Sacred flame, eventho it deals less damage per hit, hits faster than lance and it has a higher DPS (damage per second).
If you just want bigger numbers Lance of faith is alright. It's good for very short fights.
Sacred Flame:
- has high synergy with Astral Seal, your true healing At-Will.
- gives more Divinity than Lance of Faith, especially the third strike.
Lance of Faith:
- slightly higher damage per strike, especially the third strike.
- gives more AP than Sacred Flame.
Sacred Flame has a slightly faster casting animation so a higher overall dps. But Lance is better for burst damage. Thus, Lance tends to be used more often in PvP.
when playing alone I would use lance of faith as my primary at will as I would count out how long it would take to kill things and how long other at wills would take and lance of faith always took less time even if it casts slower.... sacred flame casts faster but does way less damage, but in PvP where only the last hit determines who gets the kill when it comes to kill stealing sacred flames fast cast rate will typically end up giving more kills unless you are the only one attacking someone then lance of faith is the way to go
Some classes get bonuses when they have temp hitpoints (especially the GF). Even being an almost nonexistant amount coming from the acred Flames, it is still useful to trigger the bonuses..
Leanan Sidhe(not "The Dresde Files" fairy!)- NW Legit Channel Moderator
If you move around with a man at arms as first companion while questing you'll notice he lasts a lot longer if you use sacred flame. But that's it. It also goes nicely with feats that increase the healing a target receives if it's affected by temp HP.
It boils down to this: Sacred Flame for divinity generation, Lance of Faith for AP generation. The damage difference is not really a factor. Sacred Flame also generates temporary HP, which makes it excellent for some builds (check the Faithful spec feats). Lance of Faith has the advantage of being available from the start.
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If you spec into it in the virtuous tree you can actually make lance do more damage then sacred flame though it's not a huge amount (but it also helps divinity generation with lance). Personally I prefer the greater AP generation for the virtuous tree but my faithful spec prefers sacred flame as she is specced to heal more when her target is affected by temp hp. In the end it really falls down to your spec though which is more beneficial.
Personally, I don't use either. I just use Brand of the Sun with Astral Seal. I prefer the fire and forget nature of the DoT over direct damage. I can be building up AP while doing other stuff. It also lets me damage several mobs in rapid succession, rather then focusing on one at a time.
Sacred Flame:
- has high synergy with Astral Seal, your true healing At-Will.
- gives more Divinity than Lance of Faith, especially the third strike.
Lance of Faith:
- slightly higher damage per strike, especially the third strike.
- gives more AP than Sacred Flame.
Sacred Flame has a slightly faster casting animation so a higher overall dps. But Lance is better for burst damage. Thus, Lance tends to be used more often in PvP.
The above excludes additional bonuses from feats.
Actually this is not correct. Both give about 1.25% AP for each of the first two hits, but on the third, Sacred Flame gives 2.5% while Lance of Faith only gives 2%.
I don't know how you got your numbers because Sacred Flame only gives me 3-4% AP while Lance of Faith gives me 4-5% at 20%, 25%, and 30% AP gain (I have several level 60 clerics). Holy Fervor is not slotted. More %AP gain will only widen the gap between these two.
The reason your tests are showing faulty data may be because Lance of Faith's third hit must be cast after the second hit. I believe this has something to do with how holding down your mouse button will actually speed up Lance of Faith's third attack. With Sacred Flame it is possible to pause at most one second in-between attacks, and still manage to complete an attack chain. Lance of Faith is not as forgiving - Lance almost always resets if you try to pause or move before completing the chain.
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I don't have faulty data. You have imprecise data. However, it appears that these numbers were tweaked in the patch. I tested again today to be sure, and compared to my previous data.
Before (27.2% AP Gain)
Lance of Faith: 1.21815, 1.21815, 2.0303
Astral Seal: 2
Sacred Flame: 1.25, 1.25, 2
Brand of the Sun: 1.6242
Today (28.1% AP Gain)
Lance of Faith: 1.22945, 1.22945, 1.91896
Astral Seal: 2.0491
Sacred Flame: 1.2945, 1.2945, 1.4345
Brand of the Sun: 1.6392
From today's data, we can extrapolate the base AP gain for the abilities.
