Quote Originally Posted by ReiszRie View Post
thus i don't understand how your claim that Shield Oath's 20% damage reduction equates to 20% more HP and 25% greater healing potency applies.
20% DR equates to 25% more hp and 25% more healing because you've got a standard amount of hp and healing applying to a smaller portion of incoming damage.



For example, the largest hit that a PAL can take before Shield Oath is accounted for is 125% of their max hp (1/.8). This is where we draw the equivalence of DR to max hp from.

The self healing to damage reduction equivalence just as simple: if you're taking 20% less damage, you require 20% less healing. 20% less healing means that you're effectively multiplying the effects of any incoming healing by 25%.

To make it even simpler, imagine an arbitrary "baseline" tank. It takes 100 of incoming damage and receives 100 incoming heals. A PAL is going to take only 80 damage, so the 80 healing that they are receiving is doing the work of 100 points of healing on anyone *without* that 20% damage reduction. Because that's 80 healing doing the work of 100 healing, which is a 25% increase in effectiveness, the 20% DR that PALs get acts as an *effective* 25% increase to all incoming healing.

From a mathematical standpoint, there is *no* difference, whatsoever, between a 20% decrease in incoming damage and a 25% increase in max hp and healing. They accomplish the *exact* same thing. WARs are at a disadvantage because they're only packing a 15% increase to healing when they need a 25% to actually be equal.