
Originally Posted by Pintofbrew
This whole last part of the discussion on Blood Shield is starting to look surreal. Blood shield's effectiveness does not depend upon you seeing it work, upon whether or not it blocked a full attack and has any left over, or upon it not blocking a full attack. Blood shield is damage mitigation, and the only way it's possible to waste it is if it drops off, which frankly, only should ever happen if you can't refresh it yourself, which equates to not having anything to hit for 9sec.
BS is very significant damage mitigation, which in turn translates to healer mana. The point of using DS is absolutely not to fully prevent one hit, or any other arbitrary rationalization which you may make in order to comprehend what is going on better. As long as the BS is being absorbed, that's healer mana you're generating right there. The only time it's excusable NOT to use FU runes on DS is either disease refresh with OutB on CD, or a convenient HS on some trivial part of an encounter, like say, first or second adds spawned on Maloriak, where the cleave aspect of HS would make it a good choice for the first strike and your damage intake is trivial anyhow.
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I agree with this, completely. Mitigation is generally superior to avoidance. The point I was trying to make is similar in lines to your counterpoint.
"BS is very significant damage mitigation, which in turn translates to healer mana." If no one had any form of damage mitigation, the incoming damage would be spiky. Through block mechanics, Paladins/Warriors are able to streamline a portion of damage. Through absorb mechanics, DKs are not able to streamline damage.
Below are logs for three tanks. Paladin (Halfus), Warrior (Whelps and peeling drakes), DK (Halfus). For reference, we ran 4 tanks for this encounter, rotating between tanking Halfus and Drakes (since the the drakes hit substantially harder that Halfus).
Warrior -
World of Logs - Real Time Raid Analysis
Paladin -
World of Logs - Real Time Raid Analysis
DK -
World of Logs - Real Time Raid Analysis
Warrior - Though he was tanking the whelps, he effectively only took 25% of the attacks unmitigated, unavoided (68 hits vs 272 blocks).
Damage taken (4,938,703) vs damage mitigated (3,554,937). Melee accounts for approximately 35.6% of the warrior's incoming damage.
Paladin - MTing Halfus while picking up a drake as needed, he only took around 15% of the attacks unmitigated, unavoided (8 hits vs 56 blocks).
Damage taken (2,050,433) vs damage mitigated (1,424,372). Melee accounts for approximately 56.5% of the paladin's incoming damage.
DK - MTing Halfus while switching between drakes, took 100% of the attacks (no passive mitigation, 67 hits).
Damage taken (4,237,443) vs damage mitigated (including DS heal + BS absorb: 1,087,459). Melee accounts for approximately 56.5% of the DK's incoming damage.
From this you can't really discern any type of information. It appears as though the warrior and paladin are demigods and I should DS more, here are some more factors:
As boss damage increases, the value of having passive mitigation for the sake of streamlining incoming damage increases.
Example:
Mob A (Halfus) hits for 45,000. Block would mitigate 13,500, reducing the hit to 31,500.
Mob B (Storm Rider) hits for 70,000. Block would mitigate 21,000, reducing the hit to 49,000.
While both are a static 30% reduction in damage, when you compare those hits to health pools (between 190-200k raid buffed) you see the following.
Mob A (Halfus) unblocked attack would reduce your HP by around 22%.
Mob B (Storm Rider) unblocked attack would reduce your HP by around 35%.
Mob A (Halfus) blocked attack would reduce your HP by around 15% (31,500/200,000).
Mob B (Storm Rider) blocked attack would reduce your HP by around 24%.
Mob A (Halfus) critical blocked attack would reduce your HP by around 9%.
Mob B (Storm Rider) critical blocked attack would reduce your HP by around 14%.
I included critical block to display that the value continues to reduce your damage compared to your HP pool, which is obvious.
Below is how the players HP bar *may* look in a real time environment, assuming similar numbers posted above to include mob damage and percentage of blocked attacks:
Warrior (no critical block)/Paladin - 200k, (swing 1) 155k, (swing 2) 123.5k (blocked), (swing 3) 92k (blocked), (swing 4) 60.5k (blocked). Four swings, 1 unmitigated.
In comparison (Bolded are HPs after DS heal, Underlined are HPs after BS absorb):
DK - 200k, (swing 1) 155k (
186k with heal, 31k BS with 100% mastery), (Swing 2)
172k (BS absorbed 31k, took 14k), (swing 3) 127k, (swing 4) 82k (
113k with heal, 31k BS with 100% mastery),
99k (BS absorbed 31k, took 14k).
Point:
Yes, the damage output appears to favor DK mastery. On the fourth swing the warrior/paladin would be around 60.5k while the DK would be at 82k with an absorb ready for the next attack.
However, it is a roller coaster of damage for the DK and could very well force the healers into a proactive healing role as opposed to a reactive role, the former costing a considerable amount more of mana.
The factor here is the disparity between the hits. Warriors (no critical block)/Paladins incoming damage range will be between 15% - 22% of their total HP on Halfus. DKs will have a range between 7% and 22%.
Takeaway:
I would be in favor of a change in terms of how BS works. I am perfectly fine with the proactivity of the heal, but I would rather receive a static % of absorption that stacks with itself. Something akin to DS giving 1% reduction in physical damage, up to X% based on the damage taken. For example: A mob hitting for 1 HP would make a very slow ramp up time, 1% (minimum) per hit up to 30%, requiring 30 DS. On the converse, if Storm Rider slams me for 35% of my health, I would assume that I would gain a portion relative to my health (around 11% mitigated) requiring 3 DS to cap.