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Posted

So I've taken a look at the toggles in various sets known to be "End hungry" but I don't see from those numbers the reason why Dark Armor is more end hungry than invulnerability.

 

I know some sets lack any kind of buff to endurance regen or resist drain, but they all seem to consume roughly the same amount of endurance.

Can someone explain it to me or maybe direct me to such information?

 

I want a better understanding of the endurance costs of various sets since endurance is a major issue in early levels, especially for some sets

Posted
33 minutes ago, ZeeHero said:

So I've taken a look at the toggles in various sets known to be "End hungry" but I don't see from those numbers the reason why Dark Armor is more end hungry than invulnerability.

 

I know some sets lack any kind of buff to endurance regen or resist drain, but they all seem to consume roughly the same amount of endurance.

Can someone explain it to me or maybe direct me to such information?

 

I want a better understanding of the endurance costs of various sets since endurance is a major issue in early levels, especially for some sets


INV has 3 toggles: Unyielding, Temporary Invulnerability and Invincibility.
Combined, unenhanced they drain 0.73 End/Sec.

Dark Armor has 7 toggles: Dark Embrace, Death Shroud, Murky Cloud, Obsidian Shield, Cloak of Darkness, Cloak of Fear and Oppressive Gloom.
Combined, unenhanced they drain 1.74 End/Sec (you have to detoggle Death Shroud, Cloak of Darkness AND Cloak of Fear to get it to 0.7-ish...)
 

  • Like 1
Posted

The dev reason for Dark's thirstiness is that Dark Regen is basically eating up most of your "power budget" singlehandedly. This is also the reason why Dark has low native KB protection and no debuff resistance against To-Hit debuffs, despite the thematic association with those debuffs.

 

Obscure Sustenance is weaker than Dark Regen (can't instant refill your health bar on demand) and thus IS allowed to have a lower end cost, recovery buff, and debuff resistance on it. 

.

 

Posted

Dull Pain costs 10.4 endurance and has a base recharge of 360 seconds.

 

Dark Regen costs a whopping 33.8 endurance base and has a 30s recharge.

 

Toggles contribute too, but the incredibly expensive spammable heal is a big part of it.

  • Like 2
Posted (edited)

If we're not just talking about toggles... then yes, Dark Regeneration is a major culprit too. Although at least there its high endurance cost is easily countered by sticking a Theft of Essence Proc in it.

 

Edited by Maelwys
Posted

As noted... it is pretty much the extra toggles, plus whatever else a player is running: Sprint, Athletic Run, Tough, Weave, Combat Jumping, etc.... and if Hasten is added to the mix, Endurance will become a real nightmare.

 

As for guessing at original reasoning... I suspect that one of the original ideas about Dark Armor was that the enemy-affecting toggles were felt to require an extra 'cost'. The Live Devs had some peculiar hang-ups (and micro-focus) and seemed to never revisit certain early choices.

Posted
19 hours ago, Maelwys said:

Dark Armor has 7 toggles: Dark Embrace, Death Shroud, Murky Cloud, Obsidian Shield, Cloak of Darkness, Cloak of Fear and Oppressive Gloom.
Combined, unenhanced they drain 1.74 End/Sec (you have to detoggle Death Shroud, Cloak of Darkness AND Cloak of Fear to get it to 0.7-ish...)

If you're just comparing armors, I wouldn't include Death Shroud, Cloak of Fear or Oppressive Gloom in the comparison. This gets you down to 0.88 end/sec.

  • Like 1

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