in dark souls i always went for practicality over fashion, but now you are telling me that all armor basically does the same stuff, so im finally able to wear the armor i want to wear? YES!
It's a shame then you have to put so much time and effort into being able to wear the heavier armor, when it really doesn't have that huge an impact. So while it might seem like this game is more fashion souls friendly, that "friendliness" only goes in one direction, the "I like to not wear plate armor" direction. I like looking like a knight, and because of that I'm forced to throw a shit ton of stats into vitality to raise equip load, only to find out those stats don't actually make me a stronger character. I like the old way better.
brushboss99 I though poise hardly had any effect in this game? I not even sure anyone else is sure what it exactly does, that's how little apparently it matters.
+armoredp Poise now depends on your weapon: Ultra Greatswords, Greathammers and Greataxes make you u-staggerable during swings. This was in Dark Souls 2 too but there the windup time where you were still vulnerable was much longer so it wasn't effective. Here it's awesome and follows the idea "if you need poise you get it".
+armoredp I think heavy armor helps a lot. It does help a good percentage of damage reduction, plus a huge difference against things like bleed damage and all that. Plus poise. Putting a lot in vitality also helps so you can use amazing shields that are just great as hell.
This wouldn't annoy me so much if the devs didn't make the enemy npcs have poise and absurd damage reduction. You know, backstabbing havel with an ultragreatsword for 400 damage.
While I appreciate the dedication From has shown to servicing the Fashion Souls Master Race, I am offended that they expect me to cover my characters face. Do you know how long I spent on building that chin!? My Boxer can't wear a shirt! He has to show off his rippling pectorals in order to intimidate invaders and hell demons! Rabble rabble!
Collin Mac I personally go full fashion souls but I have noticed that armor makes a pretty big difference. But hey, doesnt matter as long as you git gud and dont take damage right? xD
Skite I'm very good at parrying but that only gets you so far. In all my souls games I opt out of using a shield because the game becomes so much more rewarding
So basically... screw Heavy Armor, but welcome anything light with open arms. Also, Poise means nothing anymore, don't worry about it. The devs just want you to think it matters to hide the Fashion Souls statement.
Correction: Flat Defense matters more against lower AR's (attack rating), but Absorption matters more against higher AR's. So, if you want to be more damage resistant at lower levels, just equip anything but be sure to have high Vitality. If you want to be more damage resistant at higher levels, having high Vitality is important too... but you must allow yourself to equip heavier armor to have better absorption, given that blocking a % of damage is better against more damage.
@@Ytinasniiable Thank you for sticking up for future people, like myself, who decided to pick up the game after all these years😤 You're much appreciated!
Originally saw this on Late Night but saw this after I happened across it on a recommended Vaati video. Hope you're not tired of hearing that. Great work Jund, I really appreciate this! Keep them coming!
Fashion demands sacrifices! I didn't spend an hour making this face to have it hidden under some fugly helmet for the rest of the game. Game devs should make it a habit of implementing transmog in every rpg these days.
Even if it were the cost of a ring slot, I wish I could make a piece of my armor invisible. And I don't want the fucking transparent Aurorous set shit idea.
All that would accomplish would be an increase in difficulty early game, and less fashion souls available late game.You would have to upgrade anything you used, so you would be stuck to certain armor you had upgraded. Having it non-upgradable means changing fashion whenever is possible.
+Mikel Cox lol seems like a waste of education and development. The only reason I can imagine this making any sense is so others can't copy their methods easily. But when the end result is so simple, it just defeats the purpose.
StllBreathnBut_Y lol to be truthful that's a big part of why everything is so heavily object-oriented. The code is complicated, but it all works in the background, and all we see is the simple end result. This way their code still achieves what it sets out to do but not in a specific way so that multiple different users can have the same end result without having to all do the same thing in the same manner. It seems pretty redundant, sure, but the main goal really is to protect the formulas that are being used as well as the variables that hold hidden modifiers.
It kinda kills the purpose of an RPG. You know, getting armor, becoming more and more tanky. I mean..if it's a game like Bloodborne, where this actually works - fine. But dark souls is not fitting for that type of thing. DS 1 is a good display of how armor and weapons should work, in my opinion.
AwesomeWinter TEXT WALL AHEAD: It's difficult to kill the purpose of the RPG when the purpose is defined by the player in the case of dark souls. You play how you like, how you're comfortable, and for whatever reason you personally choose, whether it's invading to pillage from other players, co-opping to help out others struggling, or playing solo and roleplaying as any character you like, real or not. I didn't understand all the armor and poise if you could just get i-frames during dodges and save both stamina and health as opposed to blocking and tanking, plus the faster playstyle is looser and more entertaining. In my opinion, anyway, and it's from personal experience since my first ds1 character was an armory poisey tank and i had a hard time with the game the entire time until i beat Gwyn. I never even learned to parry because I thought the tank was the most powerful and blocking and then punishing was superior, but I wasn't having the most fun with the game turtling and tanking hits. I found myself getting hit multiple times by attacks that, if i had low poise, would have knocked me down on the first hit and gave me i-frames to avoid damage from the next hits instead of poising through the first hit still rendering me hit-able for an immediate follow-up hit, actually increasing my survival chances despite lower defenses. Then i played again with a lighter, faster style and I enjoyed it more and once i was able to dodge, stamina management became a breeze in the wind, so punishing failed attacks from bosses also became a breeze. Sure i was more vulnerable from hits but the point of dark souls to me was to avoid taking damage whenever possible, however possible. So I think both styles are viable, more so than you may think. And i have a feeling that poise in ds3 works as intended (lol), meaning I think it's suppose to determine how easily or not you stagger out of animations, possibly even factoring into your super armor that you get from certain weapons' attacks, and how quickly you recover from animations like getting knocked down or hit in the head..
I think you need to convert the C value (a percentage) to a decimal and subtract it from 1. Otherwise if an attack did 300 damage, ur flat reduction was 100, and ur absorption percentage were 10%, that'd b (300-100)(100-10) which is 200*90 or 18000 damage. Still, great info to have, thank you!
