If it is even viable compared to High tide.
But given there is enough healing from cloudburst to ever cancel it before expiring we could explore a more complex dynamic healing formula.
“The stored power is released, healing all injured allies within 40 yards for a total of 20% of all healing done while it was active, split evenly between them.”
So if 20 ppl is 1 health below 100% they will all be part of the split. Thus if 10 ppl is below 50% and 10 ppl is 99% they will receive the same healing.
To get the most out of it we want a situation were all the damaged players are equally damaged.
Meaning we want to look at when the least damaged ppl are worth healing given they are part of the split,excluding the tanks.
In the example before we will then wait until the 10ppl are healed to max and we have he last 10ppl around 50%. Thus the healing hits were needed.
It could also be used as save where x ppl are to close to die so we need to heal with whatever we have.
In that case it would look stupid to not use the burst if it could have saved them.
If those 2 situations could be combined into one formula that seeks to optimize the healing output when it can and at the same time save ppl when needed, then we have a winner
But given there is enough healing from cloudburst to ever cancel it before expiring we could explore a more complex dynamic healing formula.
“The stored power is released, healing all injured allies within 40 yards for a total of 20% of all healing done while it was active, split evenly between them.”
So if 20 ppl is 1 health below 100% they will all be part of the split. Thus if 10 ppl is below 50% and 10 ppl is 99% they will receive the same healing.
To get the most out of it we want a situation were all the damaged players are equally damaged.
Meaning we want to look at when the least damaged ppl are worth healing given they are part of the split,excluding the tanks.
In the example before we will then wait until the 10ppl are healed to max and we have he last 10ppl around 50%. Thus the healing hits were needed.
It could also be used as save where x ppl are to close to die so we need to heal with whatever we have.
In that case it would look stupid to not use the burst if it could have saved them.
If those 2 situations could be combined into one formula that seeks to optimize the healing output when it can and at the same time save ppl when needed, then we have a winner
