Blaster Changes Don't Fix Electric


Adeon Hawkwood

 

Posted

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Originally Posted by Watchdog View Post
I'm fully aware that virtually every Electricity Blast power has a drain component, but only Short Circuit and TB's even amounted to anything meaningful. So if you're advocating turning the drain of those powers into something significant on their own, that's another discussion entirely. That would be a ground-up re-imagining of what endurance drain has ever been with this set.
I reiterate the question: what do you think I mean when I say "make endurance drain work?"


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Posted

Quote:
Originally Posted by Adeon Hawkwood View Post
I also wouldn't support changing just Zapp from a snipe to a single target attack because I feel that would be unfair to those people who like snipes and happen to play electrical blast. So yeah, changing all snipes to single target attacks is fine and something I'd support, changing Zapp alone is not. I don't think either will happen though so I'm looking at alternatives.
I'm not supporting that, either. Again, I feel like I have to point you to the title of the thread. I'm specifying Zapp because we're talking about Electricity Blast. I think it would be fun to discuss what we might replace snipes with in the other sets, but that's not the point of the thread.

Again, it's not that I don't care about other sets or that I feel ELB is the worst-ever set that needs a lot of specific dev attention. I'm addressing the set in particular because it's the topic of the post. I think other Blaster sets could also use some attention, and I'd be happy to share those thoughts in a thread titled "Blaster Changes Don't Fix [INSERT SET HERE]."


Global @Watchdog

 

Posted

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Originally Posted by Arcanaville View Post
I reiterate the question: what do you think I mean when I say "make endurance drain work?"
I think you mean buffing Short Circuit and removing the endurance drain from the other powers in the set since it's all or nothing.

I kid, I kid. In all seriousness I would say that fixing Endurance Drain needs to start with the NPCs. I'll admit I'm not 100% clear on it but based on comments people have made my understanding is that at some point int he past NPC endurance pools were increased to stop them running out of endurance just using their attacks? If so then the logical solution would seem to me to be normalize NPC endurance pools and then given them endurance reduction buffs as needed to allow them to run their attack chains. Once that is done the effect of endurance drains on NPCs can be more accurately predicted.

Quote:
Originally Posted by Watchdog View Post
I'm not supporting that, either. Again, I feel like I have to point you to the title of the thread. I'm specifying Zapp because we're talking about Electricity Blast. I think it would be fun to discuss what we might replace snipes with in the other sets, but that's not the point of the thread.
*shrug* That's not what I got form your posts. But in any case it sounds like you and I are in agreement where snipes are concerned.


 

Posted

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Originally Posted by Arcanaville View Post
I reiterate the question: what do you think I mean when I say "make endurance drain work?"
I think I've been clear. I thought you meant you wanted to fix endurance drain.

But it's not something that can be fixed. Fixing something implies that it once worked properly. It NEVER worked the way I mentioned earlier. The -end aspect of ELB attacks were never substantial enough to make any worthwhile difference on their own. And to be honest, if they did go that far with it, it might make ELB overpowered, but would more likely just be redundant.

It's never going to be so powerful that the -end will drain an opponent before the corresponding attacks kill them. So at best it'll simply be a better iteration of what we have now; that the -end component of attacks will only be worth a squat once you've drained your opponents with other powers. And while that sounds awesome for Defenders, it's really only a worthwhile playstyle for Blasters if they're looking to amuse themselves with a personal character concept. It'll only VERY rarely be an approach that will be more efficient than straight damage or using holds.

If you're suggesting something other than that, then it's going to be something more along the lines of a complete re-working of how -end has always worked in this game, which I find more far-fetched than your assertion that the devs might pull a snipe change if it's not well-received or does not sufficiently address the problem they were looking to fix.

So instead of asking me what you mean and leaving me to assume all of the above, why not share?


Global @Watchdog

 

Posted

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Originally Posted by Watchdog View Post
I think I've been clear. I thought you meant you wanted to fix endurance drain.

