What I wanted to illustrate was sort of how the healer DPS meta formed. Absolutely we are allowed to take a breather for two seconds which is how SE inadvertently created healer DPS windows.
The key point is that my comparison was between skilled i255 max healing output VS i270 low/average potential with most players somewhere in between. What does this mean?
TLDR: Even if average players don't have the skill to even heal through content, skilled players are still going to DPS a lot.
After all humans arnt always so precise about movement. You still got your absorbs as well im guessing you didnt count them in your calculation. Smart though, Im not a numbers person myself. As for three difficulties Id think it would be set at a difficulty level that people according to statistics could do[/QUOTE]
It would not be unfair at all IMO except when you look at how skilled healers create current DPS windows, VS others who struggle to simply heal.
(i.e. 3000 HPS with just regens combined with an extra 3000 HPS from just raw heals VS C2 spam with 50% overheal)
This also effects how healers would manage to heal/do mechanics if the healing requirements were higher. Skilled players may not be able to heal/dps but average players wont be able to heal/mechanics.
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Sebazy reminded me of this bringing up T1 btw. I wasn't a healer in BCOB so I never got to experience but I do remember the snakes hitting really hard to the point where:
- People needed to bait tail swipes to reduced some attacks on the tanks
- coordinating keeping regens on both tanks
- tanks cycling CD's to reduce average DTPS
- even @ i90 the Tank Kite strat where people would rejoin the two snakes and then have a tank kite/sprint around the arena while both healer tried to keep him alive waiting for LB to build. Healers at max ilvl still struggle with the heal check of T1 to the point the kite strat was made. Then OMG T2 most teams couldn't even beat without the Enrage strat because the healers couldn't even start to think about keeping up.
Exactly, and yet there's healers who can't grasp the level of damage going out at that point not realizing that a regen will cover the damage, who continually spam Benefic/Cure/Physic etc.
Imagine if it was 12k per hit, do you think most people could time a heal between two 12k hits and a 20k Divine Spear, and then have the tank topped and shielded for Punishing Heat?
Then consider the level of MP efficiency that would require, lol