Currently in beta, but I'm pretty happy with it so far. Test away--be sure to change the last field (X-Axis) to various options other than +healing to generate some pretty interesting graphs.
As always, report any bugs and/or feedback!
http://www.deadgod.net/healcalc
When you DPS the idea is to pump out as much damage as you possibly can in the shortest amount of time. It's a pretty solvable equation.
Healing is not like this. There are certainly some fights that require the absolute maximum HPS possible, but these are few and far between. Priests need to stay out of the FSR, if possible. Paladins need to balance a small, efficient heal they can cast pretty much forever with a large heal which drains their mana. For paladins, finding the right balance of MP/5, crit chance and +healing for your playstyle is very important.
If I'm wrong I'd be glad to work out some kind of calculator. Given that I know little of warlocks, however, and have absolutely no interest in digging up their formulas and testing them, you'd need to find the formulas. Ideally you could find a spreedsheet that already calculates this, which could be used as a foundation.
Hunter: Steadyshotsteadyshotsteadyshotsteadyshotarcaneshot maybeaddadotSteadyshotsteadyshotsteadyshotsteadysh otarcaneshotmaybeaddadotSteadyshotsteadyshotsteady shotsteadyshotarcaneshotmaybeaddadotSteadyshotstea dyshotsteadyshotsteadyshotarcaneshotmaybeaddadot
Warrior: Arms: Slam slam, more slam, MS if they heal.
Fury: Heroic strike, rampage, and whatever the level 40 talent is (you can tell what spec I am)
I play an affliction lock, but I find that the only thing I really need to work out is like DranoK said, which to use in a group on a boss: Amped curse of doom, repeated Curse of agony, or Curse of shadows/elements?
I've come to the conclusion that in a 5-man group, typically an amped curse of doom is the best option for a boss, it does more damage than repeated curse of agony and even with a shadow priest in the group it does more damage than the boost up gained from curse of shadows.
However, if you cannot amp the doom, it is not worth it. Agony does nearly as much, and doom has more drawbacks (it's quite annoying when it actually procs and you have to kill the doomguard, sometimes bosses do events which screw it up and even though it appears to be on when the timer expires it does no damage WTF?, it often gets partially resisted which results in much less damage than CoA).
You are still better off using agony than shadows EXCEPT if you have a shadow priest in the group though.
Remember, curse of shadows/elements is not worth it over agony unless it will benefit at least 2 damage dealers.
Also, if you haven't already, I highly recommend making a curse of agony macro to automatically use amp and any +spell damage trinket you might have, and just use that normally.
The reason for this is that amp has like a 3 minute cooldown, and the trinkets are usually even less than that..
Just saving them for boss fights is a big waste.
I use both amp+spell power regularly, just whenever I cast CoA.. Then when I see a boss fight is going to be coming up soon, I switch to non-amp CoA so that they have a chance to cool down so I can use amped curse of doom on the boss.
Some figures:
Currently I do approx 9800 damage with an amped curse of doom after 60 seconds: 163 DPS
Curse of Agony lasts for 24 seconds and does approx 3891 damage amped, and 2439 un-amped.
So we'll take 2439 and divide it by 24 seconds, then multiply that by the remaining 36 seconds, then add it to the amped CoA. This will simulate 60 seconds of curse of agony with the first 24 seconds amped and the rest not amped. This also assumes CoA does linear damage, which it of course does not.
Result: 3891+((2439/24)*36) = 7549 Damage over 60 seconds = 125 DPS.
From this you can see that Curse of Doom is superior, however, it is also obvious that without amp, doom is not worth it.
Curse of shadows is also fairly easy to test,
Corruption @ 1774/18 + Unstable Affliction @ 1893/18 + 4 shadow bolts @ 1400 damage each = 9267 damage, with CoS you get up to 10193 damage, a gain of 926 damage.
A regular curse of agony does more than that.
The gain on curse of shadows is purely from other people in the group who cast shadow/arcane damage.
Really, the trinkets are fudging annoying. I'd rather their bonuses be normalized and not require their on-use BS.