But it's not something that can be fixed. Fixing something implies that it once worked properly. It NEVER worked the way I mentioned earlier. The -end aspect of ELB attacks were never substantial enough to make any worthwhile difference on their own. And to be honest, if they did go that far with it, it might make ELB overpowered, but would more likely just be redundant
The problem with endurance drain effects is that they leverage only two endurance affecting effects: direct -end and -recovery. Both are heavily backloaded effects: they allow the critter to continue to attack until they run out of endurance, they just will run out earlier. They take away the future, but they do nothing to the present.

That's not impossible to change. Critters use endurance just like we do (lots of players think they don't). Small attacks use a little end, big attacks use a lot. Can we drain a critter so they can use the small ones now, but not the big ones now, as in an immediate effect? Yes: we can debuff MaxEnd. By lowering the maximum amount of endurance they have without touching recovery rate per se, we can continue to allow them to use small attacks but we can put a ceiling on the largest attack they can use, and that can essentially take effect instantly.

We can also manipulate endurance usage: we can debuff EndDisc - endurance discount. By debuffing it, we can make all the critter's attacks take more endurance. So instead of halting recovery, we can make the critter burn through endurance faster. The more the critter attacks, the faster they will burn through endurance and the faster they will tap out. This would be particularly useful against bosses.

And debuffing EndDisc while more backloaded has a similar side effect as debuffing MaxEnd. Once a critter is reduced to zero endurance, without -recovery they will still recover endurance. They will do so in ticks just like we do. They will have zero end, and then suddenly they will suddenly have 6.67% more endurance which they can use to attack. On a minion, that's 6.67 end: the largest attack they can use with that one tick of recovery burns 6.67 end. But on a boss its 13.33 end: bosses can use larger attacks with that recovery tick. Unless we make their attacks cost more, like if we debuff endurance discount.

The game currently doesn't begin to scratch the surface of what's possible with drain effects. Its just a question of putting the right set of them together in a balanced fashion. The rest is numbers tweaking (but would take several more pages to illustrate the calculations necessary to do so).


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Posted

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Originally Posted by Watchdog View Post
My suggestion is just easier on everyone. Many people are not going to understand how to get the most out of that change. Many people are not going to be happy about the lengths they have to go to to get the most out of that change once they DO figure it out. It's undoubtedly a can of worms, and I think it's best left unopened.
Most of the people who would care to go to the lengths to get the most out of the snipe change won't have a problem figuring it out. Most of the people who will be affected by the snipe change will be happy just knowing:
Quote:
Originally Posted by Arbiter Hawk View Post
-"Hit Aim, Snipe becomes instant."
-"Pop 3 small yellows, Snipe becomes instant."
-"Get a big team with people running leadership, Snipe becomes instant."

Or, most simply, "If you get a yellow ring around your Snipe attack, you can click it and use it in combat."
Quote:
Originally Posted by Watchdog View Post
But it's not something that can be fixed. Fixing something implies that it once worked properly. It NEVER worked the way I mentioned earlier. The -end aspect of ELB attacks were never substantial enough to make any worthwhile difference on their own.
This is not how I recall Electric blast. I recall the drain being very useful even early in a character's career (and the early levels used to last a lot longer, so it mattered).

Quote:
Originally Posted by Watchdog View Post
It's never going to be so powerful that the -end will drain an opponent before the corresponding attacks kill them.
I do not agree with your position that end drain is impossible to make useful (I should say more useful, because I find it useful now).


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Posted

Thanks for that. That's VERY interesting, and I can see why you'd want to explore that as a more active gameplay mechanic.

But still, doesn't this rely on getting them down to zero to begin with? I understand everything you wrote, but whether they give us more access to the other types of endurance debuffs or not, it still relies on the core concept of critters not having enough endurance to attack with.

