Shifting Perspectives: Why effective health needs to die, part 2

We've discussed in the previous column why effective health is important; here, we're going to discuss why it's not as important as you might think if you had nothing beyond the collective opinion of the Tanking forum to go on. While this has something to do with the mob mentality of the forums themselves, it has more to do with how the concept of effective health isn't usually placed in context. Tank death on hard modes is quickly attributed to EH discrepancies, with rather less discussion on encounter mechanics, inappropriate gear, or that great but frequently unacknowledged bugaboo -- player error. It is for this that I say effective health needs to die.
What is effective health?
I neglected to put some hard numbers on this in the last article, but calculating base effective health is actually pretty simple. It's your health as modified by the damage you'll take after armor contribution (AC), or Health / (1 - AC%).
A 50,000 health tank with 25% armor contribution has 66,666.67 effective health (50,000 / 0.75).
A 50,000 health tank with 50% armor contribution has 100,000 effective health (50,000 / 0.5).
A 50,000 health tank with 75% armor contribution (the maximum functional AC) has 200,000 effective health (50,000 / .25).
One of the things you'll notice is how quickly each additional point of armor makes each point of health keep you alive longer. If you were facing bosses who hit for exactly the same amount on exactly the same swing timer across three tiers of raid content, and the only stat you were able to improve was armor, you'd still be significantly easier to heal at the end of it. Armor improvements make each hit fall for a smaller and smaller percentage of your overall health. In other words, a boss that started off hitting you for, say, 30% of your life in the first tier of raid gear would wind up hitting you for 20% at the third. This turns you from a tank who could be four-shot into a tank who could be five-shot, and the difference in survivability is one healers invariably notice.
So what's the problem?
The problem is that these bosses don't actually exist, that EH is affected by more things than just armor and health, and that what's killing tanks in modern raids has less to do with EH than it ever has. Effective health matters most versus bosses that dish out tremendous melee damage and are not likely to kill you by other means. While this does describe a subset of difficult Wrath bosses, it's a far more accurate descriptor of their Burning Crusade counterparts.
With a 15% chance per each melee hit to land a 150% damage attack (the crushing blow), the BC raid boss was to built to deal devastating physical hits, and tanks were built around the ability to avoid or absorb them. If a boss blew through a warrior's Shield Block charges or caught a paladin without Holy Shield up, you had to live through the 15% chance that the blow/s that followed would crush. Versus bosses with a fast swing timer (Morogrim Tidewalker perhaps being the most famous among them), the odds of multiple crushing blows occurring to a warrior tank despite his/her best efforts approached 100%. And druids, as we've observed, were nothing more than walking piles of effective health in an era that obliged them to eat crushing blows as a matter of course. The tank that needed EH the most was (unsurprisingly) the tank that had the most of it.
The "crushing blow" of Wrath
Blizzard was forced to move away from this model by the introduction of the death knight, which -- as a 2H-weapon tank -- could not be designed to avoid crushing blows or mitigate them without creating serious balance problems. In the place of the crushing blow, developers increasingly began to program boss attacks reliant on enormous burst damage that could only be reliably survived through the use of cooldowns. A max-rank Sartharion-3D Flame Breath, hard-mode Mimiron Plasma Blast, Surge of Darkness on hard-mode Vezax (where he is not typically kited), heroic Gormok-25's Impale, and heroic Anub'arak-25's Freezing Slash are abilities universally cited by raiders as being among the greatest contributing factors to tank death. A huge amount of effort and time goes into ensuring that your tank survives these abilities, because nothing else you do matters if the tank gets one-shot or dies before your healers have time to react.
Not surprisingly, these encounters are just as frequently cited as the fights where the class of tank makes/made the greatest difference. Blizzard did indeed nerf both the death knight and bear after observing that the former's cooldown-based tanking dovetailed a little too neatly into the array of encounters designed with tank cooldowns in mind, and the latter because druid health pools scaled too well.
