Chrightt my man, I can't describe how much I appreciate your effort. You're very thorough in every video. I was wondering, if, someday, you could cover parries and differences between them.
Quickstep and BHS are much easier to react with since they activate on press, not release, whereas dodge is on release. Even with the nerf they're still useful for allowing you to react to faster attacks.
I see what you mean. Ai only play woh mods and one osf them is to make dodge on sbuttom press. It changed the game for me. Iz cant imagine going back to vanilla anymore
@@glatykoffi6672 shift for running, if you press double shift the character keeps running until you press double shift again. And space for dodge. It feels so much natural. I never miss a dodge anymore
Thanks for making this, your past videos are the best for calculations and when Patch 1.10 came out and no one had worked it out I took inspiration for you and made 2 reddit threads about it where 1 of them is even stickied. 'Elden Ring Patch 1.10 New Hyper Armour Poise Value Formula for Weapons', and '1.10 Hyper armour defence calculations for weapon classes, weapon skills and spells.' There though seems to be one inconsistency with the war cry variants where even though their hyper armour is suppose to be 300, it feels more like 285 because it could not withstand 576 poise damage of the 1h R1 of non- Standard damage Colossal Weapons, or the 2h R1 of Colossal Swords with 599.4 poise damage. But with bullgoat talisman and we do 285/0.375 = 760 hyperarmour it could resist the r1 of any Colossal attack. I will also be linking this video in my reddit posts and crediting you.
Chrightt of the Thopps conspectus, giving people what they need to counter the offstoc, first of the conspectus who create new spell's. "even a blunt stone may find a place here".
Copium rapier does more damage than misericorde for bs now Good to see that gs and hammer particularly will be able to trade now that'll be very fun running my cragblade stone club ALSO do not sleep on cragblade now, being able to push a breakpoint like 1h thrusting sword a bit higher to catch people trying to passive poise it is very helpful or even people trying to trade if they have a specific breakpoint Cragblade goes hard fr Oh and yet another shoutout this time to zamor ice storm which was already extremely potent but now will much better stagger especially uncharged
i say BHS and quickstep still has its use cus unlike normal rolls the AOW activates on click and not on release of the button which sometimes can be very critical
@@monsieurdorgat6864 maybe but the more i play souls games the more i notice how annoying having the roll on release it iss (not so much on ds2) specially on pc where u find more players with high lat or packet loss
Hey chrightt, question about the hyperarmor defense bonus: is it a direct 7.5% decrease to all pvp damage, or is it fed into the absorption diminishing returns formula? The formula for stacking absorption is this: 1 - (1 - (abs source ÷ 100)) × (1 - (abs source ÷ 100)) and so on That would mean two 7.5% sources don't add to 15%, rather 14.43%. Would it do the same to the new hyperarmor bonus?
Yes. Internally all sources of damage reduction are just multipliers to incoming damage, 20% = 0.8, hence the conversion in the formula you wrote. The damage reduction from hyper armor acts as another source of damage negation in PvP; you will recieve either 7.5% or 17.5% less damage during hyper armor than you would outside of hyper armor.
For quicksteps and bhs, considering they still have the same cancel windows, calculated use is still very safe on the user. It should be mentioned that passive poise is still very strong esp if you build for it. 133 poise and only 2h greathammers and above can break your poise. You can now block the first r1 and guard counter while poising through their attack, or just attack out of neutral if they have a smaller, non-hyper armour weapon.
You could've always blocked the first R1 and guard countered afterwards even in patch 1.09. The point is R1 on even thrusting swords 2-handed can poise break people with 133 poise now. Guarding was always strong to begin with, and I have mentioned the passive poise on R2 as well. EDIT: just in case. I do see your point that you can block the enemy's R1 which has higher poise damage and take their R1 2 while you do your own R1. I see this more as a buff to guarding tbh, but yes, passive poise is still most definitely relevant.
Yes. Its just that previously there was no reason to do that because previous patches there was no reason to guard counter, since you can just r1 on neutral. Its was basically a dick measuring contest and wasnt engaging at all.
Quickstep and BHS needed pvp nerfs-the vast functional difference between a dodge roll activating on the release of a button vs immediate activation of QS and BHS makes them still superior to a dodge roll imo. I also believe that, functional differences aside, the AoW button does not seem susceptible to the same input drop situations that the dodge roll is susceptible to. Even now, I feel somewhat regularly (especially with sprinting diagonally) that my dodge rolls don’t always execute. I have never really felt that way about QS/BHS, or at least not anywhere near the same degree I do with dodge roll. Finally, the I-frame nerfs also mitigate the instance of I-frames being effectively “gained” or extended on higher latency connections, which previously could grant “infinite” I-frames (given stamina and fp), where the latency could extend the user’s s past the recovery frames, long enough to chain into another QS/BHS before you became vulnerable to your opponent again. I don’t believe mechanics should be balanced based on netcode interactions as a rule, but this is a nice side benefit and provides counterplay apart from inflicting status effects.
Amazing work as usual Chrightt- Executioner's Greataxe PvE build when? :D I feel like cold infusion with Cragblade will go hard with the 10% crit buff!
Really appreciated your breakdown on the last AC6 video, now that we have more gameplay information on the AC parts. Are you considering doing a breakdown for it soon?