In other words, I can easily see that this could have profound utility versus bosses, but the fact still remains that -- without first using SC/TB/PS -- you'd still be killing minions and LTs faster than you'd be gimping their ability to fight back. You would have to give the -end component a very large drain (i.e. a blast doing more -end than DMG) to have it make a different versus anything sub-Boss. And most things larger than Bosses either have huge pools of END or are very resistant to drain, so this effect would be pretty Boss-specific, wouldn't it?

I don't think that's necessarily a bad thing and there's certainly no reason NOT to pair attacks with SC/TB/PS, but it does raise a lot of questions about how complementary effects like these would be to the spirit of the AT (eschewing damage in favor of something else).

Again, I'm not saying that's a bad thing, but it would make it the only Blaster set to put such emphasis on its secondary effect.

Also, I fail to see how a fixed -end system wouldn't also benefit from another attack in the chain. As you said, there are 4 (?) types of endurance debuffs that feed off of one another, and almost every power in the set has a -end component. So what if different attacks debuffed in different ways or in multiple ways? Woudn't an extra attack -- one that didn't require the checks Fast Snipe does to fire or relied on a simpler metric (like stacks of Defiance) -- add to the # of ways and options you would have to debuff END and keep it that way?

It just seems to me that what you're suggesting (and let me reiterate that I LOVE it) would require a tactical approach to use to maximum effect, one that would be better served by a number of attacks stacking debuffs (and possibly differing types of -end debuffs as you described). In other words, that my suggestion and yours don't have to be so mutually exclusive.

I might feel differently if snipes had profound utility in the game, but they don't. And the proposed change increases their value by having them behave as though they're not snipes. So again, what's the big deal in removing the snipe outright and making it a blast? With the amount of brainspace it might take to keep track of all these different types of -end and how best do use them, do we also need to simultaneously be figuring out what we have to do to get Zapp to fire?

Wouldn't you rather have an attack you could just use to, you know, attack stuff?


Global @Watchdog

 

Posted

Quote:
This is not how I recall Electric blast. I recall the drain being very useful even early in a character's career (and the early levels used to last a lot longer, so it mattered).
I can't say that I recall definitively, but I'm pretty sure that wasn't the case. If you fired Short Circuit, yes, absolutely. But on their own, blasts wouldn't drain an opponent before they killed them. Maybe bosses, but I don't think so. I'm getting old, but I'm pretty sure.

Quote:
I do not agree with your position that end drain is impossible to make useful (I should say more useful, because I find it useful now).
I don't think it's impossible to make useful. And I also find it useful in certain circumstances now (but only with the big drainers; not with any other powers).

What I'm saying is that making the -end secondary effect of blasts so powerful that they become so useful that they could stop even a minion from attacking BEFORE the blasts themselves killed the minion... That would probably be overpowered.

Minions are an extreme case, but even doing so with an LT might be too much. It would go from being the most worthless secondary effect to being the best, in my opinion, and by a pretty huge margin in most cases.

Now, if the set had a more plentiful and efficient attack chain, the individual effects might stack up enough to yield those types of results in a more gradual fashion. As it is, you've only got 3 blasts and 2 of them are on long timers. They would have to have A LOT of -end to have the level of drain that would be useful.

Otherwise, they must be coupled with a large-draining power to yield those types of worthwhile results. With TB on a shorter timer and no crash, that's certainly one way to go (assuming the DMG isn't dropping spawns outright). Otherwise it's just SC and PS (if you're EL2). Either way, having to pair it with other powers (especially point-blank ones) isn't exactly in keeping with the design of the set and AT.


Global @Watchdog

 

Posted

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Originally Posted by Watchdog View Post
Thanks for that. That's VERY interesting, and I can see why you'd want to explore that as a more active gameplay mechanic.

But still, doesn't this rely on getting them down to zero to begin with? I understand everything you wrote, but whether they give us more access to the other types of endurance debuffs or not, it still relies on the core concept of critters not having enough endurance to attack with.

