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).