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Endurance is one of the key characteristics used in the [[CoX]] universe. All player characters and important [[NPC|NPCs]] have Endurance.
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{{TOCright}}
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== Overview ==
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'''Endurance''' is one of the key characteristics used in the [[CoX]] universe. All player characters and opponents have Endurance.
  
== Basics ==
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Endurance represents the amount of energy a character has to conduct actions. It slowly [[recovery|recovers]] over time but is diminished by using powers. It may also be drained by enemies using certain powers, indicated by ''-Endurance'' or ''-End'' in the power's effects.
  
Endurance represents the amount of energy a character has to conduct actions. It constantly regenerates (deafult values?) but is drained by powers that are activated or continuously active (toggled) by characters. It may also be drained by certain powers, indicated by ''-Endurance'' or ''-End''.
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All player characters start with a maximum of 100 Endurance. Through [[Invention Origin Enhancement Set Bonuses|set bonuses]], [[Temporary Powers]] and [[Accolade Powers|Accolades]], this maximum can be increased, as can the ongoing [[recovery]] rate of endurance. A character can never have more than their maximum endurance - any boost (either over time or instant) that would put them over their maximum is capped to their maximum, and the rest is wasted.
  
All player characters start with a total of 100 Endurance. Through [[Invention Origin Sets]] bonuses, [[Temporary Powers]] and [[Accolade Powers|Accolades]], this total amount can be boosted, as can the ongoing recovery rate of Endurance. A character can never have more than their total Endurance - any boost (either over time or instant) that would do so is wasted.
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== The Numbers ==
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A player character's endurance bar fills up from zero to 100% in 60 seconds. This is true whether the player character's endurance was 100 endurance or 110 endurance. So, having bonus endurance not only means have more endurance, but also, a faster [[recovery]] (the rate of endurance replenishment).
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The formula to determine a player character's recovery in average Endurance Points per Second (EPS) is:
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Recovery = MaxEnd / (60 / 1 + RecoveryMod)
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So, a beginning player's EPS is 100 / (60 / 1 + 0) = 1.67 EPS
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[[Stamina]] provides a 25% +Recovery modifier. Plugging that into the formula, the EPS would be: 100 / (60 / 1 + .25) = 2.08 EPS
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Since Stamina with three even level SOs at level 50 provides about about 48.73% recovery increase (94.9% increase from SOs applied to 25% +Recovery from Stamina), then the formula produces: 100 / (60 / 1 + 48.73%) = 2.48 EPS
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This formula helps to answer the question: Which is better, the same amount of endurance increase or recovery increase? If a player character's endurance was increased 10% to 110 endurance, then their EPS would be: 110 / (60 / 1 + 0) = 1.83 EPS. If a player character's recovery was increased 10%, then their EPS would be 100 / (60 / 1 + .10 ) = 1.83 EPS. The same rate of recovery. However, since the player character who has more endurance has the same rate of recovery '''and''' more total endurance, then with the percentages being equal, it is better to have more endurance than more recovery.
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'''NOTE:''' The [[Arachnos Soldier]] and [[Arachnos Widow]] archetypes have slightly higher-than-normal (1.84 EPS) base endurance recovery thanks to [[Inherent_Powers#Conditioning|Conditioning]]. This figures into the base attribute of the archetype, however, and is not treated as a buff.
  
 
== Loss of Endurance ==
 
== Loss of Endurance ==
  
The activation of ''click'' powers such as attacks will instantly drain your endurance. Toggle powers that apply an effect over time will constantly drain Endurance every second (often in smaller increments per second). A character cannot activate powers that will take the total Endurance below zero (0), resulting in an informational message "Too tired". A character '''CAN''' activate powers that will reduce Endurance to exactly zero, either in bulk or in small increments through a toggle power, resulting the informational message "Out of power". When this happens, all active toggles on the character will be detoggled, but permanent or timed effects that are already in effect will remain.
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The activation of [[Click Power]]s such as attacks will instantly drain some of your endurance. The amount lost varies depending on the power.
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[[Toggle]] powers that apply an effect over time will drain endurance at regular intervals while the toggle is on (frequency ranges from a few times per second to once every few seconds).
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[[Auto Power]]s do not cost endurance.
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A character cannot activate powers that will take their total endurance below zero (0), resulting in an informational message "Too tired".
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A character ''can'' activate powers that will reduce endurance to exactly zero, either in bulk or in small increments through a toggle power. If a toggle would drain more endurance than the character has, it [[detoggle]]s, with the informational message "Out of power".
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=== Attack Power Costs ===
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With certain exceptions, attack powers appear to have a strict 1:10 endurance to damage ratio (1 endurance for every 10 base damage). This was revealed by [[Back Alley Brawler (Developer)|Back Alley Brawler]] in a forum post on August 7th, 2008 (post purged).
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== Recovery and Management ==
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Lost endurance will be [[recovery|recovered]] over time, however there are a number of ways to ensure the best management of endurance:
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* Slotting an ''Endurance Reduction'' [[Enhancement]] will reduce the endurance cost of a power.
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* Taking the [[Fitness]] [[Power Pools|Power Pool]] power ''Stamina'' will increase recovery rate.
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* Certain powersets have access to ''Conserve Power'', which halves endurance costs of [[Click Power|click powers]].
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* Certain powers can transfer ("drain") Endurance instantly from a target to the character.
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* Slotting [[Invention Origin Enhancement Sets|IO Sets]] can increase a character's maximum endurance capacity and recovery rate.
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* Taking "blue" [[Inspirations]] (''Catch a Breath'', etc.) will instantly restore some endurance.
  