In other words, I can easily see that this could have profound utility versus bosses, but the fact still remains that -- without first using SC/TB/PS -- you'd still be killing minions and LTs faster than you'd be gimping their ability to fight back. You would have to give the -end component a very large drain (i.e. a blast doing more -end than DMG) to have it make a different versus anything sub-Boss. And most things larger than Bosses either have huge pools of END or are very resistant to drain, so this effect would be pretty Boss-specific, wouldn't it?
This is how having many different effects you can mix and match helps. If you debuff endurance discount so attacks cost more *and* you also continue to apply drain, the enddisc debuff will hit both ranks proportionately hard, but the drain will stack up faster on the minions, disabling them quicker.

The only real problem this sort of thing has is that you have to be very careful about stacking.


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Posted

I'm not exactly getting what Watchdog has against Short Circuit. He keeps saying that endurance drain doesn't work unless you use it... so what? Use it. Its not hard to use an enormous (seriously, its huge) PBAoE without dying. The other powers are basically supplementary in matters of draining, and their uses could be improved, yes. But discounting the best draining power you have is silly. The end drain on all powers does not need to be higher than the damage because he difference is made up with SC.

Arcana's suggestions of a change to how the drain works does seem good, and would definitely solve end drain not being as useful as it should be.


 

Posted

Hmm, if I were suggesting a fix for endurance drain, I'd probably just suggest an alternate advantage to the set when it *doesn't* drain. I mean, the only decent way to make drain work is to...well make it work. And if it's working, the foe can't do anything (or their actions are significantly reduced). Scale that up so it works regardless of if the foes are +0 all the way up to +5 and it practically trumps a lot of other types of mitigation. -rech? -ToHit? How about just not allowing the foes to act at all? It's technically better than a hold since I think certain effects can still be triggered while held like toggles (unless they're offensive toggles...or you're a dirty cheating *****-*** Scrapper Warden with cheating Quills).

If I were suggesting something for Electric Blast: Energy Burn.

Basically, it's corruptor Scourge but checks foe endurance and the more endurance they have the higher the chance of some effect occurring. Not sure what effect that'd be...could be damage or maybe a self buff (like +rech, resistance to drains, +energy dmg buff) or maybe a debuff (like -energy resist). The Blasts would have a high trigger for it while Short Circuit would have a low trigger and if you can drain the foes, you get good mitigation. If you don't, you get something else.

As for Voltaic Sentinel, what if you gave *it* the Charge Up power? Except the pet would cast it on its master. Basically, Charge Up could be a 1-shot buff (expires with your next attack or after 10 seconds) and Charge Up would recharge in 6 seconds and add a charge bolt's worth of energy dmg to your next electrical blast. So VS would then have 2 powers: charged bolt attack and charge up player buff and it'd kinda have to stick near you to use the buff (encouraging it to stay by your side, maybe?).

I guess giving it the Charge Up power is a means of having VS attack the foe you're attacking...by powering up your attacks. It'd kinda also give you an extra shot of damage on something like Tesla Cage if you're looking for another ST blast or charge up your AoEs as well(maybe it won't add a full Charged Bolt's amount of dmg to the AoEs though).


 

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Originally Posted by Leo_G View Post
Hmm, if I were suggesting a fix for endurance drain, I'd probably just suggest an alternate advantage to the set when it *doesn't* drain. I mean, the only decent way to make drain work is to...well make it work. And if it's working, the foe can't do anything (or their actions are significantly reduced). Scale that up so it works regardless of if the foes are +0 all the way up to +5 and it practically trumps a lot of other types of mitigation. -rech? -ToHit? How about just not allowing the foes to act at all? It's technically better than a hold since I think certain effects can still be triggered while held like toggles (unless they're offensive toggles...or you're a dirty cheating *****-*** Scrapper Warden with cheating Quills).
Either the critter can hit or it can't, so we should replace all tohit debuffs with holds.


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Posted

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Originally Posted by Arcanaville View Post
Either the critter can hit or it can't, so we should replace all tohit debuffs with holds.
There are auto-hit powers, ma'am.


 

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Originally Posted by Leo_G View Post
There are auto-hit powers, ma'am.
That's your objection?