However, none of the listed attacks furnish particularly compelling arguments in favor of the supremacy of EH:
- Flame Breath and Plasma Blast are both magic-based attacks that ignore armor entirely.
- Surge of Darkness on a hard-mode Vezax at then-current levels of gear meant that a tank with high EH but no cooldowns simply died with less +overkill.
- Impale is a stacking bleed effect that ignores armor.
- Freezing Slash is an interesting case. Tank survivability is undeniably affected by EH here, as the stun immediately drops tank avoidance to 0% for its duration. While the druid's EH advantage is usually cited as the reason for the bear's use as MT on this fight (and there is some truth to that), I think people are missing the forest for the trees. The druid's sole damage-reduction cooldown (Barkskin) is usable while incapacitated or stunned, which (to my knowledge) is the only tanking cooldown of all four classes usable under those circumstances. The druid owes its advantage on the fight not to EH superiority but to the fact that our sole damage-reduction CD has been appropriated from an ability initially designed for use in PvP. Otherwise, the Anub'arak encounter actively punishes a raid with high-HP tanks, with Leeching Swarm causing more healing to Anub'arak in phase 3 and ratcheting up the already-high raid DPS required to kill him.
If the stuff that's most likely to kill you doesn't have much to do with EH, why does everyone make such a big deal out of it?
Because EH as players typically use it is a simple answer to a complicated question -- "How did I really die?"
The underlying issue with the version of EH as discussed on the forums is that EH is presented as a static set of numbers showing that bears are "best" and warriors are "worst." The truth of the matter is that a tank's actual EH at any given second exists in an ill-understood miasma of talent choices, cooldowns, trinkets, healer procs, and boss debuffs, set against the backdrop of bosses who hit for variable amounts at variable speeds with equally variable special abilities:
Do you have a priest or a shaman on you constantly to keep generating Inspiration or Ancestral Fortitude procs?
10% less physical damage taken is a mandatory tank buff on hard-mode content, period.
Does your DPS warrior or warlock reapply Improved Demoralizing Shout or Improved Curse of Weakness to the boss religiously (if the tanks can't apply an improved attack power reduction themselves)? Are debuffs like Improved Thunder Clap or Infected Wounds up at all times?
While Improved Demoralizing Shout was once part of the standard Protection warrior build, most people eschew it nowadays in favor of a Deep Wounds build for threat. Bears are able to pick up Feral Aggression a little more easily (albeit, like the warrior, at a significant cost to threat production), but they are not exactly common in raids these days. Thus, equally mandatory boss debuffs often fall to DPS players, who -- let us be frank -- are not always religious about applying and reapplying them.
Does your hunter keep Scorpid Sting up? Did you moonkin unglyph Insect Swarm?
While an additional 3% avoidance is not a contribution to EH per se, it is a contribution to Time To Live. The higher the percentage of your health a boss hits for, the more that avoidance will play a role in whether you live or die.
Who did your paladin Beacon? Does the Discipline priest know what he's doing? Do you have a Discipline priest and/or Holy paladin? Are tanks constantly Earth Shielded by shamans and "hotted" by druids? Is there a Val'anyr in the raid, and is that player assigned to the tanks on encounters like Gormok?
That you need dedicated tank healers with a high level of throughput on single targets and the ability to prevent/shield against incoming damage goes without saying, or should. Limited healing resources in the raid need to be deployed intelligently on encounters like heroic Northrend Beasts.
What cooldowns do you have up? Do they mitigate physical or magical damage, or both? How frequently can they be used, and what kind of dent do they make on the incoming hits?
Not all tank cooldowns are created equal, and different classes have wildly variable means of impacting their EH through the use of one. I don't think it's a mistake that the tank with the highest average EH (the bear) is the one with the least EH from cooldowns. After writing a great deal on this, it became apparent that it merits a separate article, and I'm going to push that to next week (although it may not necessarily be a Shifting piece).
