Originally Posted by
balloonknot
Now if you compare this to the damage intake over a period of time you will, yes, see that the 12% avoidance results in you taking less damage if your amount of damage taken is lower. This doesn't need to be avoidance though, it could be armor.
To put numbers to it:
Tank A takes 50,000 damage in a period of time
Tank B takes 80,000 damage in a period of time
The 4 pc causes 1 attack to be avoided that would have hit for 10k on average
The 4pc causes Tank A to take 20% less damage
The 4pc causes Tank B to take 12.5% less damage
Ya'll are arguing that therefore the bonus is more valuable to Tank A, note that the reason that Tank A takes less damage does not matter, it could be higher avoidance, more armor, more block, whatever.
There certainly is merit to this argument, and if we were taking about long periods of time, i.e. large sample sizes, i would likely agree with it. However we are not.
We are talking about strings on the order over 7-10 hits because the duration of the bonus combined with the swing speeds in ICC result in such numbers.
In this case the fundamental issue, and where this all started is that the likelihood of the 4pc bonus doing absolutely nothing is very high. To put numbers to it:
Chance the 4pc bonus will cause no avoids, aka be useless
7 hits : 40.87%
8 hits : 35.96%
9 hits : 31.65%
10 hits : 27.85%
For me the discussion stops there. I'm never going to value something when 27-40% of the time i activate it and it does nothing at all. Thats almost not worth losing a HS CD to activate honestly.