+Alyn Ames i was looking for this, i was thinking ''that does not seem right''', bothered me that no one had pointed it out. but other then that it was great
the real benifet to quality weapons is the fact that dumping point after point into any one attribute causes a hell of a drop off per point compared to distributing it. and while split damage results in less armor penetration total, it also means you can exploit certain weaknesses in armor as well. like fire against swamp monsters or lightning against dragons and knights. and as we all know, split damage can be good for slowly eating away at health if the enemy has a shield, because many shielded enemies have a shield with a very high percentage of physical absorption, but not as much for elemental damage. this effect is most useful for weakening knights so when you do get an opening, you can kill them before running out of stamina. it is also useful in Pvp, where many players have shields with 100% physical absorption but normally less than 75% elemental. so when the attacks they block add up, giving you the advantage in a drawn out Pvp duel, as well as encouraging them to be less patient with their attacks as well as getting out of their comfort zone and being more or less agg than they like to be. either swinging constantly in an attempt to end the fight quickly, attacking when they shouldn't which allows you to kill them. or they will attempt to block less, stay farther away, and take less risks, which allows you to be aggressive and land a good hit or two occasionally, quickly adding up, while they don't attack much at all.
The amount of time and effort you clearly put into this is astounding. Thank you so much for this, it helps everyone in the community and we need more people like you! I dropped a sub and like, and totally look forward to your content!
Armor is so weird this time. But the return of DaS1 calcs for split damage sound like they're going to push the weapons that do 3 different damage types into the Gutter.
+atlaspressed Dark Souls 1 treated "split damage" the exact same. And Dark Souls is, at it's core, about smacking enemies around with a sword. That's about as "hack and slash" as you can get.
Hey Scott, im not sure how often you read your comments but if you do, id REALLY like to thank you for keeping these videos as spoiler free as possible, it means I can know a bit about the game without spoiling my first run though since im being a good boy and waiting patiently for Monday. Also did Dark Souls 3 on PC get pushed forward a day? I thought it was coming out on the 12th but the store page says the 11th.
+Ziggylata You're welcome. I had a bunch of footage where I showed the damage taken but yeah it all had spoiler armor and it wasn't really necessary to the information.
Hey, i just want to tank you for the work you did man. I love this information, i am kind of one of those players who loves knowing how it works out and this is some lovely info. So thanks again!
Man thank you for simplifying this, i tried looking up some threads and well im not really good at math so it honestly just confused the hell out of me.
I just started Dank Souls so having info like this is awsome, thanks for taking the time to figure all that out, shout out to Vaati for sending me here.
+DamnNoHtml What about weapons that do less than the flat reduction? they seem to do a lot even though the flat reduction should make them do negative damage?
maybe there's an amount/percentage or formula of some sort making it so that a portion of a weapons damage can't be defended against or something? idk just a theory.
Actually its (a-b)*[(100-c)/100] ,that "some multiplayer" prevents to become immune to physical/magic damage which is something that were missing in ds2's magic absorption mechanics,that's why u could become imune to magic in ds2, nice vid
+noukami22 considering i totally wrecked the first person that came at me like that, its a clear no, I just kinda, flicked my wrist and they died, and this was in the very last area of the game at lvl 90ish for reference
+Kaza Ookami And I thought I was just imagining me taking way more damage with just the head stone activated, instead of wearing the pyromancer crown. That sucks, I think dark souls 2 had the dragon form just right - getting a fixed armor set equipped instead.
+Sean Crow But as the other video showed, it's not bad to use heavy armors, no stamina regen nor movement speed and neither roll distance are affected(not counting fat roll). So, not quite "heavy armors are useless" but "armor choice is useless"/less important..
Ronaldo Vinushka Roll distance is affected before fat roll. I suggest you watch Juutas' video on how equip load affects rolls. Even regardless of that, you still have to invest points in vitality for the heavy armor. It absolutely would be next to useless - or rather, more than that. It would be harmful to your build in comparison to light/medium armor because you would have wasted stat points on it. That's assuming that everything in this video is correct. I'm convinced that there's something missing, and someone brought up a good point earlier about damage absorption only applying to harder hitting attacks past a certain threshold, so that may have not been accounted for here.
I'm so thankful for this video. Now, I know that I will always have armor equipped in each slot, even though I was often helmetless in past souls games. But, regardless, the abyss watchers set makes me cringe with excitement. I'm definitely going to be using all pieces of that armor.
I really take off my hat to you sir, that was a pretty enlightening video. I always had the impression that heavy armor was a better deal that light armor, but I didn't think that the difference would be rather minor, especially that you take more damage if you have an empty slot. If I was just a bit >70% I just took off the gloves or something else to get
The new armor statistics seemingly are a great counter for Flynn's Ring finally having its effect match its item description. I took all of my character's armor off in order to increase damage output and noticed a significant increase to damage received as well. It seems like From really took some time in balancing some of the most broken items from the previous Souls installments. Kudos for increasing difficulty by eliminating some of the most notorious "overpowered easily" builds we were so accustomed to.
I disagree, the balance in dks1(in theory) was you sacrificed roll speed for wearing heavy armor( I know some people exploited and still rolled fast with cheesy builds) Now there is no benefit at all to heavy armor it's actually hinders you more than anything. Who wants to sacrifice that much stat investment in vitality to keep your medium roll for a slight increase in heavy attack defense. It's stupid on from's part imo. I respect your opinion but disagree.
+normalguycap full health means above 99% so basically yes, just good for one hit, but still gives you a huge bonus in pvp in combination with the ring that let´s you deal more damage as long as you are full health, same goes for the rings that increase your stats below 20% , they might win you a duel.
if im understanding correctly the absorption % basically has diminishing returns, meaning if you are min maxing there is an amount you should aim for but there is a threshold were any further investment is not a good return. nice breakdown btw.
This might sound dumb, but does this mean smaller weps don't really end up in whatever the "Meta" might turn out to be, and what about poise, is it still the same as in ds2? Also does that mean (excluding how broken the fume Knight great sword is) the best weps to use in game in general is Great swords?
+Blankname A longsword dealing less damage than a greathammer doesn't mean the greathammer is objectively better. After all, it's harder to land a hit with a greathammer in PvP and it could easily not have as much DPS in PvE.
You might want to move those Link buttons to the top or side, i could barerly press them without the videos bar going in the way. This is in the one before fullscreen mode.
