Ok I posted this in the Tanker Forum but I'm posting it here also.
BTW Kali there is virtually no way for you to tell the difference between the old EA and the new EA. You're flooring the foe ACC either way (at least if you are slotting properly).
Here's a copy for you:
The following Analysis is heavily based on the shoulders of research done by Circeus and Archemedes. I've simply pulled numbers out and rearranged it. Big thanks to Circeus for the work he did and the assistance on helping me clean this data up.
For the basis of the research I'm comparing the following build to the Superman Build given in my signiture. I have attempted to keep the builds as similar as I could. Of course that's not 100% possible.
Archetype: Tanker
Primary Powers: Ice Armor
Secondary Powers: Super Strength
01 : Jab dam(01)
01 : Frozen Armor endred(01) endred(3) defbuf(3) defbuf(5) defbuf(5) defbuf(13)
02 : Chilling Embrace endred(02)
04 : Taunt tntdur(04)
06 : Wet Ice endred(06) defbuf(7) defbuf(7) defbuf(9) defbuf(9) defbuf(11)
08 : Air Superiority dam(08) dam(48) dam(48) dam(48) dam(50)
10 : Hasten recred(10) recred(11) recred(13) recred(15) recred(17) recred(19)
12 : Haymaker dam(12) dam(15) dam(17) dam(34) dam(34) dam(34)
14 : Super Speed runspd(14)
16 : Hurdle jmp(16)
18 : Glacial Armor endred(18) defbuf(19) defbuf(21) defbuf(21) defbuf(23) defbuf(25)
20 : Knockout Blow dam(20) dam(23) dam(31) dam(33) dam(33) dam(33)
22 : Health hel(22)
24 : Stamina endrec(24) endrec(25) endrec(27) endrec(29) endrec(31) endrec(31)
26 : Energy Absorption defbuf(26) defbuf(27) defbuf(29) defbuf(42) defbuf(42) defbuf(43)
28 : Icicles endred(28) dam(43) dam(43) dam(46) dam(50)
30 : Rage recred(30)
32 : Punch dam(32) dam(37) dam(37) dam(37) dam(40) dam(42)
35 : Hoarfrost recred(35) recred(36) recred(36) recred(36)
38 : Foot Stomp dam(38) dam(39) dam(39) dam(39) dam(40) dam(40)
41 : Hibernate recred(41)
44 : Conserve Power recred(44) recred(45) recred(45) recred(45) recred(46) recred(46)
47 : Laser Beam Eyes dam(47)
49 : Energy Torrent dam(49) dam(50)
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01 : Brawl Empty(01)
01 : Sprint Empty(01)
02 : Rest Empty(02)
Perma-Powers:
Hasten
Hoar Frost
Near Perma-Powers:
Conserve Power
Toggle Powers:
Frozen Armor
Chilling Embrace
Wet Ice
Glacial Armor
Icicles (Optional)
Endurance
Recovery Rate: 3.01 End/Sec
Loss Rate: 1.27 End/Sec w/out Icicles 2.0 End/Sec w/ Icicles
*
Net Recovery Rate: 1.74 End/Sec w/out Icles 1.01 End/Sec w/ Icicles
*NOTE: According to Circeus the end cost on Icicles is higher then the value given. It instead is an additional 0.5 end/sec. This further shows the endurance cost disadvantage that Ice suffers from.
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Endurance Comparison
Lets compare the Endurance recovery rate first. Without even taking into account Icicles Ice has to run 1 additional Defensive Toggle to be operating at the optimal defensive level. That is an inherint disadvantage. To get peak performance I had to introduce Endurance Reducers in powers that Ice does not. Even then Invul recovers endurance at a faster rate. Endurance is clearly an issue that Ice has to deal with. Considering the endurance problems I have with my Invul tank I definately feel for Ice here.
Raw Survivability
Ok there is no way for me to measure and computate Alpha Strike Deaths (those deaths caused by almost every attack from a foe coming in simultaneously and hitting successfully). Ice indeed has to fear the Alpha Strike.
The Analysis Spreadsheet!
This spreadsheet is probably the single most comprehensive head to head analysis of elite builds to date. In order to simulate real gaming situations I utilized a rounding situation.