Rather than asking these questions, it is easier -- though less honest -- to say that a tank died because they couldn't stack sufficient EH. Now, it has to be said that more EH does help on encounters where the boss hits like a freight train on top of dishing out special abilities (Gormok would be the standout example here), but it's disingenuous to argue that you're incapable of tanking an encounter that has been successfully tanked by others playing your class elsewhere. It's a roundabout way of saying that your raid shouldn't be forced to play more intelligently to get past a hard-mode encounter, and most reasonable players are unlikely to see that as a sympathetic argument.
I'll be continuing this next week with a look at cooldowns' impact on EH.
Every week, Shifting Perspectives treks across Azeroth in pursuit of truth, beauty, and insight concerning the druid class. Sometimes it finds the latter, or something good enough for government work. Whether you're a Bear, Cat, Moonkin, Tree, or -- for some unaccountable reason -- stuck in caster form, we've got the skinny on druid changes in patch 3.3, a close look at the disappearance of the bear tank, and thoughts on why you should be playing the class (or why not).Filed under: Druid, Analysis / Opinion, Features, Raiding, Classes, (Druid) Shifting Perspectives
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Reader Comments (Page 2 of 4)
Heilig Nov 27th 2009 11:47PM
"These tanks, died on Heroic Gormak over and over and over; simply dropping dead spontaneously, when nobody in the raid was doing anything notably wrong.
Those tanks replace all their gems and enchants with pure stamina, gain an extra 3k health, drop around 1% avoidance, and they stop dying."
Let me make sure I have this straight. You think because on a boss that delivers large amounts of UNAVOIDABLE damage gemming for stamina will keep you alive better than AVOIDANCE proves your point that stamina should always be the first thing tanks look for?
Hates Nov 27th 2009 4:38PM
Having tanked progression in Vanilla (warrior), BC (warrior, bear) Wrath (bear, DK), I would agree that alot of my deaths may have been as a result of my poor CD selection/timing on the Warr/DK. But as a feral, without much to save our furry ass, it was always fun, less reliant on CDs allowing greater focus on raid/boss positioning, more GCDs spent on threat gen over spike dmg avoidance. I remember stepping off my MT warr to alt-bear tank Prince Malchezaar for our guilds first downing. Eating CBs was fun as hell for me, tho healers wouldn't agree :)
William Nov 27th 2009 4:39PM
I think this article might be missing the point of the whole debate of EH vs Avoidance. What you have showed is that ARMOR is less important than cooldowns, talents, debuffs, etc due to unavoidable (e.g. magical hits/impale). This has always been the case, and that is where raid synergies, player skill and teamwork come into play. That's never been what the debate is about though, because no tank ever "stacks" armor. There's only one enchant in the game that has armor on it (cloak) and you can't gem for it either. Very few pieces of gear have increased armor.
When people say EH is the only important stat on tanks right now, they mean stacking stamina over avoidance (not armor). The article hasn't really shown why this isn't true or why it won't be true in ICC either.
Karilyn Nov 27th 2009 5:13PM
"When people say EH is the only important stat on tanks right now, they mean stacking stamina over avoidance (not armor)."
And even armor is more valuable to stack over avoidance... You just don't really have an option to stack armor. You get 2-3 pieces with bonus armor on them, it just sorta comes with your gear.
Allison Robert Nov 27th 2009 5:29PM
I covered this in the previous article, but I don't have a problem with EH. I have a very serious problem with how it's used on the Tanking forum. My reply to Karilyn above pretty much covers the rest of it.
Heilig Nov 28th 2009 12:04AM
"When people say EH is the only important stat on tanks right now, they mean stacking stamina over avoidance (not armor). The article hasn't really shown why this isn't true or why it won't be true in ICC either. "
You're missing the point. No one is saying effective health isn't a valid number to look at. There are many valuable discussions to be had over the relative benefit of avoidance vs. mitigation vs. raw health.