Lance of Faith: 0.96, 0.96, 1.5 = 3.42
Astral Seal: 1.6
Sacred Flame: 0.96, 0.96, 1.12 = 3.04
Brand of the Sun: 1.28
So no, my tests are not showing faulty data. It's the raw AP value from the game. Not the round-off percentage you get from the tooltip when you mouseover the AP meter.
Also, from repeated tests of 10 full 3-hit casts using a stopwatch (meaning a small error %).
Lance of Faith (3 hits): 2.7 seconds
Astral Seal: 1.17 seconds
Sacred Flame (3 hits): 2.45 seconds
Brand of the Sun: 0.98 seconds
Summing it up, the base AP gain per second is:
Lance of Faith (3 hits): 1.27
Astral Seal: 1.367
Sacred Flame (3 hits): 1.24
Brand of the Sun: 1.306
And there you have it. Astral Seal is the best At-Will to spam for AP gain. Lance of Faith is calculated in my tests as 2.4% faster than Sacred Flame, but my stopwatch tests probably have around a 5% margin of error. Latency may also cause a margin of error. So practically, Lance of Faith and Sacred Flame are equal in terms of AP again.
If you want to accurately test AP gain, use the following command to add the actual number to the top left of your screen listed as "Power" measured in 1000 units:
/GenAddWindow Playerstatus_Info
To remove the window:
/GenRemoveWindow Playerstatus_Info
As for the sequence of the hits, I tested by first doing a series of individual hits separated by pauses while I recorded the AP. After establishing the AP from individual hits was consistent, I did a series of 3 hit sequences without releasing the mouse, followed by pauses while I recorded the data. I subtracted twice the single-hit value, and assumed the slightly larger difference was the AP gain from the third hit.
Your data seems accurate and precise but I disagree with your conclusions. Especially when you consider that we're talking about really small values here (ie, 1.xx AP per second) and we're supposed to spam these skills repeatedly (in combination with our encounter powers) until our dailies become available.
Knowing this, why would you so easily dismiss that small AP advantage from Lance of Faith? Especially when you factor in the increased AP gain bonus from features like Holy Fervor. Even if takes 3 full castings for Lance of Faith to give me ~1-2 more AP than 3 full castings of Sacred Flame, then that's enough.
Reducing the overall gain to AP gain/second also skews the findings somewhat since generally clerics will not be standing still especially in the battles that matter. The way it works usually is that each time a window of opportunity arises, you try do a full Sacred Flame/Lance of Faith combo. The perhaps another. And then you have to cast your encounters/heal someone/move around again and wait for another window of opportunity. That .3 second advantage for casting a full Sacred Flame only becomes a major factor if we're standing still DPSing, as then it really starts to accumulate.
Spamming Astral Seal/Brand of the Sun repeatedly on the same target/s is impractical for obvious reasons.
I don't know how you got your data before this patch but Lance of Faith has always given me more AP than Sacred Flame.
You there. New to the game? Feeling overwhelmed? Maybe you think getting to end-game is impossible for a casual player like yourself, or maybe you just need to be around a community that helps each other stay sane and competitive with the latest news, current trends, random chitchat and most of all LEGIT (that is, we try to keep things fair) gameplay. If you don't mind being around quirky people and the rare occasional drama (one of our prominent TR members is apparently a mafia godfather) join nw_legit_community at http://www.nwlegitcommunity.shivtr.com/forum_threads/2330542.
Comments
If you just want bigger numbers Lance of faith is alright. It's good for very short fights.
I want this class in NW.
- has high synergy with Astral Seal, your true healing At-Will.
- gives more Divinity than Lance of Faith, especially the third strike.
Lance of Faith:
- slightly higher damage per strike, especially the third strike.
- gives more AP than Sacred Flame.