I guess this would be one of those times when the more direct approach is waranted:

Quote:
Hmm, if I were suggesting a fix for endurance drain, I'd probably just suggest an alternate advantage to the set when it *doesn't* drain. I mean, the only decent way to make drain work is to...well make it work. And if it's working, the foe can't do anything (or their actions are significantly reduced). Scale that up so it works regardless of if the foes are +0 all the way up to +5 and it practically trumps a lot of other types of mitigation. -rech? -ToHit? How about just not allowing the foes to act at all? It's technically better than a hold since I think certain effects can still be triggered while held like toggles (unless they're offensive toggles...or you're a dirty cheating *****-*** Scrapper Warden with cheating Quills).


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Posted

Quote:
Originally Posted by Arcanaville View Post
That's your objection?

I guess this would be one of those times when the more direct approach is waranted:
I think the funny thing is, it's not wrong. That's exactly how endurance drain (-End + -recovery) works. I didn't object to your suggestion about -EnduranceRedux STR or -MaxEND (in fact, I suggested the very same thing as a means to improve Energy Aura's Energy Drain's mitigation back when people hated EA) but simply decided to post an alternate suggestion using a (true) rational concerning drains.

As for your pic:


 

Posted

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Originally Posted by Leo_G View Post
I think the funny thing is, it's not wrong. That's exactly how endurance drain (-End + -recovery) works. I didn't object to your suggestion about -EnduranceRedux STR or -MaxEND (in fact, I suggested the very same thing as a means to improve Energy Aura's Energy Drain's mitigation back when people hated EA) but simply decided to post an alternate suggestion using a (true) rational concerning drains.
No, your assertion that the only way to make drain work is wrong in pretty much every way. Its not true the only way to work is to completely disable the critter. That's unambiguously false. its not true that the only way to make drain scale with critter level is to make it stronger than all other secondary mitigation.


Quote:
As for your pic:

You're assuming incorrectly my purpose is to incite you to reply. My purpose was to point out you're wrong.


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Posted

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Originally Posted by Arcanaville View Post
No, your assertion that the only way to make drain work is wrong in pretty much every way. Its not true the only way to work is to completely disable the critter. That's unambiguously false. its not true that the only way to make drain scale with critter level is to make it stronger than all other secondary mitigation.
But your suggestion is to add an effect (-EnduranceRedux or -MaxEND) for when drain doesn't work...which is exactly what I just said.

Maybe I'm crazy but -EnduranceRedux and -MaxEND is not intrinsic to the mechanics of 'endurance drain' no more than -Regen and -MaxHP is intrinsic to 'health drain' mechanics.


 

Posted

Oh man, a forum argument that uses image macros?


 

Posted

Lol so I guess it's over.

But my main premise with the original post I wrote was: drains don't do anything if the mob has endurance. I was simply proposing a means of focusing on that circumstance, isolating it from when the mob already is sufficiently drained.

Using the mechanic that allows Corruptors to deal more damage to injured foes, you can focus a mechanic to allow Electric Blast to do something more when the foe has plenty of endurance to spare.

This has another effect that might be enticing to people that want to play Electric Blast: if you don't want to be a sapper build, you can get something out of the set's secondary effect. Damage, a debuff or buff, whatever. Just because you chose to make Elec/Dev and don't want to be straddled to Short Circuit, you get other benefits.

For the sapper builds, what does it matter? The foe is drained and cannot do anything (or much) and other Elec blast characters that are tagging along will help keep those mobs there. Seems win win to me.


 

Posted

My longhanded solution to -Endurance would be to make critter AI have a chance to "skip turn" and do nothing if endurance is below a certain value (think of how Scourge works on Corruptors). Part of the value of -Endurance in PVP environments (in this game or in games with "mana burn" type abilities) is the psychological aspect--"I'm close to running out of endurance, so I should run away because if I get drained dry I'm helpless." We'd just bypass the running part because that would just be annoying.

