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11-19-2009 @ 11:11AM
Actually, the effective health number is calculated BEFORE any mitigation. Bosses hit for massive amounts before mitigation, just ask clothies. Blizzard has to take mitigation into account when they determine how hard a boss' "raw" hit damage is. Effective health is how much "raw" damage you can take without heals before you die.For example: If a boss hits for 50K before any mitigation (a not uncommonly high number at all) and you have enough armor to mitigate 60% of the damage, then each hit will land for 20K. If you have 40K health, then you can absorb 2 of those hits before you die. That means your "effective" health is two "raw" boss hits, or 100K. Avoidance and cooldowns are not factored into this equation, which is a major problem. High avoidance and a little luck can extend the life of a tank indefinitely, and Blizzard at least recognizes this, which is why so many encounters have unavoidable spike damage, which is why cooldowns are so important.DK's at first were the best tanks for progression not because of high effective health levels, but because they could reduce even unavoidable damage to acceptable levels without any outside assistance. Being able to reduce three successive buffed fire breaths on 3D without having to ask for a guardian spirit prevented most other tanks from even being considered for tanking that encounter.In short, Effective Health is a nice metric for determining how many physical hits a tank can eat before he dies, but has little bearing on the reality of tanking due to cooldowns and avoidance. Blizzard recognizes this, as do most of the best tanks and tank theorycrafters, but the vast majority of tanks and forum-dwellers don't understand this and simply cite effective health levels as reasons for tank buffs or nerfs, without even taking encounter mechanics into account.
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