Blessed Healing | |
---|---|

**Blessed Healing**- 100 yd range
- None/Internal cooldown
- sec cast
- Heals over 9 seconds.
| |

Usable by | |

Class | Priest |

Properties | |

Type | Defensive |

School | Holy |

Casting time | Instant cast |

Cooldown | None/Internal |

Related buff | |

**Blessed Healing** is the proc that occurs from Priest Tier 10 Holy (2) peice bonus:

- (2) Set: Your Flash Heal has a 33% chance to cause the target to heal for 33% of the healed amount over 9 sec.

## Basic Information Edit

- Ticks occur 1 time per 3 seconds for a total of 3 ticks over 9 seconds.
- Since this proc has no ICD, it can proc again while already active on your target.
- If proc'd, while already active on your target, the duration is reset to 9 seconds.

- Has a "buffer" type of heal over time. (mathematical examples below)
- Releases 33% of stored-up healing over 9 seconds. (11% per tick)
- If proc'd within 3 seconds of already proccing on your target, no ticks will occur. (the "buffer" stays full)

- Theoretical 10.89% extra healing to your Flash Heal. (assuming it procs a perfect 33 out of 100 times)

## Equations Edit

**Heal** is the amount healed when proc'd. [input]

**Times** is the number of ticks that occurred between the last and current proc. (0 to 3) [input]

**Total** starts with a value of 0 and carries over to the next proc.

**HoT** is the amount healed over time.

**Tick** is the amount healed per tick.

### Calculation Process Edit

- Total (before) = (carried over from previous proc, value of 0 if first proc)
- Heal = #[input]
- Times = #[input]
- Total (after) = (((Total*0.33) - (Times*((Total*0.33))/3))/0.33) + Heal)
*(Optional)*HoT = Total*0.33*(Optional)*Tick = HoT/3

### Examples Edit

**Proc #** is the order in which each proc takes place.

The total has a before and an after.

**Before** is the amount carried over from the previous proc.

**After** is calculated based on how many ticks between the last proc plus the amount healed that activated the current proc #.

If times equals 0, total (after) can be calculated as simple as "total (before) + heal".

*The following examples have been rounded to the nearest tenth to make it easier to read.*

#### Simple (2 proc) Edit

Proc # | Total (before) | Heal | Times | Total (after) | HoT | Tick |
---|---|---|---|---|---|---|

1 | 0 | 4,250 | 0 | 4,250 | 1,402.5 | 467.5 |

2 | 4,250 | 4,250 | 0 | 8,500 | 2,805 | 935 |

#### Advanced (4 proc) Edit

Proc # | Total (before) | Heal | Times | Total (after) | HoT | Tick |
---|---|---|---|---|---|---|

1 | 0 | 4,750 | 0 | 4,750 | 1,567.5 | 522.5 |

2 | 4,750 | 4,500 | 1 | 7,666.7 | 2,530 | 843.3 |

3 | 7,666.7 | 4,750 | 0 | 12,416.7 | 4,097.5 | 1,365.8 |

4 | 12,416.7 | 5,000 | 2 | 9,138.9 | 3,015.8 | 1,005.3 |

#### Complex (6 proc) Edit

Proc # | Total (before) | Heal | Times | Total (after) | HoT | Tick |
---|---|---|---|---|---|---|

1 | 0 | 4,500 | 0 | 4,500 | 1,485 | 495 |

2 | 4,500 | 4,750 | 0 | 9,250 | 3,052.5 | 1,017.5 |

3 | 9,250 | 5,000 | 2 | 8,083.3 | 2,667.5 | 889.1 |

4 | 8,083.3 | 4,250 | 1 | 9,638.9 | 3,180.8 | 1,060.3 |

5 | 9,638.9 | 4,750 | 0 | 14,388.9 | 4,748.3 | 1,582.8 |

6 | 14,388.9 | 5,000 | 3 | 5,000 | 1,650 | 550 |

#### Theoretical (10 proc, 5k, 0% loss) Edit

Proc # | Total (before) | Heal | Times | Total (after) | HoT | Tick |
---|---|---|---|---|---|---|

1 | 0 | 5,000 | 0 | 5,000 | 1,650 | 550 |

2 | 5,000 | 5,000 | 0 | 10,000 | 3,300 | 1,100 |

3 | 10,000 | 5,000 | 0 | 15,000 | 4,950 | 1,650 |

4 | 15,000 | 5,000 | 0 | 20,000 | 6,600 | 2,200 |

5 | 20,000 | 5,000 | 0 | 25,000 | 8,250 | 2,750 |

6 | 25,000 | 5,000 | 0 | 30,000 | 9,900 | 3,300 |

7 | 30,000 | 5,000 | 0 | 35,000 | 11,550 | 3,850 |

8 | 35,000 | 5,000 | 0 | 40,000 | 13,200 | 4,400 |

9 | 40,000 | 5,000 | 0 | 45,000 | 14,850 | 4,950 |

10 | 45,000 | 5,000 | 0 | 50,000 | 16,500 | 5,500 |

As you can see, the more ticks you let go, the more it will decrease in healing per tick if it procs again.

If the "times" is 3 (100% time loss) it is equivalent to starting back at proc #1.

## Recovering from Ticks Edit

If you happen to proc over and over and over again, the amount of healing lost if 1 tick were to happen grows bigger and bigger. The way to calculate this is basically backwards from the proc calculations.

**Amount** = #[input]

**Total HoT** = Amount*3

**Total Heal** = Amount/0.33

An easy way to calculate the amount you need to heal to get it back up:

**Healing Lost** = Total Heal*(Ticks/3)

#### Easy Recovery (4k, 1 tick) Edit

Ticks | Amount | Total HoT | Total Heal | Healing Lost |
---|---|---|---|---|

1 | 440 | 1,320 | 4,000 | 1,333.3 |

#### Medium Recovery (10k, 1 tick) Edit

Ticks | Amount | Total HoT | Total Heal | Healing Lost |
---|---|---|---|---|

1 | 1,100 | 3,000 | 10,000 | 3,333.3 |

#### Hard Recovery (15k, 2 ticks) Edit

Ticks | Amount | Total HoT | Total Heal | Healing Lost |
---|---|---|---|---|

2 | 1,650 | 4,950 | 15,000 | 10,000 |

#### Scratch Recovery (20k, 3 ticks, lose everything) Edit

Ticks | Amount | Total HoT | Total Heal | Healing Lost |
---|---|---|---|---|

3 | 2,200 | 6,600 | 20,000 | 20,000 |

#### Amazing Recovery (250k, 1 tick, just for fun) Edit

Ticks | Amount | Total HoT | Total Heal | Healing Lost |
---|---|---|---|---|

1 | 27,500 | 82,500 | 250,000 | 83,333.3 |

## Notes Edit

Receives no extra benefit from spell power.

Ticks never critically heal.

If a tick never occurs, you can get this to heal as high as you possibly can before you go OOM.