I only play PVE and I use BHS on my GUGS just because it looks cooler than dodging and helps make the Colossal sword feel a bit more lively to play with, glad to see the nerfs only hit PVP! You're the best, Chrightt!
@@evilpac2327 low poise build with BHS colossal weapon is fun, keeps you from just facetanking everything and trading and makes you actually play the game a little more, y'know
As some people are saying, big W for Executioner's Greataxe crits. It already beat Misericorde vs "large" enemies that require a stance break (golems, bosses, etc) pre-patch and the critical attack ids used for those enemies got a larger adjustment 😁
For context on how nerfed Bloodhound Step is, I am using a Lighting Ram PvP build sense 1.10 and I can consistently chase down and steam roll bloodhound steppers with the ram roll now, if they try to chain use it I always catch them on the recovery of the 2nd step. So if you are going to chain more than one dodge together, you'd literally be better off just using the medium roll.
Nice one chrightt. Is there anywhere I can go to find out how much specific Ash of wars do vs investment? I want to max Royal greatsword ls damage and ash of war but not sure if it gains much damage after 5ó Int and can't find info In it.
@@Chrightt Thanks again, no idea how anyone would begin to navigate this game without people like you putting in the hard work (and maths) for the rest of us.
uh! gravity well finally breaks the poise of anyone that's not attacking! it sucked so much that you couldn't reliably use it to pull people off ledges and had to use collapsing stars for that instead. edit: I mean the uncharged version of course. charging it makes it less sneaky.
From nerfing QS/BHS even more, in the manner that they have, signals to me that they want the skill to be used for offense, not defense. Every change they've done to it has punished defensive spam of the ability but hasn't really hindered its offensive applications. The various buffs to criticals, in particular the crit angle, further emphasizes this point to me.
I think im a fan of these poise changes? We'll have to see. I feel like this actually rewards more aggressive play and the stagger fest is more similar to DS3
I tried some duels and its definitely drastically different now. I think I need more time to see if I like the changes, but so far I am enjoying the changes too.
Wow, youre on a grind to be releasing this this early. Thankfully this will finally dispel the notion that poise has been removed! So much misinformation floating around.
Did I miss where the "Increased poise damage of attacks that occur after missing a critical hit." was covered? Or was it not covered? Because I don't understand the meaning of that at all.
There is an attack animation for missing a critical hit (still doing the stabbing motion but will not be a backstab). That animation itself also has poise damage and is increased. 99.9% irrelevant.
Theyre are now more rewarding to use if you attack continuously because their poise damage is higher on the subsequent hits. Since theyre fast on the startup its easy to chip away at your opponents poise and keep them stunned for at least 2 hits afterward.
@@sturmmagnunstein1008 But the subsequent hits are not really that important, though? Even before the patch, 2 hits were enough to break poise usually. Because regular katanas and swords are actually just as fast as the dagger r1. So it would seem that the daggers were rather gutted by this patch and didn't get the buff they really needed. They have always been underrepresented, and so even more now. Or am I wrong? I want to be wrong.
There weren't any edits to its AtkParamPc IDs beyond the PvP poise damage multiplier (PvE poise damage is the same), no edits to its Bullet IDs (detonation time and distance are the same), and no edits to its animation (bullets emitted at the same point of animation).
@@CryptidTracker The bit about Wing of Astel being nerfed comes from youtuber SYROBE, according to whom Wing of Astel consistently poise break bosses like Margit in just 2 AoW's but now only does in 3. Apparently because Fromsoft changed something minor about the rate that the bullets spawn.
Wonderfully thorough video! Nice to see some concrete numbers of the increases for crit damage as a PvE-only player. Very happy I have a Thrusting Sword as my main melee weapon as an int build!
Might be weird but AC has me interested in trying a souls game again. I NEVER have been able to get into any of them, and dropped the game after killing Rhadan but dying at the same time so it never counted. Any advice on a basic build to go for to have more fun?
I suggest going for sorcery builds as it gives you more leeway to just use range attack to gun down bosses. Very fitting for an AC player :P The multiple levels of glintstone shard should serve pretty well to get you through the early game encounters and then you can check out my nightwielder build (just use a carian regal for mainhand on your first playthrough). Pretty much breezed through Elden Ring with it.
damage reduction only happens during hyper armor frames. They only work 2-handed because the 1-handed attack doesn't grant any hyper armor. Thus, there is no damage reduction.
I was afraid to hear that, especially for hammers, as they could make some good use of the damage reduction (although they would probably become too strong in trading against other similar fast weapons)
Crigghhtt!! I just watched your curved greatsword video, and was wondering why and if you knew the reason behind some pure str scaling weapons, such as giant crusher, that benefits more from occult infusion over quality? I noticed some other things too such as clayman harpoon, and raptor talons. But the warped axe, brick hammer, club, and giant crusher are pure str scaling. They are also the reason i looked into this trend. But why raptor talons and clayman harpoon??
The reason why pure str weapons benefit more from occult infusion is because occult infusion takes less away from its strength scaling because occult infusion "reduces" the strength scaling while quality "evens out" the str/dex scaling to the same number. However, this is only really relevant past meta levels as you would need quite the amount of str/occult investment for this to happen.
