We don't know whether Protection is "endurance-like" or completely separate, so right now there are really only two ways to have endurance on a character: ToJ and ToE. I decided to go up against each in a controlled fashion to see how much damage reduction endurance offers.
First off, I found a nice, plump, unarmored team I could fire arrows into. That turned out to be team Jangja. This would give me a full (base) damage number to work from. Here are the results of that:
101 hits, total damage of 974,281, or 9646 damage per shot
(in case it matters later, my pertinent numbers at the time as far as damage goes: STR = 30,006, Weapon = Compound Bow, Weapon x = 5x33, Archery factor = 1.00, Ammo = 8x5 arrows).
I then went up against the third-largest ToJ in the game, a level 142,920 tattoo on The Nunnery. Took a long time to get my data (little sucker was hard to hit), but I eventually came up with the following numbers:
100 hits, total damage of 291,609, or 2916 damage per shot
Then, calculating damage reduction:
(9646 - 2916)/9646 = 0.6977, or about 70%
I then went up against the largest ToE in the game, which happened to be on a very small character (Jesova Ho) at the time. The tattoo was level 48,270 when I took my shots. Here are those numbers (fewer shots because I didn't want to waste BA):
20 hits, total damage of 59,899, or 2995 damage per shot
Damage reduction calculation in this case:
(9646 - 2995)/9646 = 0.6895, or about 69%
All targets had no armor, and nothing else (as far as I could tell) that would result in damage reduction.
So, in summary:
Level 142,920 ToJ yields 70% damage reduction (against physical attack)
Level 48,270 ToE yields 69% damage reduction (against physical attack)
These tattoos offer about the same level of damage reduction against physical attack. I do not know if magic damage would see the same reduction, and I am not going to try to test (things die too quickly, and I am not going to work in the 10 and 20 percent reduction in MM ranged effectiveness when attacking these opponents). I also do not know if endurance is simply a reduction factor applied to damage leftover after armor is figured in, or if it is a far more elaborate reducer based on attacker STR, weapon damage, DD level, etc. I would assume it is a simple reduction factor, as anything else seems overly complex (especially since different calculations would have to be used on physical vs. magical damage). If it is NOT a simple reduction factor, then this whole analysis is basically useless by itself. I would have to do it all again in a month or two and try to compare damage inputs (STR, x, ammo) then and now. (I can tell you that this lazy Osiran is probably not going to bother. *smile*)
I don't really have a point, but do have some observations. I think the endurance on the ToJ is over-trained. ToJs already have great advantages over the ToE:
- They provide an additional minion, and not just a pushover. With the additional training of HP, STR, and DEX, the ToJ can be very long-lived (especially if Ablative Shield is used).
- They provide offense. This point is not so salient, as I think as time goes on, the ToJs STR and DEX will pale in comparison to actual tank minions.
- They are a supporter item, so are very easy to get without having to spend additional cash.
I understand the ToE does have another pseudo-advantage: since it is not a familiar, it can be very useful for a single-minion team with massive hit points, protecting its master's hit points instead of its own. But in the world of Ablative Shield, it is too easy to give a ToJ a similarly massive dose of HP and have its endurance turn it into an incredible shield. I know Dispel Magic can combat AS, but that is not my point here.
As a final note, why do all of the performance curves in the game seem to ramp up so quickly? As I stated earlier, I am completely on board with the ToE reaching amazing levels of damage reduction. But does it have to hit 69% already at only level 48K? Almost daily we see posts with folks complaining about how huge tattoos are propelling newbies to the upper score ranks in a matter of days. Part of that is because these growth curves are weighted so heavily on the low end. I know we aren't all in this game to reach 2 million PR. But a LOT of people are. Why not make the growth be slower at the lower and intermediate points and then have it level off? Comparing the ToE's 69% damage reduction to pure AC in CB1 (using the canonical 0.21% reduction per AC point) means that it would have required an AC (equipment plus Protection) of 329 to attain 70% reduction. That would take a while to attain from scratch -- a long while. Now we can do it with a measly 48K level tattoo? Let the sky be the limit -- just don't shoot us all there within the first 2 months of playing.