Naturally, the SR and HM runes are different but related issues since they appear to have been solved with the same solution.
I won’t deal with chaos in this post. Suffice it that the runes do not work at the moment. So, if they don’t have a rage secondary, you should ask to have the removed since the do not work properly.
Here is my observation, taking into account PG Jared’s note that "base HP is now used:
|Spring’s Renewal Rune Stack
||Healing Mark Rune Stack (Same rarity)
Healing Mark Spell as of 3-7-18
Spring’s Renewal as of 3-8-18
Also, Healing Mark has a 20% research available on the spell.
“Airbean” – base “maxHP” at expert - 33,127,776
(I will use the same dragon HP for healing mark just so the numbers line up, I am aware there are significant differences in the spells, but the numbers will be easier to compare – let’s assume some future legendary harbinger hunter has Healing Mark and can use the same runes, since it’s not possible to test this on the same dragon without destroying valuable runes).
Spring’s Renewal with nothing (dragon at expert)
0.20 / (1+consumable+hp from research bonus+hp from rider skill+hp from rider gear)
0.20 / (1+0+0+0) = 0.20
0.20 * 33,127,776 = 6,625,555
So, that’s a 20% heal per shot.
Healing Mark with nothing (dragon at expert)
0.18 / (1+consumable+hp from research bonus+hp from rider skill+hp from rider gear)
0.18 / (1+0+0+0) = 0.18
0.18 * 33,127,776 = 5,962,999
So, that’s an 18% heal per shot.
I’ll skip the other iterations and jump to an “endgame” scenario.
Expert Legendary Harbinger Hunter with all research, 26% HP boost and 20% Healing Mark increase; all boosts, 12% HP boost from rider, 24.7% boost from gear, and 30% boost from consumable; and all runes fully enhanced: 77.5% for Spring’s Renewal and 274% for Healing Mark.
Total HP boost is 92.7%, making displayed “MaxHP” 63,837,224.
0.20+(0.20*0.775) / (1+0.30+0.26+0.12+0.247)
0.355 / 1.927 = 0.184224183
0.184224183 * 63,837,224 = 11,760,360
So, that’s an effective 18.4% heal per shot, but using “base MaxHP” it’s a 35.5% heal.
IOW, it does heal more HP, but the proportion of HP recovered is less.
Healing Mark (assuming spell research and rune buffs do not stack)
0.216+(0.18*2.74) / (1+0.30+0.26+0.12+0.247)
0.7092 / 1.927 = 0.368033212
0.368033212 * 63,837,224 = 23,494,218
So, an effective 36.8% heal per shot (with no cooldown), but using “base MaxHP” it’s a 70.82% heal.
I am not certain how the research and runes actually stack, so I chose a method that results in less healing. I cannot test this on the dragon–really, no one outside of PG can, since it would involve destroying runes that cannot be replaced.
It would seem that Healing Mark, with all those very expensive buffs and research is performing at a much higher level. I may have made a mistake in the math, but a 36% actual heal, to me, is more valuable than an 18.4% heal with a +1 rage and a 4 second cooldown.
Value is, ofc, difficult to determine. If I had to guess, I would say changes like this were made exactly as PG Michael indicated when he said they were cleaning up code and making things more scalable.
By not taking variables that will be different for every player into account PG can be very precise with the power of a spell and with how it scales, allowing them to accurately project a spell’s performance onto a future dragon.
That is my best guess.