That's good to know that armor works that way now. I'll prioritize poise above other stuff then about armor. I don't like hats and hoods and things either though. Luckily, there's a few crowns and head accessories that make it basically look like you're not wearing anything. Personally, I'm running a big head mode girl myself and I hate that stuff covering your head because they make my head smaller by wearing them
+Brandon Salazar From all I've seen/done in game, poise is honestly largely useless. It seems to only come into effect with certain weapons using certain attacks. For example, when attacking with a longsword you don't get a noticeable benefit from high poise. With a zweihander the poise stat adds to the poise of the attack itself meaning it is harder to stagger you out of the swing. If you are hit when not swinging you are going to get stunned like if you were naked.
+demomanchaos It doesn't come into effect at all. Remember that some weapons have hyper armor frames regardless of what you're wearing; in other words, the weapon itself gives you poise during some of its animations. The Fume Ultra Greatsword and tailismans with unfaltering prayer are good examples of this. But as far as most of us can tell, poise literally does nothing in DS3; not even as it was in DS2 where it gave everyone hyperarmor no matter what weapon they were using; it just only worked if they were attacking.
demomanchaos Well...like the video says, it does reduce damage. It's not super important and, unless they fix poise, you definitely shouldn't invest in VIT just for armor, but there is a fairly significant difference from my dex character, who wears the prisoner's chain (-10 percent absorption( and no helmet slot, and sexy medium armor, compared to my quality build wearing a sorta heavy-ish set with a helm and the ring of steel protection. its like 18 absorption vs 35. There isn't that big of a difference versus like, random hollows, but the girl gets torn up by knights and the like if I get hit. Also, there don't seem to be loadout breakpoints like the older games, so medium armor you like the look of is generally the best, because you roll just as fast at 69 percent equip burden in armor as you do at 20 percent in clothing.
So equip heavy armor when fighting a boss with a huge weapon like the 2nd one and equip w/e when fighting a boss that uses regular weapons or none at all?
+squalltheonly no, because the boss will still do a large amount of damage in a single hit, it isnt based on the actual size of the weapon just how much damage each hit does, the bigger the hit, the more damage reduced by you absorbtion
Goddamit how does this make any fking sense. From, a man wearing a boulder for armor will NOT receive the same flat damage than a man wearing rags. Seriously, there's no point in wearing heavy armor now. Even with poise the extra damage you get from hitting someone with an ultragreatsword is negligible if they hit you 3 or 4 times with the rapier in the process. Goddamit.
+The Mango Baron Yeah but you could supplement that by adding relational value to the defense stats; like for example if you're only wearing leg armor then the def value will be multiplied by 0.25. If you're wearing the head legs and gauntlets, X 0.75. It's just more math and variables. No need to completely nerf it.
I was curious about the absorption stat. I'm kind of glad they used both a flat and % reduction for physical attacks in 3, because I always thought it was weird that heavy armor didn't really do much against big hits in 1 and 2. In 2 they only use flat for physical and % for magical dmg. Which meant Havels was very good against multi-hit low dmg combos, but against bosses who deal absurd damage Havels was about as useful as being naked.
Question: is the inventory no longer categorized? When I see your inventory screen it displays everything. I certainly hope not; at least in DS1 and DS2 I only had to search through all my consumables to find something, not all of my consumables + armors + ammo etc. I expected an improved inventory management UI, it'd be really disappointing if it's turns out to be a downgrade instead...
Dankbeast Paul Well in the video I can see armor weapons and ammo being displayed alongside consumables. It's good to hear it's still categorized though.
Dankbeast Paul It's been awhile since I played DS or DS2, but didn't the equip screen show items exclusively for the slot selected? i.e. if I try to equip a helmet it only shows items that are headgears?
LCwavesAtYa It did, it still does. It's exactly the same system with a different UI. You still need to go through the screen where you choose what item slot to change.
then you must factor aspects like poise, without poise you stagger from blows and it sets you up to take multiple attacks in a defenseless staggered state
I don't get why this video says that armor doesn't really matter. If heavier armor will further reduce damage via % absorbtion, then it seems that it does matter. What am i missing?
+DamnNoHtml Why isn't heavy armor just as good against light weapons as well? Wouldn't it reduce the damage more than light armor? Or are you saying that it will reduce damage more, just not enough to be significant?
+Peter Assennato Light weapons do less damage per hit than heavy weapons. This means resistance based on percentages will prevent more damage from a heavy weapon than a light weapon. Because heavy armor only increases your percentage based resistance (and flat resistance is the same for all armor), heavy armor is more effective against heavy weapons.
+MrAgentIncognito Heavy armor is more effective against heavy weapons, but it's also more effective than light armor against light weapons too, correct ? The trade-off being that you may move slower wearing the heavy armor. The reason I'm asking is because I'm seeing a lot of comments saying things with the tone of "it doesn't matter what kind of armor you wear" and i thought maybe I'm missing something.
Peter Assennato Yes, but the damage difference between taking a short sword with light armor, and taking the same attack with heavy armor, will be more narrow.
If you want to wear a heavy weapon,level the vitality enough to wear it and a decent armour,of you're using light or even medium weapons is not worth it,I always level up vitality just for the milwood knight amour,i love how it looks
Very informative, thank you for the exhaustive effort. I'd suggest moving any equations up front and then re-summarize at the end (since numbers are easier to follow when you can see them and the equations involved). I didn't quite get everything about the split weapon damage discussed at 4min mark; what is AR?
+Jacket Also, all attacks have a base damage output that is higher than the maximum damage reduction. I.E the broken straight-sword will do more than all of the armor's base reduction combined, no matter the set. It's basically not a matter of mitigating damage ever under any circumstance, it's reducing it in an asymptotic sense. I hope that made sense, haha Edit: Just spelling and grammar
+Josh Kary If i understand things right, each weapon has a guaranteed damage it will do, like say a weapon does 100 damage unmitigated, it could say always deal 25 damage no matter what, even if you have 100 flat defense(which would cause 0 damage if it worked in full) thus making fast weapons stronger vs. heavy armor in certain situations.