I noticed this on 150 and my 125 str/bleed build. I will play around more with this tonight. Checking the pure str over the 45 arc/2h 50 str. But I did notice a much bigger AR with the giant crusher.
@@Chrightt I also tested the this on something like the nightrider’s glaive amd it doesn’t hold its str value like the others weapons that benefit well from the occult infusion. In short, I the royal knight’s resolve and charged heavy combo works best with the giant crusher that has an occult infusion.
It might potentially be attack dependent (they might've missed a few somewhere), but from just playing the game so far I have not gotten aim punched a single time yet.
@@Chrightt I see. I've not gotten the chance to check the patch cuz I'm busy catching up on Armored Core games lol but I've kept up with the news nonetheless XD.
It exists but it's way less wonky, for example missing a running R2 on nagakiba while roll catching because I got hit by another phantom even though I poised it and still got the attack out it missed because of aim punch directing my weapon away from the hitbox and perfect roll catch
Personally I'm enjoying the pvp changes. Obviously there's a few things that need to be patched or rebalanced, but for the most part I think its pretty good Also to anyone that's on the fence about his fantasy novel, I gotta say its quite possibly one of the best pieces of teen/young adult fantasy I've read in a while. Its entertaining with some fantastic and deep world building and well thought out characters. I'm looking forward to the rest of the series
I think they're trying to get us to use shields, which I'm all for tbh. I think PvP duels would be much more interesting to watch knowing they have to manage block stamina, plus shields in general are just cool.
It's sad how hard they nerfed faith buffs into the ground. Now there's no reason to invest high faith for barrier of gold. And the fortifications are now negligible
It may still save you from a big hit. Because of how much damage they do and how absorption is calculated after flat defence, it is more effective when the number is huge. Even the liver has been be helpful in keeping me alive with a smidge of HP. Stack drake talisman with a liver, and youre more likely to survive a big hit.
For illustration if i have 1900 hp a spell does 2000 damage by having an extra 10% absorption i go from dying in 1 shot to surviving with 100 hp. This is not at all bad for just a incant with zero investment.
@@sturmmagnunstein1008 at this point why not simply use liver instead of the fortifications? Both are body buffs And barrier of gold is also a body buff. I hope they change this back or at least change it from 60% to 35 or 40 and bring back the fortifications I fear they might ruin faith like in dark souls 2 after patches.
I think it still happens on heavy thrusting swords and greatswords. Unsure about others. But they fixed it on colossal weapons and they never aim punch now
>"Oh hey, a well explained summary of the update changes. That's excellent! I'll just skip the pvp stuff since I only play offline" >*skips 2/3rds of the video*
I can't confirm it, but it definitely feels like aim punch HAS NOT been fixed. I've had fights were my opponents attacks have very clearly been misdirected after receiving a hit. Maybe it's just a trick of the eyes, but I only noticed it because the patch notes said it was fixed.
The elemental defense incantations nerf was excessive. Law of regression was a literal hard counter for builds with int investments too high for non magic infused melee options. 1 spell slot brought damage back to full. Faith casters had so many damage types for both casting and melee its hard to argue that 60% off one type was a serious problem for those builds too. Right now these buffs only give usually one extra hit to kill against its one particular damage type in both melee and spells. Thats pretty weak. Int builds now can pop Terra magica and spam spells at you and if you finally get into melee range their melee (while in TM) will stand toe to toe with any other melee build even with BoG. So now int builds are even at close range (maybe even superior with cold weapons and certain ashes) and absolutely superior at long range. Thats not good. Its clear that its not a good balance now. So if you say a one slot hard counter in LOR was bad balance what do you propose is the right balance?
Law of regression is literally not a hard counter for elemental barriers because it takes more FP to cast and is reactive with an even longer cast time. I'm not sure if you've actually played an int build before but besides swift glintstone shard your other options are vastly slower than any melee option that has been consistently getting buffed (especially on the slower weapon types). This update is a board wipe buff for melee poise damage and the poise damage increases for spells are irrelevant outside making sure some big fancy spells that never land breaks hyper armor. Terra Magica has already been nerfed to 20% in PVP, and the circle is small. It is very easy to force them out of the circle and have them waste a ton of FP. If you're struggling against mages you are most likely not used to dodging spells or not too good at pressuring with your weapons. With this update it is very easy to pressure mages since nearly all possible choices will stagger in one hit. So all this patch did was make people who crutched on a 60% reduction incantation that was most definitely a hard counter weaker but everyone else better off versus mages.
40% in PvP it should have been, not down to 20% in PvP. Right now if there is 2 mages you will struggle as melee. Taking losses myself simply because I failed to dodge more than 62.5% of transient moon light heavies. There is something wrong with magic damage if you stomp mages with the old BoG but get stomped yourself without it. Stuff like comet and night comet can 2 shot 60 vigour
It does take more fp and does take a little longer to cast but it also literally turns BoG off. Neither it being slower or more expensive than BoG negates the fact that if you were a pure int build law of regression was your best and very effective tool if someone popped BoG. In melee range magic infusion is actually the highest damage infusion without buffs like lightning slash or sacred blade. And int has some of the best roll catch spells. The point of int was absolute range superiority. No other build can stand against int in a ranged battle. That is still true. The problem is now I can pop Terra magica on a melee focused int build and now I'm doing as much melee damage as any other build in the game at 52 int so there's no reason to leave the circle at all. And if they leave its buffed spell spam for juicy chip damage and free flasks because I'm at range and you have no idea how much fp I have. And int melee benefits just as much from those poise damage buffs so thats a moot point. I didn't have problems with int mages before I bring carian retaliation shields for melee paries anyway. My problem is now int has range superiority and at least melee parity now. Thats a problem. You can't have something even in melee and better at range. Its a no weakness system for int now. It really wasn't a problem for them before either because the one int caster in the arena that brought LoR was by far the hardest mage to deal with. And this change makes int ganking vs invaders much more effective. I hope you like blue lights in your invasions. Not an easy way to counter that now. Keep a golden retaliation greatshield in your back pocket I guess.
