Quote Originally Posted by Februs View Post
IComparing stances (using your example), SwO provides 20% increase in eHp, resulting in an additional 3200 Hp on a 16k tank. Even if we’re assuming that the War has the same starting Hp (impossible unless under-geared, but whatever), Defiance (at 25%) provides 4000 eHp. This is not immediate, but is easily fixed by one cure II, especially with a 20% in healing. I’m assuming this discrepancy is why you chose to ignore ShO and compare Rampart, but we weren’t comparing def CD’s. We were comparing stances. If you have to bring in CD’s to compensate for a discrepancy, than that should have given you a hint right there that War’s Stance Dance is beneficial.
No, he was right.

effective health
You're a WAR, you have 16k base HP, turn on Defiance and the healer tops you off. Defiance gives you 25% more HP so you now have 16k x 1.25 = 20k HP. You get hit with a 20k attack, and you just barely die. 20k eHP, right? Ok, I know you've got that (you even said so above).

You're a PLD, you've got 16k HP and ShO on. You get hit by an attack for 20k. That 20k gets reduced by ShO, so 20k x 0.8 = 16k. So you just barely die. It's exactly the same as the warrior above. You die after exactly 20k worth of incoming damage (before it's reduced by ShO). That's what eHP is, how much damage you take before you die. The tricky thing about mitigation when calculating eHP is that it works in reverse. Here's the formula from above:

eHP x mitigation = base HP

but we want to know how to calculate eHP from base HP, so we convert it to:

eHP = base HP / mitigation

or

eHP = base HP x 1/mitigation

so from 16k base HP, to get the eHP you either divide that 16k by the 0.8 (shield oath mitigation) or you multiply it by the inverse of the mitigation. In this case 1/0.8 is 1.25. Which means that 20% mitigation results in a 25% increase in eHP.

effective healing

basically this:

Quote Originally Posted by Judge_Xero View Post
Sorry Februs that isnt how it works

Pld - 1000 damage hit - 800 damage taken - 800 heal required
War - 1000 damage taken - healed by 960 (800×1.20)

War is 40 HP less than the PLD given equal standings.
If you receive, as a PLD with ShO up, a 1000 hp hit, you only actually take 800 hp of damage. And thus, you only need 800 hp of heals to recover completely from that original 1000 hp hit. So while the healer is actually healing you for 800 hp. You are effectively recovering from 1000 hp damage taken.

The math basically ends up the same.

effective healing coefficient = 1.0 / mitigation

So for ShO, again it's 1.0 / 0.8 = 1.25. Thus ShO provides a 25% boost to effective healing.