I think it works more like every weapon's got a certain amount of flat unmitigated damage higher than all of the slots in your inventory combined. Say all of your armor slots filled gives 100 def, the lowest attack an enemy COULD do would be at least slightly above that 100. Then the armor adds percentile defense so the more damage you take the more your armor will help, Say you have 20% absorption of all damage and you receive 100 damage, you will have stopped 20 damage. If you were going to take 2,000 damage you just stopped 400 damage! The smaller the damage you would take, the less your armor actually matters. I hope that made more sense
hmm, what armor then shows the player's head almost entirely without looking weird, and is there a gauntlet slot armor like that lion sage armor from dark souls 2 that was basically a bracelet and ring?
+AshnSilvercorp The Master's arms are pretty bracelet-y and blend in with whatever you wear. They show your hands completely if that's what you're after.
Very interesting. Does this mean going Fashion Souls really isn't a big deal, this time around? Obviously there is a difference between running around in robes vs. running around in the Black Iron set, but how big is that difference? Could one manage with the former (more easily than before, that is), with this change to damage reduction?
Am I not understanding this or are your conclusions wrong? You say heavy armor is only really good at mitigating large damage numbers because the absorption only applies after the reduction... if I understand this correctly, the complete opposite is true -you need big damage in order to get through that initial reduction. If they have a reduction of 150 and you're only doing 150 per hit, it doesn't matter if you're hitting them 100 times a minute, none of that is getting through. Edit: and if what I see in some other comments, a theory that you always get a mandatory minimum for each hit, wouldn't that make mixed damages on quick weapons ideal since you get two mandatory minimums per hit? Again the opposite of your conclusion?
The highest %-defence I managed to get with a practical PvP build (SL120) was like 35-39 on physical damage types + fire and lightning. Achieved with high vitality of around 50, and a ring of steel protection +2. Some stats seem to also boost your flat damage reduction, such as strength and vitality, which are stacked quite high for the FumeGS build that I use. I think my flat reductions were close to 200. Btw, if a character has the flat reduction of 200, does he take zero damage from hits that deal under 200 damage?
When you checked this for slash damage, did you also check regular physical damage reductions and defenses? Slash damage in Souls games usually refers to katanas and scimitars, but not straight swords or daggers for some reason. If you increased your slash resistance by a whole lot, but only increased your physical resistance by a little bit, that could explain why the 21.3% to 28.9% increase only reduced damage by a couple points. The actual resistance being used may not have increased nearly as much as you thought it had.
+Talented Juli Seriously? Slash doesn't apply to straight swords? Can you confirm if this is true or not? Would definitely explain small fluctuations near the end.
I can't confirm that the hollow you were attacked by didn't deal slash damage right now. I could do some tests later. But that's how it worked in previous Souls games. Take a look at the longsword in DeS or DkS for example. It will have Normal/Thrust. Then if you look at a katana, it'll say Slash/Thrust. From looking at the Fextra wiki, it seems the same in DkS3. Longsword, for example, is listed as having "Standard/Thrust" damage. I can't check my own copy of the game because I'm playing JP, but if the wiki is right (and I have no reason to doubt it on this), then DkS3 works the same way as previous games.
+Talented Juli Just confirmed you are correct. This caused some minor differences in numbers and I annotated the video to rectify this. The formula still works, but the absorption doesn't drop off as drastically. (Though it still does drop off significantly)
I just ran a test myself, and I did not find the same drop-off that you did. I used a full Smough's set (32.951% physical DR) and took 130 damage from the overhead slash from that hollow in NG+2. I then equipped the Ring of Steel Protection +2 (an additional 15% physical DR for a total of 43.008%) and received 110 damage. 130 * (1 - 0.15) = 110.5. Or, if you prefer: 130 / (1 - 0.32951) = ~193.89; 110 / (1 - 0.43008) = ~193.01. Ergo, the damage being dealt after my physical defense (184) is ~193, and that is then reduced to 130 and 110 by 32.951% and 43.008% DRs respectively. It reduces damage exactly as it should. Defense obviously did not change between tests at all, as my actual armor remained identical.
UPDATE: Did some further testing. Found that the attack type of the attack I was testing against was not "Normal". Nor was it "Slash". It was *drumroll* Blunt. Bravo, FROM. This seems really strange, but is not actually inconsistent with some of the damage choices in Bloodborne. There were some weapons that seemed likes slashing weapons that would deal blunt damage. Especially on overhead slams. Beasthunter Saif is a weapon that could not conceivably deal blunt damage, but nevertheless, it dealt blunt damage when you did an overhead slam with it (IIRC Charge R2 in either form, and untricked running R2). I don't know if I tested the same exact attack as you, though. I did one that is part of a combo. It will slash horizontally once, then do an overhead slash. Looks like you did the running slash attack instead? Still, it could be that it is considered "blunt".
It makes sense that %absorption would have diminishing returns at higher values, the question is how much is it? To illustrate it, suppose a character had 90% absorption (reveice only 10% dmg) and would add armor to increase that to 95%. (receive 5% dmg). So that would mean by adding 5% absorption, the incoming dmg would actually be halved. The effect is less severe at lower percentages of absorption, but it's still there, so for every additional point of armor or percentage of absorption to add a linear increase in damage reduction, there needs to be some kind of diminishing return on absorption per point of armor. Again the question would be wether DS3 has diminishing returns on armor above or below that curve. Did that make sense?
So let me get this straight, I can wear something that is like paper, but it still functions as rock? Aka like cleric stuff and havels stuff, do they both act the same then or is it still worth wearing havels over the clerics? I'm getting a vibe that armor is just for looks and it takes weird formulas that just really matter if you wear the armor in the first place and not the numbers on the armor
Well this doesn't bode well for my first character "Shirtless Man".
LOL
consider it as... hard mode
do(dge) or die
and neither for my guy who doesn't wear pants!
I tried making Braum in this game, turns out i screwed myself all along lol.
in dark souls i always went for practicality over fashion, but now you are telling me that all armor basically does the same stuff, so im finally able to wear the armor i want to wear? YES!
so basically they abandoned the gameplay element of armor and went almost purely for fashion instead?
Didn't realize I was still playing bloodborne :/
+Christopher Agha lol
i love it
Yeah, and I like it.
New meta: naked with daggers.