@@DeHymenatoryeah everything you said is right especially about the melee parity. Erdtree great shield was good the first 12 months, now too many gankers know what’s up and will play around it, and even if you get the timing right you still lose stamina. And the melee furled finger that’s charging will be decent at pressuring and probably has their own shield. The only true tactic I’ve found is using Halo 5 tactics and show them down with a bow and making use of assassins gambit on a dagger, which gives you active camouflage if you are 15 metres out, so atleast they can’t lock on to you but still see participle effects from buffs like golden vow and bestial vitality.
I feel like I *like* the idea of landing the first hit means the second hit is more practical, but getting wholly stunlocked for the entire chain... yeah, that's a lot of poise damage.
I've actually heard that Black Flame Protection was changed in PvP, but it was only adjusted by 2%. In other words it now gives 33% physical absorption. Also I am pretty sure that Boiled Crab always had a 15% pvp modifier, I think that was in place before the patch.
Can confirm, BFP internally is identical to pre-patch. The livers (excluding holyproof) and prawn/crab did have the same PvP values previously, though.
It's honestly hilarious how such an impactful patch has one of the most vague patch notes. Thanks for the vid!
Couldn't agree more!
Fromsoft: "poise and hyper armor changed"
me: 2 spreadsheets and 100 lines of code later...
Typical fromsoft fashion, everything has to be non-descriptive and nebulous. Thank you Chrightt for your work
@@Chrighttdo you think they will ever Nerf tracking on poke weapons it's unbearable at this point
@@Chrighttthank you so much for your work!
Thank you chrightt
Any time!
Chrightt my man, I can't describe how much I appreciate your effort. You're very thorough in every video.
I was wondering, if, someday, you could cover parries and differences between them.
Alright, I'll cover the parries with the shield weapon type!
You're the best!
this is adorable 😭
You can request videos if you buy one of his books
Cheers Chrightt 🥂
Quickstep and BHS are much easier to react with since they activate on press, not release, whereas dodge is on release. Even with the nerf they're still useful for allowing you to react to faster attacks.
I see what you mean. Ai only play woh mods and one osf them is to make dodge on sbuttom press. It changed the game for me. Iz cant imagine going back to vanilla anymore
No wonder there’s a delay on my rolls! Fuck this game!
@@SweartoSpivak What was the input for running ?
@@glatykoffi6672 shift for running, if you press double shift the character keeps running until you press double shift again. And space for dodge. It feels so much natural. I never miss a dodge anymore
Ty for your service
Thanks for making this, your past videos are the best for calculations and when Patch 1.10 came out and no one had worked it out I took inspiration for you and made 2 reddit threads about it where 1 of them is even stickied. 'Elden Ring Patch 1.10 New Hyper Armour Poise Value Formula for Weapons', and '1.10 Hyper armour defence calculations for weapon classes, weapon skills and spells.'
There though seems to be one inconsistency with the war cry variants where even though their hyper armour is suppose to be 300, it feels more like 285 because it could not withstand 576 poise damage of the 1h R1 of non- Standard damage Colossal Weapons, or the 2h R1 of Colossal Swords with 599.4 poise damage. But with bullgoat talisman and we do 285/0.375 = 760 hyperarmour it could resist the r1 of any Colossal attack.
I will also be linking this video in my reddit posts and crediting you.
Cheers, and thanks for your hard work too!
Chrightt of the Thopps conspectus, giving people what they need to counter the offstoc, first of the conspectus who create new spell's. "even a blunt stone may find a place here".
I love your content! It’s been so helpful as I’m learning the game. After my blind playthrough of course!
glad it helps :D!
Thx for all! 💛
No problem 😊
Copium rapier does more damage than misericorde for bs now
Good to see that gs and hammer particularly will be able to trade now that'll be very fun running my cragblade stone club
ALSO do not sleep on cragblade now, being able to push a breakpoint like 1h thrusting sword a bit higher to catch people trying to passive poise it is very helpful or even people trying to trade if they have a specific breakpoint
Cragblade goes hard fr
Oh and yet another shoutout this time to zamor ice storm which was already extremely potent but now will much better stagger especially uncharged
I mathed it out and rapier is still worse than misericorde for any kind of crit
I think the Executioner's Greataxe might be better than the Misericode for ripostes now
Really good point about cragblade, but it’s negative fashion so still forbidden
Stone club is legit broken now
Hell yeah! Torch buff. I'll have to see if I can spot the difference on my torch build.
