Endurance

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Related topics: Combat, Attributes

Description

Measure how healthy your character is. The higher your Endurance, the more Health and Stamina you have.

Skills Affected By Endurance

Skill Formula
Armor Tinkering (Focus + Endurance) / 2

Secondary Attributes Affected By Endurance

Attribute Formula
Health Endurance / 2
Stamina Endurance

Endurance Bonuses

From the Betrayal Letter to the Players:

Regeneration Bonus

Health Regeneration

First, some combination of strength and endurance (with endurance being more important) allows one to regenerate hit points at a faster rate the higher one's endurance is. This bonus is in addition to any regeneration spells one may have placed upon themselves. This regeneration bonus caps at around 110%.

Stamina Regeneration

Second, the higher a player's Endurance, the less stamina one uses while attacking. This benefit is tied to Endurance only, and it caps out at around 50% less stamina used per attack. The minimum stamina used per attack remains one.

Third, the higher a player's Endurance, the more likely they are not to use a point of stamina to successfully evade a missile or melee attack. A player is required to have Melee Defense for melee attacks or Missile Defense for missile attacks trained or specialized in order for this specific ability to work. This benefit is tied to Endurance only, and it caps out at around a 75% chance to avoid losing a point of stamina per successful evasion.

Drain Resistance Bonus

Fourth, the combination of strength and endurance (the two are roughly of equivalent importance) allows one to partially resist drain health/stamina/mana and harm attacks, up to a maximum of roughly 50%.

Natural Resistance Bonus

Fifth, some combination of strength and endurance (the two are roughly of equivalent importance) now allows one to have a level of "natural resistances" to the 7 damage types. This caps out at a 50% resistance (the equivalent to level 5 life prots) to these damage types. This resistance is not additive to life protections: higher level life protections will overwrite these natural resistances, although life vulns will take these natural resistances into account, if the player does not have a higher level life protection cast upon them.

For example, a player will not get a free protective bonus from natural resistances if they have both Prot 7 and Vuln 7 cast upon them. The Prot and Vuln will cancel each other out, and since the Prot has overwritten the natural resistances, there will be no resistance bonus.

The natural resistances, drain resistances, and regeneration rate info is found on the Character Information Panel.

The 5 categories for the endurance benefits are, in order from lowest benefit to highest: Poor, Mediocre, Hardy, Resilient, and Indomitable, with each range of benefits divided up equally amongst the 5 (e.g. Poor describes having anywhere from 1-10% resistance against drain health attacks, etc.).

A few other important notes:

  • The abilities that Endurance or Endurance/Strength conveys are not increased by Strength or Endurance buffs. It is the raw Strength and/or Endurance scores that determine the various bonuses.
  • For April, natural resistances will offer some protection versus hollow type damage, whether it is from a Hollow Minion or a Hollow weapon. This will be changed in May.
  • These abilities are player-only, creatures with high endurance will not benefit from any of these changes.
  • Come May, you can type @help endurance for a summary of the April changes to Endurance.

Spell Stacking

Notes

  • In The Gathering Storm, new regeneration rates were introduced for hit point and stamina regen rates in an attempt to decrease character downtime.
  • In Betrayal, the Endurance attribute received a major update and now gives many regeneration and drain resistance bonuses to health and stamina.
  • In Heart of Woe, a character's natural drain resistance now protects him or her against spells that drain stamina and mana in addition to those that drain health.