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**Noshei** So the way Dmg threat is handled is pretty simple MoL increase our threat by 500%, normal threat without any modifiers is equal to the damage done. So to get our threat from damage we simply multiply the damage done by 6 for the 500% increase.

Now healing threat is handled a bit differently, threat from healing is equal to 1/5 of the healing done, but MoL still increases this healing threat (overheal or not, both work the same). So to get the threat generated from healing we take the amount healed multiply it by 0.2, we then take that total and multiply it by 6 (simplified you just multiply by 1.2). This gives us the total threat from healing, but this scales up to 10 players (max DoL can heal). So to get a good approximation you can simply multiply the amount healed on one person by the total number of people healed prior to calculating the threat.

Now from my example earlier you will see that I did 80+(50*4) (reparation/salvation) and 415+(380*4). This is so that the difference in the healing I receive, due to +10% healing received talent, is factored into the calculation (80 from salvation and 415 from DoL).

It is also important to remember that reparation caps at 5 players and will not heal yourself or other clerics with MoH active.

So what we end up with is that as we increase the number of players DoL heals (max of 10) we increase the amount of threat going to each mob linearly. This compares to EJ which will do basically the same amount of threat to each mob without regard to the number of mobs or players (Because dmg threat only applies to the mob that took the damage). There will still be a slight increase from reparation/salvation, but it is negligible in this case.

My examples earlier are based off of 1 mob and a group of 5 players, but to factor in multiple mobs is really easy.

For EJ, you will do roughly the same amount of threat to each mob you hit (based upon the the damage done to each mob i.e. a crit does more threat), up to a max of 5. After 5, you will only do the threat generated by reparation/salvation (as I mentioned earlier reparation maxes at 5 and salvation of course only heals yourself).

For DoL, you will do the exact same amount of threat to every mob that has you on their threat table. Though this threat is, as mentioned earlier, multiplied by the number of players healed by DoL (max of 10).

So when we look at the examples earlier and want to find the max threat that you can generate per mob (with the assumption of 10 players and 5 mobs) you would have the following results.

__Even Justice__

200*6+((80*5+((50*5)*5))*1.2)

1200+((400+1,250)*1.2)

1200+(1,650*1.2)

1200+1,980

**3,180** total threat per mob hit by EJ

**1,980** total threat per mob **not** hit by EJ

__DoL__

(415+(380*9))*1.2

(415+3,420)*1.2

3,835*1.2

**4,602** total threat per mob (this will be applied to an infinite number of mobs so long as you are on their aggro table)

So as you can see, DoL is better in pretty much any party/raid situation.

One very important factor to remember as well is that EJ requires facing and the ability to hit the mob, where as DoL doesn't require either of those directly (need both to get convictions of course).

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