This is the video I was waiting for! Thanks!
i say BHS and quickstep still has its use cus unlike normal rolls the AOW activates on click and not on release of the button which sometimes can be very critical
That is literally the tiniest utility lol
@@monsieurdorgat6864 Also, backstab setups + distance on BHS means that they're both still worth it.
@@monsieurdorgat6864good, they shouldn't exist in the first place
@@monsieurdorgat6864 maybe but the more i play souls games the more i notice how annoying having the roll on release it iss (not so much on ds2) specially on pc where u find more players with high lat or packet loss
They still cancel recovery.
As a pve-er I don't think I will use this information and I'm still grateful
The crit stuff is useful for you
Been waiting for this, thanks for all the info you consistently put out.
Hey chrightt, question about the hyperarmor defense bonus: is it a direct 7.5% decrease to all pvp damage, or is it fed into the absorption diminishing returns formula? The formula for stacking absorption is this:
1 - (1 - (abs source ÷ 100)) × (1 - (abs source ÷ 100)) and so on
That would mean two 7.5% sources don't add to 15%, rather 14.43%. Would it do the same to the new hyperarmor bonus?
Yes.
Internally all sources of damage reduction are just multipliers to incoming damage, 20% = 0.8, hence the conversion in the formula you wrote. The damage reduction from hyper armor acts as another source of damage negation in PvP; you will recieve either 7.5% or 17.5% less damage during hyper armor than you would outside of hyper armor.
Chrightt for the win as always
Rykard's Rancor now staggers alot if caught in it..
Good - that spell needed better stagger or dps.
@@xXLunatikxXlul most of the spells/incants & attacks break poise like DS3
For quicksteps and bhs, considering they still have the same cancel windows, calculated use is still very safe on the user.
It should be mentioned that passive poise is still very strong esp if you build for it. 133 poise and only 2h greathammers and above can break your poise. You can now block the first r1 and guard counter while poising through their attack, or just attack out of neutral if they have a smaller, non-hyper armour weapon.
You could've always blocked the first R1 and guard countered afterwards even in patch 1.09. The point is R1 on even thrusting swords 2-handed can poise break people with 133 poise now. Guarding was always strong to begin with, and I have mentioned the passive poise on R2 as well.
EDIT: just in case. I do see your point that you can block the enemy's R1 which has higher poise damage and take their R1 2 while you do your own R1. I see this more as a buff to guarding tbh, but yes, passive poise is still most definitely relevant.
Yes. Its just that previously there was no reason to do that because previous patches there was no reason to guard counter, since you can just r1 on neutral. Its was basically a dick measuring contest and wasnt engaging at all.
Looking forward to your DLC content brother. much love
Quickstep and BHS needed pvp nerfs-the vast functional difference between a dodge roll activating on the release of a button vs immediate activation of QS and BHS makes them still superior to a dodge roll imo.
I also believe that, functional differences aside, the AoW button does not seem susceptible to the same input drop situations that the dodge roll is susceptible to. Even now, I feel somewhat regularly (especially with sprinting diagonally) that my dodge rolls don’t always execute. I have never really felt that way about QS/BHS, or at least not anywhere near the same degree I do with dodge roll.
Finally, the I-frame nerfs also mitigate the instance of I-frames being effectively “gained” or extended on higher latency connections, which previously could grant “infinite” I-frames (given stamina and fp), where the latency could extend the user’s s past the recovery frames, long enough to chain into another QS/BHS before you became vulnerable to your opponent again. I don’t believe mechanics should be balanced based on netcode interactions as a rule, but this is a nice side benefit and provides counterplay apart from inflicting status effects.
Yassssss been waiting for this. Thank you daddy Chrightt
God bless this man. I was looking forward the second patch notes dropped.
I was waiting for this, best analysis hands down
> thrusting swords got +15% crit damage increase
Hail to the Rapier, baby! 😍
Amazing work as usual Chrightt- Executioner's Greataxe PvE build when? :D I feel like cold infusion with Cragblade will go hard with the 10% crit buff!
Thanks, Chrightt!
Really appreciated your breakdown on the last AC6 video, now that we have more gameplay information on the AC parts. Are you considering doing a breakdown for it soon?
Will see ASAP if I got some time before AC6 launch to do a run on the rest of the previewed gear.
@@Chrightt Nice, looking forward to it and thanks in advance for blessing us with your numbers lol. 👍
I've been checking your and Amir's channels every day eager to see the patch numbers, always good stuff mate!
Thank you bro I appreciate you explaining the changes
The only worthwhile video
Let's go, the breakdown I've been waiting for
I only play PVE and I use BHS on my GUGS just because it looks cooler than dodging and helps make the Colossal sword feel a bit more lively to play with, glad to see the nerfs only hit PVP! You're the best, Chrightt!
I'm about to start a similar build, just to be more agile and cool.
@@evilpac2327 low poise build with BHS colossal weapon is fun, keeps you from just facetanking everything and trading and makes you actually play the game a little more, y'know
As some people are saying, big W for Executioner's Greataxe crits. It already beat Misericorde vs "large" enemies that require a stance break (golems, bosses, etc) pre-patch and the critical attack ids used for those enemies got a larger adjustment 😁
Thanks Chrightt
For context on how nerfed Bloodhound Step is, I am using a Lighting Ram PvP build sense 1.10 and I can consistently chase down and steam roll bloodhound steppers with the ram roll now, if they try to chain use it I always catch them on the recovery of the 2nd step. So if you are going to chain more than one dodge together, you'd literally be better off just using the medium roll.
