, of course, Recuperation must live out its entire duration.  Truly, this skill isn't quite so difficult to use.


 * Up to 43.2 Health/
 * Like Life Sheath, maxing this skill's capacity only necessitates intercepting a damage packet as large or larger than it will negate. Since RoF's limit is lower than that of LS, this is actually easier to accomplish.
 * Like Life Sheath, maxing this skill's capacity only necessitates intercepting a damage packet as large or larger than it will negate. Since RoF's limit is lower than that of LS, this is actually easier to accomplish.


 * Up to 41.4 Health/
 * At last, we've reached the "just don't overheal" section. As implied, to reach maximum efficiency with this skill, the user need only not overheal the target.
 * At last, we've reached the "just don't overheal" section. As implied, to reach maximum efficiency with this skill, the user need only not overheal the target.


 * Up to 37.6 Health/
 * Don't overheal and be in earshot of a spirit and this skill is as efficient as possible.
 * Don't overheal and be in earshot of a spirit and this skill is as efficient as possible.


 * Up to 37.6 Health/
 * This skill requires not only that three allies be nearby, but also that none of those three be overhealed. It generally doesn't see play for this reason; balling is not desirable.
 * This skill requires not only that three allies be nearby, but also that none of those three be overhealed. It generally doesn't see play for this reason; balling is not desirable.


 * Up to 37.2 Health/
 * Like Spirit Light Weapon, this skill requires that its target never reach full Health, which is horrendously easy to mess up for a monk not accustomed to using it. What's more, this skill also need be cast on an Enchanting set and must last its full duration without being removed in order to be as efficient as possible.
 * Up to 20.67 single-target Health/
 * Without compromising its energy efficiency, Healing Breeze can pump out a respectable amount of single-target heal. Of course, the amount is still relatively low compared to single-target damage, so other healing will likely be required.
 * Up to 82.67 party-wide Health/
 * If push comes to shove, Healing Breeze can be maintained on multiple party members to counteract pressure. This skill can push out a whopping amount of party heal while maintaining its maximum energy efficiency.
 * If push comes to shove, Healing Breeze can be maintained on multiple party members to counteract pressure. This skill can push out a whopping amount of party heal while maintaining its maximum energy efficiency.
 * Up to 36.8 Health/
 * Very similar to Healing Ribbon: all party members must be in range and not overhealed in order for this skill to maximize its potential.
 * Very similar to Healing Ribbon: all party members must be in range and not overhealed in order for this skill to maximize its potential.


 * Up to 34.8 Health/
 * This skill must not overheal and must not be removed prematurely in order to hit peak efficiency.
 * This skill must not overheal and must not be removed prematurely in order to hit peak efficiency.


 * Up to 34.8 Health/
 * Remove two conditions and don't overheal, and Mending Touch is as good as possible.
 * Remove two conditions and don't overheal, and Mending Touch is as good as possible.


 * Up to 34 Health/
 * Not overhealing is the only requisite for maximum efficiency.
 * Not overhealing is the only requisite for maximum efficiency.


 * Up to 34 Health/
 * For a party heal, this skill is horribly inefficient – next to Divine Healing or Life, this skill's heal-per-energy is pretty bad. Like other party heals, the requisite is simply that all affected party members be in range and not overhealed.
 * For a party heal, this skill is horribly inefficient – next to Divine Healing or Life, this skill's heal-per-energy is pretty bad. Like other party heals, the requisite is simply that all affected party members be in range and not overhealed.

Notes:

 * Party size assumed to be 4, with no pets or minions.
 * Healing att assumed to be 16; DF assumed to be 15 for monk skills; Spawning assumed to be 15 for rit skills.
 * Overhealing assumed to be 0.