BTW, if the resto shaman 4pc T10 HoT is too difficult to track in the library, it's perfectly alright. I can still at least check for the aura and duration in Grid to know whether it's active. The existing HoT support is pretty fantastic -- I can't describe how awesome it feels to know the HoT healing that is ticking away on a heal target and be able to prioritize around the information.

I'll give an example and leave it to you to decide if it's worthwhile to support this HoT in LHC. Suppose I spam Chain Heal on a tank, which is a pretty common function of a resto shaman in raids. Suppose I crit every 4-5 seconds on the tank, which is a fairly conservative estimate in the current gear levels. Then the HoT will tick once between each refresh of the HoT, and will grow with each refresh. If h is the amount added to the pool per crit, p(n) is the size of the pool at the nth crit, and t(n) is the tick size after the nth crit, then we have:

If we crit for 10k with Chain Heal (also very conservative in current gear levels), then over a long fight, we're averaging a 2500 tick every 4-5 seconds over the course of the fight.

Really interesting stuff happens if we crit several times between ticks, because the pool grows without releasing any heals until we have 3 seconds without a crit. So if we crit three times between ticks for 10k on a tank, that adds 7500 to the pool, so the next tick might be for 4k before degrading over time toward that 2500 asymptotic value.

Of course, Chain Heal actually heals up to 4 targets, and puts a HoT on each target that it crits on, so it acts like a very beefed-up Earthliving HoT on multiple targets. It ends up being a very significant amount of healing over the course of a fight.

Is it possible to add support for the resto shaman 4pc T10 bonus? This HoT can be quite substantial if there are multiple crits by Chain Heal on the same target. There is a recent change in patch 3.3.3 that will simplify checking for this HoT (to be called Chained Heal). There is a fairly clear post that describes the mechanics of this HoT over at Vixsyn's blog.

Another way to understand the way this bonus works is as follows:

The healing from the HoT comes from a pool (per target) that starts at zero.

Each time Chain Heal crits on a target, the pool grows by 25% of the crit heal and any existing HoT buff is refreshed to 9 seconds.

The HoT ticks for 1/3 of the pool's size at 3, 6 and 9 seconds.

Each HoT tick removes that amount of healing from the pool.

Tidal Force isn't that bad to support since it's one buff, maybe later I'll go through and calculate more of the talents and item sets for crit but I'd rather get hot support/clean up code/etc first before something that doesn't occur normally and only for two of the four healing classes.

Totally agreed... HoT support would be much more useful than crit heals in terms of figuring out heal targets.

4) Support for buffs/item sets that modify crit is something I'm not sure if I want to do yet, nobody is really going to hit 100% crit without a fight like Loatheb or Divine Favor from normal buff/talents.

Shaman have a similar talent/spell called Tidal Force that gives 60/40/20% crit buff to the next three HW/LHW/CH spells.

Raid-buffed, it's likely that the first HW/LHW/CH cast with the 60% buff will be 100% crit, then after that, LHW will likely crit on the remaining 40% and 20% crit buffs.

True, probably only Paladins and Shaman ever hit 100% on a spell for non-Loatheb fights, but it does happen, and it makes a difference in choosing heal targets when you see a heal will land for 15k instead of 10k.

This can be simplified to show that:

So, t(n) is asymptotic toward h as n increases.

If we crit for 10k with Chain Heal (also very conservative in current gear levels), then over a long fight, we're averaging a 2500 tick every 4-5 seconds over the course of the fight.

Really interesting stuff happens if we crit several times between ticks, because the pool grows without releasing any heals until we have 3 seconds without a crit. So if we crit three times between ticks for 10k on a tank, that adds 7500 to the pool, so the next tick might be for 4k before degrading over time toward that 2500 asymptotic value.

Of course, Chain Heal actually heals up to 4 targets, and puts a HoT on each target that it crits on, so it acts like a very beefed-up Earthliving HoT on multiple targets. It ends up being a very significant amount of healing over the course of a fight.

Another way to understand the way this bonus works is as follows:

Totally agreed... HoT support would be

muchmore useful than crit heals in terms of figuring out heal targets.Shaman have a similar talent/spell called Tidal Force that gives 60/40/20% crit buff to the next three HW/LHW/CH spells.

Raid-buffed, it's likely that the first HW/LHW/CH cast with the 60% buff will be 100% crit, then after that, LHW will likely crit on the remaining 40% and 20% crit buffs.

True, probably only Paladins and Shaman ever hit 100% on a spell for non-Loatheb fights, but it does happen, and it makes a difference in choosing heal targets when you see a heal will land for 15k instead of 10k.