Chrightt's info is the only info i trust
Some people have reported inconsistencies in aimpunch’s removal, and claim some things do still cause hitstun. Any data or thoughts on this?
It might be true because they might've missed a few interactions. I, personally, have never experienced aim punch once after the patch.
Nice one chrightt.
Is there anywhere I can go to find out how much specific Ash of wars do vs investment? I want to max Royal greatsword ls damage and ash of war but not sure if it gains much damage after 5ó Int and can't find info In it.
You will need to do specific math which you can start from: ruclips.net/video/5F9-TyuIICw/видео.html
@@Chrightt Thanks again, no idea how anyone would begin to navigate this game without people like you putting in the hard work (and maths) for the rest of us.
Thank you so much for taking the time to break this down for us, you're the best!
uh!
gravity well finally breaks the poise of anyone that's not attacking! it sucked so much that you couldn't reliably use it to pull people off ledges and had to use collapsing stars for that instead.
edit: I mean the uncharged version of course. charging it makes it less sneaky.
He's back!
From nerfing QS/BHS even more, in the manner that they have, signals to me that they want the skill to be used for offense, not defense. Every change they've done to it has punished defensive spam of the ability but hasn't really hindered its offensive applications. The various buffs to criticals, in particular the crit angle, further emphasizes this point to me.
yeaahhhh!!!!! I've been waiting!
Have you played bg3?
What we all have been waiting for!
is it true that they mistakenly removed the hyper armor of the godslayer greatsword's AoW?
This is helpful great job
Thank you 🎉😊
they need to help cast speed. Incantation users are gimped
I think im a fan of these poise changes? We'll have to see. I feel like this actually rewards more aggressive play and the stagger fest is more similar to DS3
I tried some duels and its definitely drastically different now. I think I need more time to see if I like the changes, but so far I am enjoying the changes too.
Are there now consistent two-hit true combos now like in Dark Souls 3?
@@chuckchan4127 i wanna know that too
@@chuckchan4127 Generally speaking no. Only a few specific weapons have true combos and they generally rely upon free aim.
@@chuckchan4127No and thank fucking god. DS3 R1 combos was so dumb.
Wow, youre on a grind to be releasing this this early. Thankfully this will finally dispel the notion that poise has been removed! So much misinformation floating around.
Yes, you're right. Passive poise is definitely still relevant.
Did I miss where the "Increased poise damage of attacks that occur after missing a critical hit." was covered? Or was it not covered? Because I don't understand the meaning of that at all.
There is an attack animation for missing a critical hit (still doing the stabbing motion but will not be a backstab). That animation itself also has poise damage and is increased. 99.9% irrelevant.
You never miss, my man. Most reliable man in the community
Thanks!
So have daggers benefited or become even more difficult to use after this patch?
u gotta b pro 2 use daggers
Theyre are now more rewarding to use if you attack continuously because their poise damage is higher on the subsequent hits. Since theyre fast on the startup its easy to chip away at your opponents poise and keep them stunned for at least 2 hits afterward.
@@sturmmagnunstein1008 But the subsequent hits are not really that important, though? Even before the patch, 2 hits were enough to break poise usually.
Because regular katanas and swords are actually just as fast as the dagger r1. So it would seem that the daggers were rather gutted by this patch and didn't get the buff they really needed. They have always been underrepresented, and so even more now.
Or am I wrong? I want to be wrong.
So im confused is the misericorde still the best for front and back crits?
Good work my dude but question does barbaric roar get the damage reduction ?
Yes, 7.5%
@@Chrightt thanks bro
Wild about Black Flame’s Protection tho…that will see increased use for sure.
hello, i dont understand frame data that well. Could you tell me which weapon class has quicker recovery after hits, curved sword or thrust sword?
They nerfed Wing of Astel's stance break numbers. They must have watched your White Shadow video.
It got nerfed indirectly. The nebula blasts occur faster now, which means some now "miss" due to s.
There weren't any edits to its AtkParamPc IDs beyond the PvP poise damage multiplier (PvE poise damage is the same), no edits to its Bullet IDs (detonation time and distance are the same), and no edits to its animation (bullets emitted at the same point of animation).
@@CryptidTracker The bit about Wing of Astel being nerfed comes from youtuber SYROBE, according to whom Wing of Astel consistently poise break bosses like Margit in just 2 AoW's but now only does in 3. Apparently because Fromsoft changed something minor about the rate that the bullets spawn.
@@dorkmoonblade4315 would require edits to its Bullet IDs, there were no edits in the entirety of Bullet param in 1.10
Wonderfully thorough video! Nice to see some concrete numbers of the increases for crit damage as a PvE-only player. Very happy I have a Thrusting Sword as my main melee weapon as an int build!
Might be weird but AC has me interested in trying a souls game again. I NEVER have been able to get into any of them, and dropped the game after killing Rhadan but dying at the same time so it never counted. Any advice on a basic build to go for to have more fun?
