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[Discussion] Effective Health and you
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Post by
blademeld
Effective Health {EH}
is your total
Hit Points {HP}
divided by (100% -
Damage Reduction {DR}
% provided by armor). EH is used to determine how much raw damage a tank is able to take before reaching 0 or less.
Why is EH hard to calculate?
Armor scales in a curve, whereas Stamina and HP stacks in a linear fashion.
Taken from
Wowwiki
:
DR% = Armor / (Armor + (467.5 * AttackerLevel - 22167.5))
Assuming a boss level of 73, it can be further simplified as:
DR% = Armor / (Armor + 11960)
So EH can be summarized into the following.
(Base hp + Stamina * 10 * Modifiers) / (100% - (Armor / (Armor + 11960)))
I forgot where I was going with this, but I'll leave it here for now.
edit: missed a bracket in the fomula
Post by
99851
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Post by
blademeld
Magic Resistance {MR} and Armor doesn't go side by side when calculating EH since they don't contribute to each other, however, I do see what you're saying.
Another thing I'm interested in is survival duration with Armor vs Stamina vs Pure Avoidance.
Any suggestions?
Post by
95537
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Post by
blademeld
True, I didn't mention armor bonus from spells or the 75% armor cap.
Post by
186909
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Post by
95537
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Post by
blademeld
Sorry I neglected this forum for a while.
To add to what Mexloh has said, EH exists to calculate spike damage from bosses, however, unlike what Mexloh has in his example for HoT contributing to EH, it should be taken to account that the most deadly spikes are when multiple attacks coincide with each other.
Example: Dual wielding bosses striking with both weapons instantly.
Boss performs special attack at the same time a melee strike is made.
Melee, special, parry gib.
In which cases, HoT's will not contribute to the effect.
Post by
112770
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Post by
blademeld
That's true for parry gibs, but there have been counts where a special/OH attack collides with a MH melee swing.
Also, I'm still looking for definite proof that parry gibs from NPC's are really 40% or if it's instant, I've stopped looking a while back because I never actually found a proper answer to that one, only opinions and guesses... but that was a while back.
Also, not all HoT's are a t a 1 second tick, as you've mentioned, LB will contribute, but not all of them.
Post by
95537
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Post by
blademeld
Now I'm only in 10th grade, so excuse my math :) but as far as the totally off numbers go, by plugging in we can still get a good idea of where the HoT stands.
Please comment and correct this formula.
:)
10th grade and you're doing math?
Marry me! (jk)
A better number to use for attack speed than 2.0 would be 2.4 for thunderclap, in WotLK this is esp true since all tanks are getting similar talents
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95537
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182348
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95537
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Post by
blademeld
Here
is a link that lays out said point.
Lol
that link is 100% opinion and limited personal experience.
That link, in that sense, does not contribute to theorycrafting.
He mentioned 5% dodge may have placed him with enough HP, which is completely fictional as it has no mathematical basis, rather just his "guesstimate"
The 5% dodge, converted into itemization, then converted to stamina, then converted to hp (with paladin ratios + Blessing of Kings) gives him 1811 HP, which is close to the 2000 that he mentioned several times before.
Perchance then, he would have survived the 7 Gruul encounters which did lacked HP to survive it.
In mathematical terms, 5% dodge would equal 1/20 attacks missing, giving him ~5% damage mitigation, in which, approximating 20k raid buffed for progression Gruuls, would be 1000 HP, 811 less than Stamina provides.
Post by
39966
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Post by
95537
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Post by
blademeld
Effectively meaning that "armor will scale in a curve, when in relation to stamina
In terms of effective health
, but not in terms of mitigation".
The key words here would be "when in relation to stamina"
Armor does scale in a curve in the context of DR and Armor value, it does not, however, scale in a curve when faced with Effective Health, that is a mistake on my part apparently.
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