Endurance Management & Damage per Endurance Chart


Linea_Alba

 

Posted

Chart giving Damage Per Energy.

Page One - Sorted by Damage per Energy
Page Two - Sorted by Burn Time. Continuous Fighting time before Zero Endurance
Page Three - Sorted by Single Target Damage

Green - Better
Yellow - Good
Orange - Not so Good
Red - Bad


http://www.1stfistoflight.com/html/u...nea/cohdpe.pdf

It should be quick to note, you can't have it all. You have to choose, Damage, Efficiency, or Burn Time. Masterminds are the only ones that get it all for free. Simply because MM's don't actually do most of the work for themselves, so measuring by endurance simply doesn't apply to them.

Also, each skill set is not so simple as JUST damage or single target. For Instance MA is (Good, Good, Better) and ranked a bit higher than Katana (Good, Good, Better). However, Katana is more flexible in that it can also have a defensive posture and AoE posture. The defensive posture greatly increases it's survivability, while the AoE posture can greatly increase Damage and D/E "depending" on number of targets and positioning. The major benefit being Katana can instantly adapte and "choose" postures, while MA does not have this flexibility. And this is just ONE example of the other complexities that simply can't be "charted" easily.

Endurance Management

Note: If you're a tank, or otherwise the center of alot of aggro vs -end mobs, like clockwork, cabal, carnies, etc. Then all the endurance regeneration in the world will not help you. The ONLY management techniques usefull in those situations are things like "Consumption", "Dark Consumption", "Transference", "Power Sink", etc.

Endurance Reduction in Toggles: Everyone already does this. However most overdo it. In almost all cases there are other things more important and Endrdx works on a steeply diminishing returns scale. It is always better to place the 1st endrdx in each power than the second. 3 slotting one power while Zero or One slotting another, is a complete waste of slots. If a Toggle uses 1.0 EPS then each endrdx will gain you= 0.20 eps, 0.16 eps, 0.12 eps, 0.02 eps. When you consider that 1endrdx in most attack powers will save you 0.2 to 0.5 eps on your attack chain and that 1 in each attack can save a total from 1.0 to 2.5 eps, it should be obvious many people need to re-evaluate their priorities and stop looking at triple slotted endrdx in toggles. Finally, you have to consider the cost of each toggle and the above mentioned diminishing returns. Before double slotting a power, that power needs to cost 1.25x any other unslotted power. Before triple slotting a power, that power needs to cost 1.6x any unslotted power. Further, for a toggle to be more important than 1 endrdx (and only 1) in an attack power in a typical chain, that toggle would need to cost at least 0.8 eps. Very few powers will meet those criteria.
(Note: defenders and controllers would need to consider healing and control only powers as part of their chain. This may lower the threshold for toggle reduction due to the modification of costs and powers to the attack chain)

Endurance Reduction in the Attack Chain: This is what most people miss, and it's critical. There are VERY few attack chains and skill sets where this will not have the greatest return on investment. This is even more critical than Stamina or endrdx in toggles in almost all cases, however it does cost more slots.

Single Endrdx attack chain: Most sets will only be able to reasonably use 1 endrdx per attack power. On the negative side this uses more slots than Stamina or QR, since it's 1 slot per attack, instead of a straight 3 slots. However depending on skill set, the return varies from ~= 0.8 to 2.4 EPS

Double Endrdx attack chain: Few skill sets can afford this, as it requires Focused Accuracy to be able to make even on other considerations. Also, FA typically eats up much of what is gained. However, for extremely expensive sets that can afford it and FA, it's a very good option, not so much for endurance management, but for all the other benefits.

Quick Recovery - Regen: Similar to Stamina but fully slotted around ~= 1.1 EPS

Stamina - Fitness: This one is pretty straight forward and fully slotted ~= 1.0 EPS

Accelerate Metabolism - This power is 1/2 Stamina 1/2 of the time, given 3 slotting recharge and 3 slotting hasten. However it has other VERY useful benefits.

Recovery Aura - This power is 2x better than stamina, but only usefull 1/2 the time given 3 recharge and Hasten.

Speed Boost - Can't be used on Self. However It's 2x better than Stamina and can be kept on permanently by a freindly Kineticist. It also increases recharge. However it has a nasty side effect of making everyone run faster, which can be detrimental to control and coordination for the unwary.

Endurance Drains: Each will double your burn time given sufficient targets. So while not applicable all the time, IF you can apply them, they are VERY useful.

Transference: IF slotted properly, and IF and ONLY IF you hit your target or targets - this power is up to 3x better than Stamina.

Power Sink - Electric: IF and ONLY IF, sufficient targets are present; this power is is roughly equivalent to Stamina, perhaps better.

Energy Drain - Energy: IF and ONLY IF, sufficient targets are present; this power is is roughly equivalent to Stamina, perhaps better.

Consume - Fire: IF and ONLY IF, sufficient targets are present; this power is roughly 1/2 as effective as stamina OR 1.5 times better than stamina, but only applicable 1/3 of the time. take your pick.

Dark Consumption - Dark: IF and ONLY IF, sufficient targets are present; this power is roughly 1/2 as effective as stamina OR 1.5 times better than stamina, but only applicable 1/3 of the time. take your pick.

Heat Loss - Fire: Transference (see Above) on a 360 second timer, a recharge that is almost double that of transference. However, Heat Loss has other major debuffing components, the End Drain is simply one of the effects. This power is much less suited to Endurance Management than it is as an offensive Arch Villain and Giant Monster debuffing tool. However in such long hard fights, the Transference component can be very useful.

It can not be emphasized enough, that the single endrdx in the attack chain is more important than toggle reduction and even stamina for 8/10 skill sets, and that it is magnitudes more important for the endurance expensive offensive sets.

Example: MA/Regen is around 1.0 EPS better off with 1endrdx+QR than it is with QR+Stamina. However, QR+Stamina is the defacto thinking and choice made by 90% of MA/Regen scrappers, simply because "Stamina" has been preached so heavily to the masses. But "Stamina" is not the better choice. Even if one wants to argue accuracy, then QR+Stamina+2acc is still not the best choice, instead the better choice is 1acc+1endrdx+QR+Stamina+FA, with FA being several magnitudes better for accuracy and it's cost being canceled out by Stamina. Of course many might not want FA, in which case, 2acc+QR+Stamina is a good choice, just realize that you'll be -1.0 EPS less efficient, but in this particular case, that's still more efficient than most other builds.