I suggest going for sorcery builds as it gives you more leeway to just use range attack to gun down bosses. Very fitting for an AC player :P The multiple levels of glintstone shard should serve pretty well to get you through the early game encounters and then you can check out my nightwielder build (just use a carian regal for mainhand on your first playthrough). Pretty much breezed through Elden Ring with it.
Great video! Also supposedly it seems the calculation that halves armor poise while in hyper armor is gone from most moves right?
Yes, I think they have changed how the base poise reset works.
Do the damage reduction only apply while 2H for the weapons in the 7.5% or is that a constant effect for them?
damage reduction only happens during hyper armor frames. They only work 2-handed because the 1-handed attack doesn't grant any hyper armor. Thus, there is no damage reduction.
I was afraid to hear that, especially for hammers, as they could make some good use of the damage reduction (although they would probably become too strong in trading against other similar fast weapons)
Just as the prophecy foresaw, our gracious lord of numbers has once again blessed this realm
The poise changes are only for pvp? I haven't played the game in a while
HELL YES!
Executioner greataxe my beloved.
Crigghhtt!! I just watched your curved greatsword video, and was wondering why and if you knew the reason behind some pure str scaling weapons, such as giant crusher, that benefits more from occult infusion over quality? I noticed some other things too such as clayman harpoon, and raptor talons. But the warped axe, brick hammer, club, and giant crusher are pure str scaling. They are also the reason i looked into this trend. But why raptor talons and clayman harpoon??
The reason why pure str weapons benefit more from occult infusion is because occult infusion takes less away from its strength scaling because occult infusion "reduces" the strength scaling while quality "evens out" the str/dex scaling to the same number. However, this is only really relevant past meta levels as you would need quite the amount of str/occult investment for this to happen.
I noticed this on 150 and my 125 str/bleed build. I will play around more with this tonight. Checking the pure str over the 45 arc/2h 50 str. But I did notice a much bigger AR with the giant crusher.
@@Chrightt I also tested the this on something like the nightrider’s glaive amd it doesn’t hold its str value like the others weapons that benefit well from the occult infusion. In short, I the royal knight’s resolve and charged heavy combo works best with the giant crusher that has an occult infusion.
Does using a 0% or 7.5% dmg reduction aow on a colossal change it to 17.5%?
No, the 17.5% is referring to its base weapon hyper armor (when you swing it).
Thank u so much
THANK YOU SO SO MUCH CRIGHTT!!!
Doing gods work
I heard that supposedly aim punch wasn't really fixed or might be weapon or attack dependent, is that true?
It might potentially be attack dependent (they might've missed a few somewhere), but from just playing the game so far I have not gotten aim punched a single time yet.
@@Chrightt I see. I've not gotten the chance to check the patch cuz I'm busy catching up on Armored Core games lol but I've kept up with the news nonetheless XD.
It exists but it's way less wonky, for example missing a running R2 on nagakiba while roll catching because I got hit by another phantom even though I poised it and still got the attack out it missed because of aim punch directing my weapon away from the hitbox and perfect roll catch
Thanks
Personally I'm enjoying the pvp changes. Obviously there's a few things that need to be patched or rebalanced, but for the most part I think its pretty good
Also to anyone that's on the fence about his fantasy novel, I gotta say its quite possibly one of the best pieces of teen/young adult fantasy I've read in a while. Its entertaining with some fantastic and deep world building and well thought out characters. I'm looking forward to the rest of the series
does that mean every dlc weapon is missing the increased crit modifier??
I think they're trying to get us to use shields, which I'm all for tbh. I think PvP duels would be much more interesting to watch knowing they have to manage block stamina, plus shields in general are just cool.
Crightt uploaaaad
It's sad how hard they nerfed faith buffs into the ground.
Now there's no reason to invest high faith for barrier of gold. And the fortifications are now negligible
It may still save you from a big hit. Because of how much damage they do and how absorption is calculated after flat defence, it is more effective when the number is huge. Even the liver has been be helpful in keeping me alive with a smidge of HP. Stack drake talisman with a liver, and youre more likely to survive a big hit.
For illustration if i have 1900 hp a spell does 2000 damage by having an extra 10% absorption i go from dying in 1 shot to surviving with 100 hp. This is not at all bad for just a incant with zero investment.
@@sturmmagnunstein1008 at this point why not simply use liver instead of the fortifications? Both are body buffs
And barrier of gold is also a body buff.
I hope they change this back or at least change it from 60% to 35 or 40 and bring back the fortifications
I fear they might ruin faith like in dark souls 2 after patches.
Let's go!
This very good stuff, but it makes my head hurt.
This was his last ER video, will we see a return after the release of the DLC?
I'll be back~
Does arrows deals more poise damage in pvp after the patch?
Does not seem like it unfortunately.
Babe wake up, I'm leaving you for Chrightt
I think aim punch can still happen without hyper armor
I think it still happens on heavy thrusting swords and greatswords. Unsure about others.
But they fixed it on colossal weapons and they never aim punch now
I don't even play Elden Ring anymore, but I still come for this LEGEND out of sheer respect.
🙏 Thanks boss
>"Oh hey, a well explained summary of the update changes. That's excellent! I'll just skip the pvp stuff since I only play offline"
>*skips 2/3rds of the video*
I can't confirm it, but it definitely feels like aim punch HAS NOT been fixed.
