We've talked about this in the Life thread but I think it is worth having its own discussion.
The idea is to swap the "+1 To defend" on Endurance with the +2 armor on Holy Armor.
This means the following consequences (without trying to judge which is an improvement) :
-Holy Armor becomes a symmetric pair to Holy Weapon (+1 To Def vs +1 To Hit) which makes it more flavorful
-Endurance will likely need a cost reduction, and Holy Armor a cost increase.
-Summoned creatures will lose access to +1 To Def and instead gain access to +2 armor. This means the buff becomes more powerful on lower tier summons, but weaker in higher tier ones.
-As a consequence to the above, late game fortress garrisons controlled by partially life AI will be easier to defeat, but as the human player playing the same, the endurance very rare creature doomstack will be weaker too. Both of these will likely be minor differences.
-The change in spell cost likely increases the "damage" in lost MP value against dispelling, by 20.7%.
-Players will lose access to "+2 defense" as a combat spell and instead will have "+1 To Def" at a higher cost. This means early game combat spell options will be less diverse and overall worse (no units yet that have enough defense to benefit from To Def better, and cost matters), while mid and late game options will be more powerful (+ To Def is stronger and cost no longer relevant)
-Existing defense on units will be more relevant due to the above - it'll be harder to turn a low defense unit strong enough to win your battle using combat spells, but easier for a high defense unit.
-The ability to replace dispelled "+1 To Def" instantly in combat is a relevant buff to hero strategies.
-The AI's new strategy to use more endurance in the late game for high end summons will be slightly weaker.
-It will no longer be possible to get both the movement and the "+1 To Def" in a single starting spell pick, making low book counts in Life weaker, and high life book starts relying on buffing slightly more difficult for the same reason.
-The Teleportation item power includes Endurance, so it'll also change from +1 To def to +2 armor.
dispel calculation :
Current, assuming strength 50 dispel, 50/85 * 35 + 50/120 *70 = 41.42 MP lost
New, assuming new spell costs will be 50 and 50, 50/100*50 + 50/100*50 = 50 MP lost.
Overall, this is a 20.7% increase in lost enchantment value.
Do let me know if there are other consequences I missed and I'll add them.
The idea is to swap the "+1 To defend" on Endurance with the +2 armor on Holy Armor.
This means the following consequences (without trying to judge which is an improvement) :
-Holy Armor becomes a symmetric pair to Holy Weapon (+1 To Def vs +1 To Hit) which makes it more flavorful
-Endurance will likely need a cost reduction, and Holy Armor a cost increase.
-Summoned creatures will lose access to +1 To Def and instead gain access to +2 armor. This means the buff becomes more powerful on lower tier summons, but weaker in higher tier ones.
-As a consequence to the above, late game fortress garrisons controlled by partially life AI will be easier to defeat, but as the human player playing the same, the endurance very rare creature doomstack will be weaker too. Both of these will likely be minor differences.
-The change in spell cost likely increases the "damage" in lost MP value against dispelling, by 20.7%.
-Players will lose access to "+2 defense" as a combat spell and instead will have "+1 To Def" at a higher cost. This means early game combat spell options will be less diverse and overall worse (no units yet that have enough defense to benefit from To Def better, and cost matters), while mid and late game options will be more powerful (+ To Def is stronger and cost no longer relevant)
-Existing defense on units will be more relevant due to the above - it'll be harder to turn a low defense unit strong enough to win your battle using combat spells, but easier for a high defense unit.
-The ability to replace dispelled "+1 To Def" instantly in combat is a relevant buff to hero strategies.
-The AI's new strategy to use more endurance in the late game for high end summons will be slightly weaker.
-It will no longer be possible to get both the movement and the "+1 To Def" in a single starting spell pick, making low book counts in Life weaker, and high life book starts relying on buffing slightly more difficult for the same reason.
-The Teleportation item power includes Endurance, so it'll also change from +1 To def to +2 armor.
dispel calculation :
Current, assuming strength 50 dispel, 50/85 * 35 + 50/120 *70 = 41.42 MP lost
New, assuming new spell costs will be 50 and 50, 50/100*50 + 50/100*50 = 50 MP lost.
Overall, this is a 20.7% increase in lost enchantment value.
Do let me know if there are other consequences I missed and I'll add them.