Endurance is a defensive mechanic that allows you to take less damage while below a certain health value.
While your health is less than your Endurance Threshold, you will take less damage equal to your Endurance value. This reduction applies to health, but does not apply to ward.
Endurance has a cap of 60% less damage taken (multiplicative with other modifiers), while Endurance Threshold does not have a cap.
Endurance applies to any damage taken below your Endurance Threshold, even if the instance of damage applied while you were above it. For example, if you take a hit of 100 damage, but 50 of that damage was below your Endurance Threshold, the last 50 damage will have Endurance applied to it.
All characters start with 20% Endurance and have an Endurance Threshold equal to 20% of their maximum health.
For those of you still wondering how this build fares before getting the weapon. Iâm currently at lvl 79 doing the lvl 90 spirits of fire timeline, and it absolutely decimates everything. The only difference is that I specialized into Upheaval until I get the weapon. I had all the other suggested uniques too. Great build, having a ton of fun. =}
I havenât seen anyone mention Crushing Wake from the Earthquake tree. I dropped Sunder/The Harder They Fall for it and doubled EQ damage (since Seismic Smash causes aftershock damage to apply to initial hit). It increases stun chance by 100% tooâŚjust seems like a better allocation of points
I think this is the point why he was asking. Checked OPs clip and itâs a Lowlife build where ward replaces hp basically.
He has only 100hp and about 2k ward. The 60% reduction would do nothing with so little HP to save if he by any chance has no ward left.
So it seems indeed like a wasted stat and was just kept in there out of convenience or other reasons before really min maxing the build.
Ow I actually missed this line while reading⌠Because I always considered this as a global reduction of damage not only applied to health. This would indeed be a wasted stat thenâŚ
Can someone confirm this?
Yes. By a landslide mainly because of how good EQ scales its hitdamage by itself and additional conditional procs (150% more dmg vs chilled/frozen) in the EQ tree.
The only disadvantage in this build is the long cooldown on EQ but the actual hit damage is way bigger and makes boss fights faster.
Before i considered EQ i was fully Maul (skull crusher + upheaval) up intil i fought Emperor of Corpses.
I tickled him, then switched to EQ with my current selfcrafted weapon and went human form / werebear hybrid till i got the unique maul, which made any boss fights in between way faster and easier.
The planner should be the updated one. For last steps it seems itâs 50% chance. If that information is accurate youâre having a very unlucky streak.
Returning to LE after a while and loved the earlier Druid EQ build. So, a semi-noob questionâŚwhat craft (or drop?) creates the red text and additional attribute/affix on the legendaries in this planner?
You have to go in the Dungeon and defeat the boss.
Then, youâll be able to access the Eternity Cache. In the cache, you put a Unique with Legendary Potential and an Exalted of the same type (dagger, gloves, etc). The cache will randomly select as many affixes on the exalted as you have legendary potential, and will add these affixes to the unique.
For example, for a unique with 2 legendary potential, the cache will add two affixes taken from the exalted. Itâs totally random.
Ah, thanks so much. Had heard there was now a dungeon (s?), not sure how you get there, perhaps I need to complete the new (to me) Chapter 9? Also, how do I determine âlegendary potentialâ? That doesnât appear on any of my current Legendaries.