Ok, lets look at time to death, because those models are easy(ish), poignant, and possibly easier to comprehend.
According to my model:
Based on the following parameters, where someone takes twice as much damage as they are healed for, where:
Health = 100,000
Damage = 10,000 DPS
Healing = 5,000 HPS
The Time to Death is:
TtD:
- 15% DR: 28.6s
- 10% S and H: 23.5s
A difference of 21.6%, or the one with DR will live 21.6% longer. That is a long time in pvp. In this case, it's more than an entire Deep Freeze.
However, if the model is (or is supposed to be) a 10% increase to health, instead of stamina, it looks like:
TtD:
- 15% DR: 28.6s
- 10% H and H: 24.4s
A difference of 16.9%
Now lets look at it if they are the same, i.e., 15% DR vs. 15% healing + sta.
S and H:
TtD:
- 15% DR: 28.6s
- 15% S and H: 25.5s
Delta: 12.3%
For increased H and H model
TtD:
- 15% DR: 28.6s
- 15% H and H: 27.0s
A difference of 5.6%.
Not scaling too well. In fact, it scales horribly. Additionally, it scales based on how well you are being healed as well, massively in favor of DR.
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So for the following parameters:
Health = 100,000
Damage = 10,000 DPS
Healing = 7,500 HPS
TtD:
- 15% DR: 100s
- 15% H and H: 83.3s
Delta: 19.6%
For 10%:
TtD:
- 10% DR: 66.7s
- 10% H and H: 62.8s
Delta 6.1%
Considering how much more powerful healing is than damage (and always will be because of the resilience issue only applying to damage (it should be partial to healing as well!!!), this problem is exacerbated.
The real situation, to drive the point home (I hope):
H and H model
TtD:
- 15% DR: 100s
- 10% H and H: 62.9s
Delta: 59%
I don't have access to the information right now, but if we have 10% increased Sta, and 10% healing instead (as is stated on the tooltip), the numbers are even worse (of course):
H and H model
TtD:
- 15% DR: 100s
- 10% H and H: 60.4s
Delta: 65.6%
This model assumes constant healing. This is a VERY IMPORTANT DISTINCTION. Warlocks have no healing, with the exception of ember tap, and that is a percent heal, which skews this model. We can't take Soul Leech, because the other talent is more useful in pvp (Soul Leech should absolutely be baseline, as it always has been). We can glyph Siphon Life because there are too many other glyphs to use in pvp that are a lot more useful than a small heal (with the possible exception of affliction). If we are under melee pressure (which is where our problems lie, and is the topic of this thread) we can't use Drain Life with any level of meaningful effectiveness or reliability. Of course, ember tap is almost impossible to use with any regularity, as embers are very hard to build, and are our main source of damage; plus it's is a percent heal so it skews the model, but I thought it should be mentioned.
Now lets look at a no healing model:
H and H model
TtD:
- 15% DR: 11.76s
- 10% H and H: 11s
Delta: 6.95%
S and H model
TtD:
- 15% DR: 11.76s
- 15% H and H: 11.5s
Delta: 2.3%
S and H model
TtD:
- 15% DR: 11.76s
- 10% S and H: 10.5s
Delta: 11.3%
S and H model
TtD:
- 15% DR: 11.76s
- 15% S and H: 10.8s
Delta: 8.76%
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I hope I have driven the point home. The model to increase health and healing is not in any way equivalent to the model to decrease damage, not even in the very best case scenario (i.e., the percent is low, and no one receives a single heal ever).
To make matters worse, those classes that have DR, also have better self healing than we do. If you'll notice, in the models, the more healing they receive, the better DR works in keeping someone alive. (This doesn't mention the fact that they also have more CC available to them in melee situations, as well as more getaways AND defensive cooldowns that can be cast while stunned!)
QED