Let's do this.
dead with one roll catch on a heavy weapon.
Sounds like prison life
It's a shame then you have to put so much time and effort into being able to wear the heavier armor, when it really doesn't have that huge an impact. So while it might seem like this game is more fashion souls friendly, that "friendliness" only goes in one direction, the "I like to not wear plate armor" direction. I like looking like a knight, and because of that I'm forced to throw a shit ton of stats into vitality to raise equip load, only to find out those stats don't actually make me a stronger character.
I like the old way better.
Poise is your answer
brushboss99 I though poise hardly had any effect in this game? I not even sure anyone else is sure what it exactly does, that's how little apparently it matters.
+armoredp do you even pvp bro?
+armoredp Poise now depends on your weapon: Ultra Greatswords, Greathammers and Greataxes make you u-staggerable during swings. This was in Dark Souls 2 too but there the windup time where you were still vulnerable was much longer so it wasn't effective. Here it's awesome and follows the idea "if you need poise you get it".
+armoredp I think heavy armor helps a lot. It does help a good percentage of damage reduction, plus a huge difference against things like bleed damage and all that. Plus poise.
Putting a lot in vitality also helps so you can use amazing shields that are just great as hell.
This wouldn't annoy me so much if the devs didn't make the enemy npcs have poise and absurd damage reduction. You know, backstabbing havel with an ultragreatsword for 400 damage.
Sa1loR_JaRRy you know... he IS Havel. And I know that by now you realize that poise was in the game, nobody knew how it worked.
Infinite stamina,, and poise.. I have more trouble with certain mobs then a boss.. Those cage wearing things with the big saw blade ugghhh
vilheim on +7 that shit hurts
@@Neltu13 id rather fight Havel in real life thank you
Vaati army coming...
How did you know that 12 hours ago?
He didn't git gud at all, he clearly used some magic! Or even worse... *hexes*.
I can predict the future.
He's probably one of Vaatis patrons. Check one of Vaatis video description, if you don't know what that is.
Ratel Vora Correct ^^
***** remember kids, winners don't use hexes
I learned that From Software hates nudists.
+Daniel McSpade NUDIST BEACH WILL NEVER SURRENDER
+Daniel McSpade Nah, they just think nudity is not helpful when being attacked
+Josh Fox .... Depends what she looks like... :p
*Laughs on Ray Dhimitri*
Wow, thank you for testing this for us and let us know man! Really helpfull
While I appreciate the dedication From has shown to servicing the Fashion Souls Master Race, I am offended that they expect me to cover my characters face.
Do you know how long I spent on building that chin!?
My Boxer can't wear a shirt! He has to show off his rippling pectorals in order to intimidate invaders and hell demons!
Rabble rabble!
xbloodblade I cannot.
Let the chaos-spawn aim for my weakpoint. I shall deflect their blades and bludgeons with my sterling steel stubble.
@@Giltia
I am as late as hell, but...
The herald helm has an open visor, so you wear a helmet, AND get to see your sexy sexy face
Two words: pyromancer crown
The thing is that you can make the most beautiful character but it will look like shit in game
Since whatever armor you wear doesn't matter, I'm going to fashion souls!
+Collin Mac Not completely true. Armor with better defense still means you take less damage.
Skite that being said, is it a big difference in new game plus? I'm hoping not because I'd rather not wear cloth armor if it means I take crazy damage
Collin Mac I personally go full fashion souls but I have noticed that armor makes a pretty big difference. But hey, doesnt matter as long as you git gud and dont take damage right? xD
Skite I'm very good at parrying but that only gets you so far. In all my souls games I opt out of using a shield because the game becomes so much more rewarding
Collin Mac Yeah man, I'm going no summons/ no shield for my first playthrough and its so satisfying when you beat a boss.
This is gold and I'm grateful you did all this.
So basically... screw Heavy Armor, but welcome anything light with open arms. Also, Poise means nothing anymore, don't worry about it. The devs just want you to think it matters to hide the Fashion Souls statement.
Correction: Flat Defense matters more against lower AR's (attack rating), but Absorption matters more against higher AR's.
So, if you want to be more damage resistant at lower levels, just equip anything but be sure to have high Vitality. If you want to be more damage resistant at higher levels, having high Vitality is important too... but you must allow yourself to equip heavier armor to have better absorption, given that blocking a % of damage is better against more damage.
Poise still has relevance if you're using heavy weapons, normally a GH will out hyperarmor any weapon in a trade, but with poise a UGS or GA can win
@@Ytinasniiable It's a little late to care about that anymore.
@@TheTraveler980 nah, still plenty of new folks to the series
Old reply is old, but still relevant for some, was just clarifying for those
@@Ytinasniiable Thank you for sticking up for future people, like myself, who decided to pick up the game after all these years😤
You're much appreciated!
started a new character after months not playing..great to be back! thankyou for all the info,you're the real mvp.
TL:DW don't bother minmaxing your armor, just wear what looks cool and you'll be set
*applies only to flat damage
Originally saw this on Late Night but saw this after I happened across it on a recommended Vaati video. Hope you're not tired of hearing that. Great work Jund, I really appreciate this! Keep them coming!
Great video! Also glad to see you updated your information with annotations.
Fashion demands sacrifices! I didn't spend an hour making this face to have it hidden under some fugly helmet for the rest of the game.
Game devs should make it a habit of implementing transmog in every rpg these days.
+xbloodblade uh pretty sure that just makes it so you can see the armor you're putting on without exiting the menu.
Even if it were the cost of a ring slot, I wish I could make a piece of my armor invisible. And I don't want the fucking transparent Aurorous set shit idea.
Just wear a hood...
@@CharmQuark509 or herald helm, it has an open visor
Nasser FireLord Arts or the pyromancer crown
I wish we could upgrade our armor like past dark souls then fashion souls would be more alive again
All that would accomplish would be an increase in difficulty early game, and less fashion souls available late game.You would have to upgrade anything you used, so you would be stuck to certain armor you had upgraded. Having it non-upgradable means changing fashion whenever is possible.
I really hate how armor works in this game. It's a whole lot of complicated nonsense, just masking the fact that they are all almost identical.
lol that's the exact concept they teach you in computer programming,
+Mikel Cox lol seems like a waste of education and development. The only reason I can imagine this making any sense is so others can't copy their methods easily. But when the end result is so simple, it just defeats the purpose.
