You could roll 100 tails at once, though. The chance of rolling Tails again on your next roll is still 50%. Thinking otherwise is Gambler's Fallacy.Lol this is not the gambler fallacy.
Flip a coin in sets of 10.
Count how many sets where heads appears at least once.
Count how many times you get an entire set of tails.
by your logic they should be 50/50. but that is not the case
There is only one possible outcome for "TTTTTTTTTT" but there are several possible outcomes that contain at least 1 head, each possible outcome has an equal chance of appearing, but there are more outcomes that contain at least 1 H
Aspected benfic:
190 Cure +140 for 18 sec = 2710
Regen:
150 for 21 sec = 3150
WHM comes a bit slower but gets a MUCH better deal overall, here. It gets MORE healing for LESS MP.
A bubble which has to be channeled to maintain it is definitely not more "flexible". I'd much, MUCH rather have a bubble I can throw down, then proceed to follow up with other healing. AST can't do that, and while the ticking HoT afterwards is nice, the AST is literally putting the raid into the hands of the other healer because you KNOW they're not going to be keeping the raid up with a 150 potency tick...Does the WHM really have a better bubble? The AST's has both damage reduction and a linger HoT that does not require standing in the bubble. That seems more flexible from a raid perspective to me.
Assize is an AMAZING ability. 10% mana recovery guaranteed every 90 seconds is vastly better than praying that you draw an Ewer when you can use it (ie when you don't have something else RRed that you cannot afford to lose). Then, there's the fact that Assize is also a magnificent "OH SHI-" button as it does an AoE heal to boot.Does the WHM really have better mana recovery? The AST can add an additional 5 seconds onto their LA, no? I don't know if this balances out the recovery of Assize, but also in addition to Ewer? I wouldn't say it's a surefire win, and someone else in this thread clearly stated that in identical encounters, they had better mana management with their AST over their WHM.
Also, using CO to extend your LA 5 seconds would be criminal: you'd barely get any usage out of it and you'd MUCH rather be trying to hit your entire party with it while they have an expanded balance on them.
The list is accurate, as I just demonstrated.I understand that the WHM does have better range and slightly better cooldowns. I am still trying to figure out which class to take into end game, but I think your list was clearly one-sided and not helpful, other than as a rhetorical bludgeon perhaps.
WHM is, bar none, the best healer. I like AST because it challenges me to try to squeeze more out of the class via micromanaging. Really, it's down to personal preference (as it should be) as hopefully AST can at least hold its own as a healer now as it was a joke before.
Then it's a bug and they need to fix it, as the tooltip says otherwise.
I haven't directly mocked anyone and I don't intend to.
The simple fact is this: WHM is the vanilla healer. The thing that makes it unique is that it has the best healing throughput of all healers. It doesn't have a gimmick like a fairy or a deck of cards (that loves to f**k you over all the time) because it doesn't NEED either one. If someone can't outheal an AST on a WHM, the problem isn't with either class.
Asking that WHM be made "unique" may as well be asking that BRD be given a turret because it's the "vanilla" ranged physical DPS, or PLD get Darkside because it's the "vanilla" tank.
And furthermore, what reeks of hypocrisy in all of this is that, BEFORE this patch, WHMs weren't complaining up a storm about how "vanilla" their class was. So you felt unique as long as AST was sh*t, but now that they're not, "OH WE'RE NOT SPECIAL ANYMORE!!!!", despite still having THE BEST healing throughput for mana spent in the game?
The only buff WHM needs is to have super virus.
Last edited by RichardButte; 08-29-2015 at 11:39 AM.
This is the case each flip is its own separate event, previous or subsequent flips do not effect outcomes. When you flip the coin once, you have a 50/50 chance of getting heads. The next flip is also a 50/50 chance of getting heads, weather you had heads before or not.
It's not a waste of anything. Whether you get the full potency or not, free is free. It's still healing at no cost to mp. It's still a 100% net gain if it heals 5 hp or 5000.
Of course, the more you get out of it the better, but even if you are only getting a cure I's worth of healing from it you're still saving mp.
The previous flips to not impact subsequent outcomes. This is true. But you're looking at the chance of something occurring within a certain number of attempts
To simplify, let's say AST flips coins. For an encounter, you only have time to flip your coin 3 times. Your possible flips for the encounter are:
HHH
HHT
HTH
HTT
THH
THT
TTH
TTT
There is an equal chance for any of the above combinations to be the combination you get during the run. "TTT" has the same chance of appearing as "HTH" or "THT" or "HHH". However, there are 7 outcomes that would allow you to get at least 1 H during the encounter. 7/8 outcomes means you have a 87.5% chance of getting at least 1 H over the course of 3 flips.
Last edited by winsock; 08-29-2015 at 12:25 PM.
What Winsock is saying is something everyone learns at 6th grade math.
Remember the exercises about: in a box with balls numbered from 1 to nine, if you draw X balls 3 times, returning the balls after each draw, what's the chance of the number combination having the number Y?
And please, enough with AST. If people can come up with ideas to make WHM more unique I would be forever grateful.
HoTs/DoTs tick every server tick, which is every 3s.
So,
Aspected Benefic: 1030 potency
Regen: 1050 potency
Here are the probabilities.The previous flips to not impact subsequent outcomes. This is true. But you're looking at the chance of something occurring within a certain number of attempts
To simplify, let's say AST flips coins. For an encounter, you only have time to flip your coin 3 times. Your possible flips for the encounter are:
HHH
HHT
HTH
HTT
THH
THT
TTH
TTT
There is an equal chance for any of the above combinations to be the combination you get during the run. "TTT" the same chance of appearing as "HTH" or "THT" or "HHH". However, there are 7 outcomes that would allow you to get at least 1 H during the encounter. 7/8 outcomes means you have a 87.5% chance of getting at least 1 H over the course of 3 draws.
Three cards are favorable, three cards aren't. For simplification we will equate favorable to heads and unfavorable to tails.
The probability of getting heads in three attempts is 85%. The inverse must also be true meaning the probability of getting tails is also 85% It is just as likely that after three attempts I will pull a favorable outcome as it is I will pull an unfavorable one or 50/50.
This all still is off the original topic.
Last edited by J-Dax; 08-29-2015 at 01:09 PM. Reason: jeeze I can't get it together
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