== Recovery and Management of Endurance ==
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== See Also ==
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*[[Limits#Endurance Recovery|Limits]] for the Recovery caps.
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*[[Hit Points]]
  
Lost endurance will be recovered over time, however there are a number of ways of ensuring the best management of Endurance:
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[[Category:Definition]]
* Slotting an [[Endurance Reduction]] [[Enhancement]] will reduce the amount drained in the power's activation or ongoing cost
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[[Category:Gameplay]]
* Taking the [[Power Pool]] power [[Stamina]] will increase the recovery over time of [[Endurance]]
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* Certain powers can transfer ("'drain'") Endurance instantly from a target to the character
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* Other powers can instantly boost the character's Endurance
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* Finally, taking an [[Inspiration]] such as a [[Catch A Breath]] will instantly boost your available Endurance (by 25% of the total, in this case)
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Latest revision as of 19:17, 9 March 2010

Overview

Endurance is one of the key characteristics used in the CoX universe. All player characters and opponents have Endurance.

Endurance represents the amount of energy a character has to conduct actions. It slowly recovers over time but is diminished by using powers. It may also be drained by enemies using certain powers, indicated by -Endurance or -End in the power's effects.

All player characters start with a maximum of 100 Endurance. Through set bonuses, Temporary Powers and Accolades, this maximum can be increased, as can the ongoing recovery rate of endurance. A character can never have more than their maximum endurance - any boost (either over time or instant) that would put them over their maximum is capped to their maximum, and the rest is wasted.

The Numbers

A player character's endurance bar fills up from zero to 100% in 60 seconds. This is true whether the player character's endurance was 100 endurance or 110 endurance. So, having bonus endurance not only means have more endurance, but also, a faster recovery (the rate of endurance replenishment).

The formula to determine a player character's recovery in average Endurance Points per Second (EPS) is:

Recovery = MaxEnd / (60 / 1 + RecoveryMod)

So, a beginning player's EPS is 100 / (60 / 1 + 0) = 1.67 EPS

Stamina provides a 25% +Recovery modifier. Plugging that into the formula, the EPS would be: 100 / (60 / 1 + .25) = 2.08 EPS

Since Stamina with three even level SOs at level 50 provides about about 48.73% recovery increase (94.9% increase from SOs applied to 25% +Recovery from Stamina), then the formula produces: 100 / (60 / 1 + 48.73%) = 2.48 EPS

This formula helps to answer the question: Which is better, the same amount of endurance increase or recovery increase? If a player character's endurance was increased 10% to 110 endurance, then their EPS would be: 110 / (60 / 1 + 0) = 1.83 EPS. If a player character's recovery was increased 10%, then their EPS would be 100 / (60 / 1 + .10 ) = 1.83 EPS. The same rate of recovery. However, since the player character who has more endurance has the same rate of recovery and more total endurance, then with the percentages being equal, it is better to have more endurance than more recovery.

NOTE: The Arachnos Soldier and Arachnos Widow archetypes have slightly higher-than-normal (1.84 EPS) base endurance recovery thanks to Conditioning. This figures into the base attribute of the archetype, however, and is not treated as a buff.

Loss of Endurance

The activation of Click Powers such as attacks will instantly drain some of your endurance. The amount lost varies depending on the power.

Toggle powers that apply an effect over time will drain endurance at regular intervals while the toggle is on (frequency ranges from a few times per second to once every few seconds).

Auto Powers do not cost endurance.

A character cannot activate powers that will take their total endurance below zero (0), resulting in an informational message "Too tired".

A character can activate powers that will reduce endurance to exactly zero, either in bulk or in small increments through a toggle power. If a toggle would drain more endurance than the character has, it detoggles, with the informational message "Out of power".

Attack Power Costs

With certain exceptions, attack powers appear to have a strict 1:10 endurance to damage ratio (1 endurance for every 10 base damage). This was revealed by Back Alley Brawler in a forum post on August 7th, 2008 (post purged).

Recovery and Management

Lost endurance will be recovered over time, however there are a number of ways to ensure the best management of endurance:

  • Slotting an Endurance Reduction Enhancement will reduce the endurance cost of a power.
  • Taking the Fitness Power Pool power Stamina will increase recovery rate.
  • Certain powersets have access to Conserve Power, which halves endurance costs of click powers.
  • Certain powers can transfer ("drain") Endurance instantly from a target to the character.
  • Slotting IO Sets can increase a character's maximum endurance capacity and recovery rate.
  • Taking "blue" Inspirations (Catch a Breath, etc.) will instantly restore some endurance.

See Also