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It is the same amount of iFrames or "roll immunity" if you will. Some talismans interact with ur carry weigth like the blue dancer. But generally there is no change.
Thats why they attached stamina to endurance aswell so its not a wasted point.
There are also recovery time, sprint and speed in general tied to it, but I believe it follows the same pattern.
-godricks great rune (you might not want to force yourself into applying it after every death). its by far the best even into ng+1, so it might be rather relevant.
-im not saying you should do this, but if you intended to maximize your winning chances you would adapt your equipment to every encounter (like anti slash dmg armor against enemies with slash attacks), in that case youd not try to hit a specific percentage value as itd be meaningless the moment youd change your equipment. If you overshoot endurance a little, youll more likely be willing to adapt your playstyle on a whim.
into ng+1, means not throughout the entirety of ng+1 but the beginning atleast.
So until about rune level 150. we obviously compare it with either radahn or morgot.
the stats everybody can use are vigor, endurance, mind, and realistically 2 of the damage stats . so thats 25 point.
going by realistic stat distribution godrick rune would translate roughly to 9% hp increase,
10-26% fp increase, around 7 equip load (which can be around 5% dmg reduction), around 4% max stamina, around 8 % damage increase, some added resistences.
1,09*1,08*1,05=1,23 (on the increases that certainly help survivability)
yeah i guess i should have structured my sentence a little different, its just slightly better than the other 2 in the beginning of ng+1.
thats just my reasoning.
In DS2 there was no fast roll. As long as you were under 70% you would do a mid roll, but the distance the roll went would increase the lighter your equip load was. So you'd go a little farther at 60% than at 70%, and farther still at 50%, and so on.
By doing the same thing in ER, they could have replicated the effect of a fast roll at 30% load while offering a spectrum of roll distances at different equip loads, instead drawing a hard line between mid roll and fast roll.
Here's what I don't understand, though. Why 70% for mid roll? They don't even show the percentage anymore, so you have to just guess (or crunch the numbers) how close you are to 70%. Wouldn't it make a lot more sense to present equip load in such a way that up to 50% was a fast roll, up to 100% was a mid roll, up to 150% was a fat roll, and above 150% was overloaded?