The problem is that on the official tanking forums, no one ever mentions anything EXCEPT effective health. Avoidance, Cooldowns, Buffs/Debuffs, and most importantly Player Skill are never factored into peoples' complaints. They simply say "In BiS gear, a bear has 12% higher effective health than a warrior. NERF BEARS!" when that clearly is not a solution, and more importantly is not really even a problem to begin with!
Encounter design nowadays is very different than it used to be, and effective health is no longer the measure of tank survivability. Cooldowns, healer composition, and player skill are responsible for deaths far more often than a simple lack of effective health. The tanking forums have gotten so bad that most of the best tanks in the world simply don't get involved anymore. But if you ask them, you will find that all of them carry around lots of different gear and will change it depending on the situation.
Tanking lots of AoE trash? High avoidance, high block value.
Anub Adds? Passively unhittable, high block value, glyphed for Holy Wrath
Gormok? Stam, stam, stam.
Sarth 3D? Glyphed for Shield Wall and Last Stand, Pain Sup/Hand of Sacrifice requests
None of those encounters require high effective health. Gormok comes closest, but again, a huge part of that damage is unmitigatable, and an even larger part is unavoidable. If the official forums would simply recognize all of this, there could finally be some useful discussion, but as it stands, every thread degenerates into "I died because my EH was low. BUFF ME!"
PhantomBuddha Nov 27th 2009 4:46PM
I find it amusing that people will continue to devalue the "EH camp", while inadvertently creating the foundational arguments that support it. You cite abilities that EH cannot help with, but forget to mention you are STILL GETTING YOUR FACE RIPPED OFF by physical damage while you are sucking down impale ticks.....and you failed to mention the big stab from the ability that leaves the impale dot on you in the first place....is physical in nature and therefore EH applies.
It's also worth noting, at almost every level of gear tier-ing design available, the combination of pure Stam stacking and actual EH stacking go hand in hand. Trinkets/rings and some other odd slots may not apply, but for the most part, if it has more stamina, it has more AC. IE, you are bumping EH and Raw "magic damage" eating stamina at the same time.
While I do enjoy the more interactive cooldown focused tanking style....EH is not going anywhere, regardless of how much the counter 'mob-mentality' would like to wish it away. Your insanely high druid EH is why you live through the melee+bleed in the first place....which is something you can't say for stacking avoidance....
Allison Robert Nov 27th 2009 5:32PM
Please see my replies to Karilyn and William above.
PhantomBuddha Nov 27th 2009 5:40PM
Actually your responses make more sense and are a plausible...and MUCH needed conversation to have. Maybe the eye catching journalistic headline just needed a few ticks down in volume to calm the reactions a bit. I really like your secondary comments, they are dead spot on with some of my actual experiences with other tanks in PUGs as well.
"EH > all" is a statement I can back up, relative to gear selection choices in current content.
"EH IS ALL" is a statement I would fight the same way you are trying to; it is not a one dimensional discussion when talking about why raids fail...especially if the focus is on the tank.
I would say more often than not, I f*@#ed up something that even a 25% increase in overall EH would not have saved me from...for exactly the reasons you pointed out. I missed a cooldown, I gave up my back to the mob for a swing or 3, I failed to mention a cooldown was down so a healer could compensate.
Will stacking EH make you an easier(grossly generalized) tank to heal, probably. Will it prevent wipes in your raids? Unlikely.
Thanks for your well thought out and exploratory replies Allison, it definitely helped the articles in general make sense to me on where you were coming from. It at first sounded like an outright attack on the theory and the community that (oftentimes incorrectly) spouts it as the only metric for success, but it definitely sounds more inclined towards a balanced, think for yourself, type of a statement in the end.
Terethall Nov 27th 2009 4:50PM
My God...
I read your article last week, and then this one... and of course I realize you're planning a separate one about Druid CDs and their relation to EH.
