20,000 health paladin
35% AD = 7,000 Health to activate.
Hits of 5K =>4800
16,200
12,400
08,600
03,800
-1,000
Ardent Defender
15,000
10,000
05,000
01,500
-2,000
Both fail hard, 4% mitigation is slightly better from a healing perspective (1 FOL moves it from 4 to 5 hits to death, AD needs a bigger heal)
Lets make the hits bigger, 10,000, 9,600 after 4%
20,000
10,400
00,800
Dead
20,000
10,000
Dead
Dead
AD fails to save us, 4% mitigation did.
Midling hits, 7,500, 7,200 after 4%
20,000
12,800
05,600
-1,600
AD:
20,000
12,500
05,000
-0,250
AD saves the day (well fails, but has a lesser HTD penalty)
The cutoff (back of napkin here) for AD > 4% is likely when 0.7*damage> 0.35*Paladin Health -1 and the 4% increases the integer survivability of our tank (int(roundup)(Health/(Hit*0.96))
So in the case of our 20,000 health paladin: 9998 damage / hit.
So 4% mitigation is better for us when 9998 < Damgage < 10,400
If we set the damage to 10,500 both fail equally, there will be a similar area of benefit around 20,000 -> 20,799 where the 4% is superior to the AD bonus, and in regions where there are a limited number of hits in AD range that are close to killing you (hits ~ AD range). So there are benefits to the raw mitigation.
So there are cases where its better, but I think we already knew that AD excels at low damage high frequency hits, while the constant 4% mitigation has benefits in certain thresholds where it is literally life or death.
Typically AD prevents in the region of 1-4% damage (from anecdotal data, so don't take that as gospel) and can be situationally very powerful.
Overall to really be valuable as a boss tanking tool AD with the cheat death type proc would be much superior to the current form, and would function in Boss type situations where AD is easily leap frogged.
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