I assumed 50 badguys in a single pull (40 Minions, 8 Lts, 2 Bosses), this is to show a moderate pull for most tanks. I assumed that there is a 2.5% decrease in effectiveness for Chilling Embrace per +1 of the mob over the level of the heroe. I ran the analysis from 0 to +4. We'll also assume that all foes are in Melee range. Yes this is a slight advantage for Invul (with the way Invince works) but that's fair since we fight at melee range and should round as such.
To fully take into account possible situations I ran the analysis for each damage type. Now this is a slight variance from reality because we all know that the 40+ game is full of mixed damage but it is too hard to properly model a mixed damage situation. However I think the impact of this on the Analysis is minute since we have the numbers for each individual damage type.
So pop open that link and lets look at what we see.
1) You'll see a quick list of what assumptions we made.
2) We'll see next the break down of Ice Resists/Defenses. These are intially listed as a base value then as an adjusted value that takes into account the # of foes we are facing and the enhancers we have slotted.
3) Below that we see a Breakdown of Invul's Resists/Defenses. Like Ice there are two sets Base and Adjusted.
4) Next we see a breakdown of our test pool. These are our Minions/Lts/Bosses. Now ACC boosts are based on 5% per level. I treat the foes as doing 10 (you can do it with them doing any number you desire) successful strikes so we can look at a time slice vs a single attack.
5) Now we get to the real paydirt. I am giving on average the amount of damage you'ld take as an Ice Tank if all 50 did a specific damage type for a given level. For example: if you are Ice and were fighting 50 foes all +2 levels who did pure Fire Damage (and matched all our other criteria) then you'ld take 1382.4 pts of fire damage over the 10 attack string from all 50 foes.
6) Like Ice we now see the same breakdown for Invul!
7) Finally we hit the most important tables. These are the key tables. They tells us how effective Ice is compared to Invul at a given foe level range and damage type (i.e. how much more damage does Ice take then Invul for Smashing/Lethal against 50 +0 foes, how much more effective is Ice over Invul against Cold attacks, etc)
Mr. Havok sir what does it all mean?
I'm glad you asked Timmy ...
Seriously this analysis tells us a few very important things.
<ul type="square">[*]Ice is getting overcharged on the Endurance. It needs an overall endurance cost reduction.[*]Ice is getting short changed Defensively. Against even level foes Ice will take almost 6 times as much damage on average then Resistance. The most common damage sources Ice will almost always take more damage. Now on the rare damage types (Psionics/Toxic/Cold) Ice does do better but there isn't enough of that type of damage to offset the weakness.[*]For the +0 to +4 range
DEFENSE SCALES AS WELL OR BETTER THEN RESISTANCE. Yep that's contrary to popular belief but I've ran this analysis before and always came to the same conclusion. Until you start looking at the really big +8's to +10's Defense is actually superior to RES
at scaling due to the hard cap on RES and Damage scaling faster then ACC does. You may not like it but the numbers show it

... as levels increase Ice does shorten the gap between the two. Since +0 to +4 is the range the Devs balance off of we need to keep that in mind when we make our arguements. Now remember I'm talking about scaling here. The rate of improvement for Defense is insufficient to catch the lead an Invul Tank already has.[*]Ice I supposed to be the mix of Controller and Tank but unfortunately they only get 2 powers that are supposed to accomplish that Chilling Embrace and Icicles (which isn't really controller like). CE while nice isn't a real CC power and Icicles is a joke. It does squat for damage.[/list]
As extra fun after seeing these numbers I decided to run a comparison between Invul Scrappers and Ice Tanks. I slotted Invincibility slightly higher because of the lower RES cap on Invul Scrappers and what a shock but Ice Tanks are owned by Invul Scrappers in Melee Range! You can see the analysis here:
Ice Tank vs. Invul Scrapper
Eventually I'll get around to doing more X vs. Y analysis. I know Stone Tanks are compariable to Invul so doing Ice vs. Stone would kind of be moot but a DA Scrapper vs. an Invul Scrapper might be fun
Mr. Havok sir what would you do?
Timmy your questions make your mommy proud!
Well lets see:
<ul type="square">[*]I'ld reduce endurance for Ice to a more acceptable level.[*]I'ld add 20% Smashing/Lethal RES to Frozen Armor.[*]I'ld adjust Icicles so that it becomes a DEF/RES debuff and PBAoE Taunt like Invincibility.[*]I'ld also take a long hard look at Permafrost. That power adds no value. I took it completely out of the analysis when I saw how it did nothing for Ice. That power needs replaced or retooled.[/list]
Then I'ld step back and see how that worked.