StllBreathnBut_Y lol to be truthful that's a big part of why everything is so heavily object-oriented. The code is complicated, but it all works in the background, and all we see is the simple end result. This way their code still achieves what it sets out to do but not in a specific way so that multiple different users can have the same end result without having to all do the same thing in the same manner. It seems pretty redundant, sure, but the main goal really is to protect the formulas that are being used as well as the variables that hold hidden modifiers.
It kinda kills the purpose of an RPG. You know, getting armor, becoming more and more tanky. I mean..if it's a game like Bloodborne, where this actually works - fine. But dark souls is not fitting for that type of thing. DS 1 is a good display of how armor and weapons should work, in my opinion.
AwesomeWinter TEXT WALL AHEAD:
It's difficult to kill the purpose of the RPG when the purpose is defined by the player in the case of dark souls. You play how you like, how you're comfortable, and for whatever reason you personally choose, whether it's invading to pillage from other players, co-opping to help out others struggling, or playing solo and roleplaying as any character you like, real or not. I didn't understand all the armor and poise if you could just get i-frames during dodges and save both stamina and health as opposed to blocking and tanking, plus the faster playstyle is looser and more entertaining. In my opinion, anyway, and it's from personal experience since my first ds1 character was an armory poisey tank and i had a hard time with the game the entire time until i beat Gwyn. I never even learned to parry because I thought the tank was the most powerful and blocking and then punishing was superior, but I wasn't having the most fun with the game turtling and tanking hits. I found myself getting hit multiple times by attacks that, if i had low poise, would have knocked me down on the first hit and gave me i-frames to avoid damage from the next hits instead of poising through the first hit still rendering me hit-able for an immediate follow-up hit, actually increasing my survival chances despite lower defenses. Then i played again with a lighter, faster style and I enjoyed it more and once i was able to dodge, stamina management became a breeze in the wind, so punishing failed attacks from bosses also became a breeze. Sure i was more vulnerable from hits but the point of dark souls to me was to avoid taking damage whenever possible, however possible. So I think both styles are viable, more so than you may think. And i have a feeling that poise in ds3 works as intended (lol), meaning I think it's suppose to determine how easily or not you stagger out of animations, possibly even factoring into your super armor that you get from certain weapons' attacks, and how quickly you recover from animations like getting knocked down or hit in the head..
I think you need to convert the C value (a percentage) to a decimal and subtract it from 1. Otherwise if an attack did 300 damage, ur flat reduction was 100, and ur absorption percentage were 10%, that'd b (300-100)(100-10) which is 200*90 or 18000 damage. Still, great info to have, thank you!
+Alyn Ames i was looking for this, i was thinking ''that does not seem right''', bothered me that no one had pointed it out. but other then that it was great
+Alyn Ames Hah I noticed this immediately. Thanks for commenting. Thought I must have been wrong
Ah, I just saw this after I made a comment as well. Glad someone else pointed this out, I thought I missed something.
This is a fantastic analysis.
Very insightful, well-put, and thorough.
This is an amazing video, good job man, I've always wondered how video games calculate defense and this video is shedding light on it!
the real benifet to quality weapons is the fact that dumping point after point into any one attribute causes a hell of a drop off per point compared to distributing it. and while split damage results in less armor penetration total, it also means you can exploit certain weaknesses in armor as well. like fire against swamp monsters or lightning against dragons and knights. and as we all know, split damage can be good for slowly eating away at health if the enemy has a shield, because many shielded enemies have a shield with a very high percentage of physical absorption, but not as much for elemental damage. this effect is most useful for weakening knights so when you do get an opening, you can kill them before running out of stamina. it is also useful in Pvp, where many players have shields with 100% physical absorption but normally less than 75% elemental. so when the attacks they block add up, giving you the advantage in a drawn out Pvp duel, as well as encouraging them to be less patient with their attacks as well as getting out of their comfort zone and being more or less agg than they like to be. either swinging constantly in an attempt to end the fight quickly, attacking when they shouldn't which allows you to kill them. or they will attempt to block less, stay farther away, and take less risks, which allows you to be aggressive and land a good hit or two occasionally, quickly adding up, while they don't attack much at all.
This is the material that I'm interested in. You did good work!
You're awesome Scott! Great video! Short, neat and good info!
Well, I just play dark souls 3 recently and I have no idea this mechanics, thanks still useful years ahead 😁
The amount of time and effort you clearly put into this is astounding. Thank you so much for this, it helps everyone in the community and we need more people like you! I dropped a sub and like, and totally look forward to your content!
Armor is so weird this time. But the return of DaS1 calcs for split damage sound like they're going to push the weapons that do 3 different damage types into the Gutter.
+MrAgentIncognito It does suck that Dark Souls 3 is more like a hack and slash now then an RPG, thanks to changes like this.
+atlaspressed Dark Souls 1 was like that as well, it was always a hack and slash more or less, just with rpg elements.
***** Are you high or drunk?, because that's the only way I can see anyone thinking that.
+atlaspressed Dark Souls 1 treated "split damage" the exact same. And Dark Souls is, at it's core, about smacking enemies around with a sword. That's about as "hack and slash" as you can get.
+atlaspressed And I'm drunk ON SOULS!
Thanks for your effort and relaying this info to the community. Very much appreciated. Thanks.
Hey Scott, im not sure how often you read your comments but if you do, id REALLY like to thank you for keeping these videos as spoiler free as possible, it means I can know a bit about the game without spoiling my first run though since im being a good boy and waiting patiently for Monday.
Also did Dark Souls 3 on PC get pushed forward a day? I thought it was coming out on the 12th but the store page says the 11th.
+Ziggylata it comes out the 11th at 6 pm eastern, i think the 12 is for when stores are selling copies to consoles and that jazz
+Ziggylata You're welcome. I had a bunch of footage where I showed the damage taken but yeah it all had spoiler armor and it wasn't really necessary to the information.
Heavy armor usually has also higher resistances against things like bleeding and poisoning.
Hey, i just want to tank you for the work you did man. I love this information, i am kind of one of those players who loves knowing how it works out and this is some lovely info. So thanks again!