Sacred Flame has a slightly faster casting animation so a higher overall dps. But Lance is better for burst damage. Thus, Lance tends to be used more often in PvP.
The above excludes additional bonuses from feats.
I want this class in NW.
Actually this is not correct. Both give about 1.25% AP for each of the first two hits, but on the third, Sacred Flame gives 2.5% while Lance of Faith only gives 2%.
So for a full cycle:
Lance of Faith: 4.5% AP
Sacred Flame: 5% AP
The reason your tests are showing faulty data may be because Lance of Faith's third hit must be cast after the second hit. I believe this has something to do with how holding down your mouse button will actually speed up Lance of Faith's third attack. With Sacred Flame it is possible to pause at most one second in-between attacks, and still manage to complete an attack chain. Lance of Faith is not as forgiving - Lance almost always resets if you try to pause or move before completing the chain.
Before (27.2% AP Gain)
Lance of Faith: 1.21815, 1.21815, 2.0303
Astral Seal: 2
Sacred Flame: 1.25, 1.25, 2
Brand of the Sun: 1.6242
Today (28.1% AP Gain)
Lance of Faith: 1.22945, 1.22945, 1.91896
Astral Seal: 2.0491
Sacred Flame: 1.2945, 1.2945, 1.4345
Brand of the Sun: 1.6392
From today's data, we can extrapolate the base AP gain for the abilities.
Lance of Faith: 0.96, 0.96, 1.5 = 3.42
Astral Seal: 1.6
Sacred Flame: 0.96, 0.96, 1.12 = 3.04
Brand of the Sun: 1.28
So no, my tests are not showing faulty data. It's the raw AP value from the game. Not the round-off percentage you get from the tooltip when you mouseover the AP meter.
Also, from repeated tests of 10 full 3-hit casts using a stopwatch (meaning a small error %).
Lance of Faith (3 hits): 2.7 seconds
Astral Seal: 1.17 seconds
Sacred Flame (3 hits): 2.45 seconds
Brand of the Sun: 0.98 seconds
Summing it up, the base AP gain per second is:
Lance of Faith (3 hits): 1.27
Astral Seal: 1.367
Sacred Flame (3 hits): 1.24
Brand of the Sun: 1.306
And there you have it. Astral Seal is the best At-Will to spam for AP gain. Lance of Faith is calculated in my tests as 2.4% faster than Sacred Flame, but my stopwatch tests probably have around a 5% margin of error. Latency may also cause a margin of error. So practically, Lance of Faith and Sacred Flame are equal in terms of AP again.
If you want to accurately test AP gain, use the following command to add the actual number to the top left of your screen listed as "Power" measured in 1000 units:
/GenAddWindow Playerstatus_Info
To remove the window:
/GenRemoveWindow Playerstatus_Info
As for the sequence of the hits, I tested by first doing a series of individual hits separated by pauses while I recorded the AP. After establishing the AP from individual hits was consistent, I did a series of 3 hit sequences without releasing the mouse, followed by pauses while I recorded the data. I subtracted twice the single-hit value, and assumed the slightly larger difference was the AP gain from the third hit.
Knowing this, why would you so easily dismiss that small AP advantage from Lance of Faith? Especially when you factor in the increased AP gain bonus from features like Holy Fervor. Even if takes 3 full castings for Lance of Faith to give me ~1-2 more AP than 3 full castings of Sacred Flame, then that's enough.
Reducing the overall gain to AP gain/second also skews the findings somewhat since generally clerics will not be standing still especially in the battles that matter. The way it works usually is that each time a window of opportunity arises, you try do a full Sacred Flame/Lance of Faith combo. The perhaps another. And then you have to cast your encounters/heal someone/move around again and wait for another window of opportunity. That .3 second advantage for casting a full Sacred Flame only becomes a major factor if we're standing still DPSing, as then it really starts to accumulate.
Spamming Astral Seal/Brand of the Sun repeatedly on the same target/s is impractical for obvious reasons.
I don't know how you got your data before this patch but Lance of Faith has always given me more AP than Sacred Flame.