Frankly, these past two articles (and my expectations of the next one) have been the most well-written and intelligently informative articles I may have ever seen on this blog, or just about any blog. Indeed, I'm astounded by their clarity of depth and I have learned more about tanking from them than I have in such a short period at any other time (I play dps).
I would be thrilled to see you write more heavily detailed and in-depth articles about high-end PvE on this site. Also, since I don't play a druid, if you could get the other bloggers on this site to write like this, that would be great.
random Cow Nov 27th 2009 5:36PM
Second that.
Terethall Nov 28th 2009 4:44PM
I hate to double post, but since I'm pretty sure the author of an article gets all the comments emailed to him or her, I'd just like to also point out how awesome it is to have a blogger who then defends an article with enough reasoning to fill an entire post in the comments section.
Props, yo. Mad props.
Celeane Nov 27th 2009 4:54PM
But armor comes with [upgraded] gear (and pretty much only with gear). So all tanks are simply stacking stam, and I don't see any compelling reason for them not to. To my knowledge, Anub doesn't do extra damage because the tank has a higher health pool.
Now how to get dps players to play smart instead of meter watch...yeah, that will happen when the day comes when we actually start rewarding that behavior instead of numbers. The best answer I have there is just practice, get everyone familiar enough with the encounter that they're no longer living in panic mode.
Xaverius Nov 27th 2009 4:56PM
I agree with William - a lot of people, when discussing EH, talk about stacking stamina over avoidance. As a bear tank I try to read a lot into these discussions. I'm not sure this article really address that issue though.
I think the TL:DR of this article could basically be summed up as: "Health doesn't matter if your cooldowns aren't used properly, since there's plenty of ways to die even with plenty of health. That's how the encounters were designed."
But is it really worth it for me to pick up Feral Aggression?
From what I can see it's a bit like stacking a little extra armor - but at the cost of losing a few other, (to me) more important talents. Are there any druids that swear by it? Most ones I've seen say it isn't worth it ...
Allison Robert Nov 27th 2009 5:16PM
Versus something like Gormok-25 in ToGC, then an improved attack-power reduction debuff on the boss is pretty close to mandatory until and unless you outgear the encounter. Given the threat production needed for the encounter's DPS requirement, you can make a pretty compelling argument that one of your warlocks or DPS warriors should pick up the talent for it rather than the tanks. However, this does place the raid in the position of relying on a DPS to refresh a debuff that's a DPS loss for them and only pays dividends for the tank, and -- as I observed -- DPS are not always good about doing that.
ohsnap Nov 27th 2009 5:25PM
ALL tanks that are in top raid guilds in wow(prem ensidia and so on) along with any tank that takes job they do to heart does nothing but seek stam. its by far the most useful tank stat. dodge and parry are a CHANCE to not take dmg and only effect reg melee hits. armor is just there on gear its not something you can really hunt for...just like int is on dps gear its not something you really hunt for its just a given its on the item. with this artical and the last going stam as most imp stat still holds true cuz when all else fails its always there to save ya. the xpac is loaded with raid dmg that hits tanks and magic in no way will armor or anything else help other than pure health.
go stam or go home
Alithoe Nov 27th 2009 5:51PM
@allison:
You seem to have forgotten the Vindication talent (http://www.wowhead.com/?spell=26016) when talking about AP debuffs. Any ret paladin worth their salt will take it and have it up near 100% of the time with no extra GCD's needed. I've also seen many prot paladins take it, but the point is that you can easily have the debuff without worrying about irresponsible dps.
A fun read otherwise, even if I still don't get all of it.
PeeWee Nov 27th 2009 6:13PM
ohsnap:
http://eu.wowarmory.com/character-sheet.xml?r=Tarren+Mill&n=Kungen
Go tell Kungen that. 32K HP unbuffed he has.
Bjern Fita Nov 27th 2009 6:22PM
not sure a highly specialised, Anub-add tanking spec/gear choice is the best example to use here...
Bjern Fita Nov 27th 2009 6:23PM
(that's directed at peewee)