I've had fights were my opponents attacks have very clearly been misdirected after receiving a hit. Maybe it's just a trick of the eyes, but I only noticed it because the patch notes said it was fixed.
I noticed great spears may still be affected, but i have not tested extensively. Maybe we saw the same thing.
The elemental defense incantations nerf was excessive.
Law of regression was a literal hard counter for builds with int investments too high for non magic infused melee options. 1 spell slot brought damage back to full.
Faith casters had so many damage types for both casting and melee its hard to argue that 60% off one type was a serious problem for those builds too.
Right now these buffs only give usually one extra hit to kill against its one particular damage type in both melee and spells. Thats pretty weak.
Int builds now can pop Terra magica and spam spells at you and if you finally get into melee range their melee (while in TM) will stand toe to toe with any other melee build even with BoG. So now int builds are even at close range (maybe even superior with cold weapons and certain ashes) and absolutely superior at long range. Thats not good.
Its clear that its not a good balance now. So if you say a one slot hard counter in LOR was bad balance what do you propose is the right balance?
Law of regression is literally not a hard counter for elemental barriers because it takes more FP to cast and is reactive with an even longer cast time. I'm not sure if you've actually played an int build before but besides swift glintstone shard your other options are vastly slower than any melee option that has been consistently getting buffed (especially on the slower weapon types). This update is a board wipe buff for melee poise damage and the poise damage increases for spells are irrelevant outside making sure some big fancy spells that never land breaks hyper armor.
Terra Magica has already been nerfed to 20% in PVP, and the circle is small. It is very easy to force them out of the circle and have them waste a ton of FP. If you're struggling against mages you are most likely not used to dodging spells or not too good at pressuring with your weapons. With this update it is very easy to pressure mages since nearly all possible choices will stagger in one hit. So all this patch did was make people who crutched on a 60% reduction incantation that was most definitely a hard counter weaker but everyone else better off versus mages.
40% in PvP it should have been, not down to 20% in PvP. Right now if there is 2 mages you will struggle as melee. Taking losses myself simply because I failed to dodge more than 62.5% of transient moon light heavies. There is something wrong with magic damage if you stomp mages with the old BoG but get stomped yourself without it. Stuff like comet and night comet can 2 shot 60 vigour
It does take more fp and does take a little longer to cast but it also literally turns BoG off.
Neither it being slower or more expensive than BoG negates the fact that if you were a pure int build law of regression was your best and very effective tool if someone popped BoG.
In melee range magic infusion is actually the highest damage infusion without buffs like lightning slash or sacred blade. And int has some of the best roll catch spells. The point of int was absolute range superiority. No other build can stand against int in a ranged battle. That is still true.
The problem is now I can pop Terra magica on a melee focused int build and now I'm doing as much melee damage as any other build in the game at 52 int so there's no reason to leave the circle at all.
And if they leave its buffed spell spam for juicy chip damage and free flasks because I'm at range and you have no idea how much fp I have.
And int melee benefits just as much from those poise damage buffs so thats a moot point.
I didn't have problems with int mages before I bring carian retaliation shields for melee paries anyway.
My problem is now int has range superiority and at least melee parity now. Thats a problem. You can't have something even in melee and better at range. Its a no weakness system for int now.
It really wasn't a problem for them before either because the one int caster in the arena that brought LoR was by far the hardest mage to deal with.
And this change makes int ganking vs invaders much more effective. I hope you like blue lights in your invasions. Not an easy way to counter that now.
Keep a golden retaliation greatshield in your back pocket I guess.
@@DeHymenatoryeah everything you said is right especially about the melee parity. Erdtree great shield was good the first 12 months, now too many gankers know what’s up and will play around it, and even if you get the timing right you still lose stamina. And the melee furled finger that’s charging will be decent at pressuring and probably has their own shield. The only true tactic I’ve found is using Halo 5 tactics and show them down with a bow and making use of assassins gambit on a dagger, which gives you active camouflage if you are 15 metres out, so atleast they can’t lock on to you but still see participle effects from buffs like golden vow and bestial vitality.
@@DeHymenator Yeah and mages being staggered in 1 hit is kind of bs tbh. Pure casters just suffer for no reason now.
Tytytyty!
12:06 LOL
I feel like I *like* the idea of landing the first hit means the second hit is more practical, but getting wholly stunlocked for the entire chain... yeah, that's a lot of poise damage.
ds3 trash pvp all over again
yea
I've actually heard that Black Flame Protection was changed in PvP, but it was only adjusted by 2%. In other words it now gives 33% physical absorption.
Also I am pretty sure that Boiled Crab always had a 15% pvp modifier, I think that was in place before the patch.
This is most definitely not true.
Can confirm, BFP internally is identical to pre-patch. The livers (excluding holyproof) and prawn/crab did have the same PvP values previously, though.
This makes me think that the Rapier is now gonna be insane for crits, with its already high crit stat and a 15% buff to crit damage.
Smells like ds3 poise NGL
🔥
❤️
Pls find this small but big ytber ❤
13:28 I was wondering why I was dealing 2000+ crit against a Cleanrot Knight with the Gargoyle's Black Blades (twinblade).
Thrusting weapons all the way bby, get ready to be abused and reused! :D