I'm just glad I have a game that I give a shit enuff to watch math videos again ^_^
Fr 😂
Really cool information. I had no idea about the flat damage reduction.
thank you, i never leave comments but u did your homework man. great vid
Man thank you for simplifying this, i tried looking up some threads and well im not really good at math so it honestly just confused the hell out of me.
Appreciate the research there. Really kind of a weird system there.
Also appreciate you channeling your inner plague of gripes at the end there.
Great video. Thanks for taking the time to do the research!
Thank You for all the work you have done
Amazing break down! Great work!
Great information! Thanks for finding this out for us.
Very informative vid you sir have earned a new sub
You and me both
I just started Dank Souls so having info like this is awsome, thanks for taking the time to figure all that out, shout out to Vaati for sending me here.
Solid video, it was very informative and helpful. Thanks for putting in the time so I didn't have to.
Fantastic video, I don't like this defense mechanic in comparison to the other ones but great analysis, have a sub
This apply for newest updates? 1.05
+lDooMl ™ yes
+DamnNoHtml What about weapons that do less than the flat reduction? they seem to do a lot even though the flat reduction should make them do negative damage?
maybe there's an amount/percentage or formula of some sort making it so that a portion of a weapons damage can't be defended against or something? idk just a theory.
+Seth W oh and negative damage would heal the person you were attacking
Now this is what you call a ture Dark Soul fan breaking down all the armor to see what's the differents. Good video by the way.
Actually its (a-b)*[(100-c)/100] ,that "some multiplayer" prevents to become immune to physical/magic damage which is something that were missing in ds2's magic absorption mechanics,that's why u could become imune to magic in ds2, nice vid
Is the dragon head stone considered to be a "head piece" by the defence calculations?
+noukami22 Unfortunately not
aww
+noukami22 As far as I can tell the dragon body/head only add elemental absorption.
+noukami22 considering i totally wrecked the first person that came at me like that, its a clear no, I just kinda, flicked my wrist and they died, and this was in the very last area of the game at lvl 90ish for reference
+Kaza Ookami And I thought I was just imagining me taking way more damage with just the head stone activated, instead of wearing the pyromancer crown. That sucks, I think dark souls 2 had the dragon form just right - getting a fixed armor set equipped instead.
Something has to be off here...
Heavy armor is going to be next to worthless if the benefit to higher absorption is as low as shown in the video.
+Sean Crow But as the other video showed, it's not bad to use heavy armors, no stamina regen nor movement speed and neither roll distance are affected(not counting fat roll).
So, not quite "heavy armors are useless" but "armor choice is useless"/less important..
Ronaldo Vinushka Roll distance is affected before fat roll. I suggest you watch Juutas' video on how equip load affects rolls.
Even regardless of that, you still have to invest points in vitality for the heavy armor. It absolutely would be next to useless - or rather, more than that. It would be harmful to your build in comparison to light/medium armor because you would have wasted stat points on it.
That's assuming that everything in this video is correct. I'm convinced that there's something missing, and someone brought up a good point earlier about damage absorption only applying to harder hitting attacks past a certain threshold, so that may have not been accounted for here.
Hmm, hadn't watched that one, ty for the headsup.
+Sean Crow Vitality raises your damage resistance too.
I'm so thankful for this video. Now, I know that I will always have armor equipped in each slot, even though I was often helmetless in past souls games. But, regardless, the abyss watchers set makes me cringe with excitement. I'm definitely going to be using all pieces of that armor.
Masterful. The information is greatly appreciated.
Watching these videos is like going to Dark Souls School. There's explanation, visual information and even a formula! :D
Man you probably put a lot of time into this thanks man!
I really take off my hat to you sir, that was a pretty enlightening video. I always had the impression that heavy armor was a better deal that light armor, but I didn't think that the difference would be rather minor, especially that you take more damage if you have an empty slot. If I was just a bit >70% I just took off the gloves or something else to get
Thanks man, saved me a lot of time experimenting since I'm only renting the game!
nice video! heard about it from Vaatividya, subscribed and hope to see more! keep up the great work ^^
Really nice video thanks for making this! Found you from one of Vaati's videos ^^
What about the dragon head? Does using that also give you the damage reduction of a head piece
"wear armor"? naww level 1 deprived no armor club only no scrub
+Bizquetz Black pipboy :O woah!
The new armor statistics seemingly are a great counter for Flynn's Ring finally having its effect match its item description. I took all of my character's armor off in order to increase damage output and noticed a significant increase to damage received as well. It seems like From really took some time in balancing some of the most broken items from the previous Souls installments. Kudos for increasing difficulty by eliminating some of the most notorious "overpowered easily" builds we were so accustomed to.
I disagree, the balance in dks1(in theory) was you sacrificed roll speed for wearing heavy armor( I know some people exploited and still rolled fast with cheesy builds)
Now there is no benefit at all to heavy armor it's actually hinders you more than anything. Who wants to sacrifice that much stat investment in vitality to keep your medium roll for a slight increase in heavy attack defense. It's stupid on from's part imo.
I respect your opinion but disagree.
What the hell is absorption in this game?
+normalguycap Basically just % damage reduction.
What about that ring that says "% absorption reduction increased when health is full"? Does that mean it's only good for one hit?
+normalguycap full health means above 99% so basically yes, just good for one hit, but still gives you a huge bonus in pvp in combination with the ring that let´s you deal more damage as long as you are full health, same goes for the rings that increase your stats below 20% , they might win you a duel.
I heard that full health attack ring was actually trash and the boost is negligible.
normalguycap ok then, maybe you are right, it all depends on how much they boost your stats really.
They are encouraging Fashion Souls. Fuck yeah
+The Master Toaster I think it's the opposite, now I can't do a lot of fashion that I wanted without a big reduction
if im understanding correctly the absorption % basically has diminishing returns, meaning if you are min maxing there is an amount you should aim for but there is a threshold were any further investment is not a good return. nice breakdown btw.
This might sound dumb, but does this mean smaller weps don't really end up in whatever the "Meta" might turn out to be, and what about poise, is it still the same as in ds2? Also does that mean (excluding how broken the fume Knight great sword is) the best weps to use in game in general is Great swords?