But messing with AI is always tricky so I doubt this would ever happen.

FYI that was essentially part of my solution to making Knockback more effective as well. Distance thrown = reluctance to pick up and start fighting again. (And in my perfect, perfect world where code is free, the difference between Ice Slick and other knock powers wouldn't be knock rate, it would be how long it takes something to stand up after falling, so you'd get a bonus for knocking them down or back onto the slick with any power, as a matter of strategy. Ah, dreams. )


 

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Originally Posted by PsychicKitty View Post
but more looks like improvements for PVP combat
Wut. There is absolutely no way these changes were designed for PvP. No one's used the tier 9 Blaster attacks in PvP builds since before I13 because they've been garbage and they're going to continue to be garbage in PvP even after this change. The fact that tier 3 blasts will have 80 foot range is just a nice bonus for PvP builds and a huge improvement for just about every PvE build.

Quote:
Originally Posted by BrandX View Post
Electric Blast was a top 5 set before this change
WUT. Elec is quite possibly the worst all-around blast set in the game. Even AR and Pistols are better. Looking at the list you got the numbers for your claim from, Elec is only in the top 5 if you're at 250% +rech, and that's single-target damage, which isn't important for 95% of the content in this game.

EDIT: Well crap, I should check how long the thread is before I reply to posts on the first page next time.


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Posted

Quote:
Originally Posted by Arcanaville View Post
Either the critter can hit or it can't, so we should replace all tohit debuffs with holds.
Per attack, yes. But a better analogy is a power that can floor enemy tohit but only if accumulated, and it WOULD be comparable to endurance drain.

I can not tell how you are saying he is wrong. Either the enemy has endurance or not.

My usual proposal is to add a - attack to endurance drain but negative discount may work. I would ask though to confirm that mobs even calculate endurance discounts?


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Posted

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Originally Posted by ChaosExMachina View Post
Per attack, yes. But a better analogy is a power that can floor enemy tohit but only if accumulated, and it WOULD be comparable to endurance drain.

I can not tell how you are saying he is wrong. Either the enemy has endurance or not.

My usual proposal is to add a - attack to endurance drain but negative discount may work. I would ask though to confirm that mobs even calculate endurance discounts?
I believe that what Arcana is saying is that it is not all or nothing- having less endurance means that they can't use bigger attacks. So they don't have to be completely drained to take an effect, having a small amount of endurance heavily limits what they can do without them being able to do nothing. Hence the various suggestions of different endurance drain effects.


 

Posted

The threshold required to get any effect is still quite high as a percent of enemy endurance so you do or do not drain enough, as opposed to any enemy not using tactics or etc.


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Originally Posted by Mad Grim View Post
I believe that what Arcana is saying is that it is not all or nothing- having less endurance means that they can't use bigger attacks. So they don't have to be completely drained to take an effect, having a small amount of endurance heavily limits what they can do without them being able to do nothing. Hence the various suggestions of different endurance drain effects.
To put it simply: you *STILL* have to drain them to that point where they only have enough endurance for so many attacks. Unimpeded, a mob (normal x1 spawn) can probably attack a normal Scrapper (no IO bonuses, just normal slotted secondary) into submission before they run out of endurance. Regardless of if the mob can use big attacks at one point or another, it doesn't really matter if they were able to use big attacks *AT SOME POINT* to where it knocked off 30-40% of your HP. If you've then only got 25-30% HP and the mob is simply reduced to smaller attacks, the difference then matters in how many small attacks it'd take to kill you vs small attacks + big attacks + recharge of big attacks. That'd determine just how much drain effects are saving you.

I'd also reiterate -EnduranceRedux str and -MaxEND is not included as a drain effect. They're completely new debuffs that work differently than drains.

So it sort of is all or nothing. Either you drain the foe to a threshold that disables their big attacks before those attacks can do significant damage to you or those big attacks get a chance to land enough that small attacks can finish you off. There's a chance it'd fall inbetween but it's all very circumstantial which is exactly why I made the post that I did.