Quote Originally Posted by Maku View Post
If the healer has to pay more attention then before then um, why would you use that style of tank then?
Generally, the trade off would be slightly higher mean mitigation (you have to pay more attention but are rewarded in having to use fewer resources to keep them alive). When you're talking straight equivalences, like compared DR to the combination of hp and evasion, the math ignores stuff like spikiness because it's looking for the equivalence not the practical balance concern. As I see it, an evasion tank would probably get roughly 22.5-25% evasion along with 30% +hp, both of which exist to make up for the significantly spikier damage profile. Spikiness is a calculable attribute, but it's got be balanced using heuristics and intuition rather than straight math (the math gives you a guideline that has to be honed down to account for the abstract). It's done in the same way that Defiance is balanced: to be equal with Shield Oath, Defiance *should* have 25% +hp and 25% +healing, but it only has 20% because WAR brings in self healing which necessitates a reduction in their increased mean mitigation. The math behind it isn't absolutely solid, mainly because the value of self healing shifts greatly depending upon how much damage you're taking over a period of time, so it's tweaked to get to as close to balanced as possible.