+Blankname Naw small weapons are still fine, they just aren't as affected by armor as bigger weapons.
+Blankname A longsword dealing less damage than a greathammer doesn't mean the greathammer is objectively better. After all, it's harder to land a hit with a greathammer in PvP and it could easily not have as much DPS in PvE.
Poise works like the heavier your armour the more s you have when you get out of the hit animation and rolling, I know it's retarded
You might want to move those Link buttons to the top or side, i could barerly press them without the videos bar going in the way. This is in the one before fullscreen mode.
Now thiis is good to know, thank you for taking the time to research
That's good to know that armor works that way now. I'll prioritize poise above other stuff then about armor.
I don't like hats and hoods and things either though. Luckily, there's a few crowns and head accessories that make it basically look like you're not wearing anything. Personally, I'm running a big head mode girl myself and I hate that stuff covering your head because they make my head smaller by wearing them
+Brandon Salazar From all I've seen/done in game, poise is honestly largely useless. It seems to only come into effect with certain weapons using certain attacks. For example, when attacking with a longsword you don't get a noticeable benefit from high poise. With a zweihander the poise stat adds to the poise of the attack itself meaning it is harder to stagger you out of the swing. If you are hit when not swinging you are going to get stunned like if you were naked.
+demomanchaos It doesn't come into effect at all. Remember that some weapons have hyper armor frames regardless of what you're wearing; in other words, the weapon itself gives you poise during some of its animations. The Fume Ultra Greatsword and tailismans with unfaltering prayer are good examples of this. But as far as most of us can tell, poise literally does nothing in DS3; not even as it was in DS2 where it gave everyone hyperarmor no matter what weapon they were using; it just only worked if they were attacking.
Matthew Dejesus Does having strong armor really do anything then?
demomanchaos Well...like the video says, it does reduce damage. It's not super important and, unless they fix poise, you definitely shouldn't invest in VIT just for armor, but there is a fairly significant difference from my dex character, who wears the prisoner's chain (-10 percent absorption( and no helmet slot, and sexy medium armor, compared to my quality build wearing a sorta heavy-ish set with a helm and the ring of steel protection. its like 18 absorption vs 35. There isn't that big of a difference versus like, random hollows, but the girl gets torn up by knights and the like if I get hit. Also, there don't seem to be loadout breakpoints like the older games, so medium armor you like the look of is generally the best, because you roll just as fast at 69 percent equip burden in armor as you do at 20 percent in clothing.
Matthew Dejesus The setup I was using had medium/light armor in all slots. Would going chunky to use heavier armor really do her any real good?
Basically as long as you're wearing something and have at least 20% absorption then you're fine.
So equip heavy armor when fighting a boss with a huge weapon like the 2nd one and equip w/e when fighting a boss that uses regular weapons or none at all?
+squalltheonly no, because the boss will still do a large amount of damage in a single hit, it isnt based on the actual size of the weapon just how much damage each hit does, the bigger the hit, the more damage reduced by you absorbtion
vaati just gave you a big endorsement. I'm subbed
Goddamit how does this make any fking sense. From, a man wearing a boulder for armor will NOT receive the same flat damage than a man wearing rags. Seriously, there's no point in wearing heavy armor now. Even with poise the extra damage you get from hitting someone with an ultragreatsword is negligible if they hit you 3 or 4 times with the rapier in the process. Goddamit.
+The Mango Baron Yeah but you could supplement that by adding relational value to the defense stats; like for example if you're only wearing leg armor then the def value will be multiplied by 0.25. If you're wearing the head legs and gauntlets, X 0.75. It's just more math and variables. No need to completely nerf it.
I was curious about the absorption stat. I'm kind of glad they used both a flat and % reduction for physical attacks in 3, because I always thought it was weird that heavy armor didn't really do much against big hits in 1 and 2.
In 2 they only use flat for physical and % for magical dmg. Which meant Havels was very good against multi-hit low dmg combos, but against bosses who deal absurd damage Havels was about as useful as being naked.
Thanks for doing the math and figuring it out. much appreciated sun bro!
mindblowing information. GREAT video
Question: is the inventory no longer categorized? When I see your inventory screen it displays everything.
I certainly hope not; at least in DS1 and DS2 I only had to search through all my consumables to find something, not all of my consumables + armors + ammo etc. I expected an improved inventory management UI, it'd be really disappointing if it's turns out to be a downgrade instead...
+LCwavesAtYa I don't know where you got that it's uncategorized, it still is.
Dankbeast Paul Well in the video I can see armor weapons and ammo being displayed alongside consumables. It's good to hear it's still categorized though.
LCwavesAtYa That's the equip screen
Dankbeast Paul It's been awhile since I played DS or DS2, but didn't the equip screen show items exclusively for the slot selected? i.e. if I try to equip a helmet it only shows items that are headgears?
LCwavesAtYa It did, it still does. It's exactly the same system with a different UI. You still need to go through the screen where you choose what item slot to change.
got here from vaati but I still love you also loving the end streams
Thanks a lot for this. Very helpful
then you must factor aspects like poise, without poise you stagger from blows and it sets you up to take multiple attacks in a defenseless staggered state
Poise doesn't work in ds3
@@captainsix5640 I think poise is affected by your weapon. Or I think that's just hyper armour.
I don't get why this video says that armor doesn't really matter. If heavier armor will further reduce damage via % absorbtion, then it seems that it does matter. What am i missing?
+Peter Assennato When did I say that? At 5 minutes I literally say "Heavy armor is good against big weapons"
+DamnNoHtml Why isn't heavy armor just as good against light weapons as well? Wouldn't it reduce the damage more than light armor? Or are you saying that it will reduce damage more, just not enough to be significant?
+Peter Assennato
Light weapons do less damage per hit than heavy weapons. This means resistance based on percentages will prevent more damage from a heavy weapon than a light weapon. Because heavy armor only increases your percentage based resistance (and flat resistance is the same for all armor), heavy armor is more effective against heavy weapons.
+MrAgentIncognito Heavy armor is more effective against heavy weapons, but it's also more effective than light armor against light weapons too, correct ? The trade-off being that you may move slower wearing the heavy armor. The reason I'm asking is because I'm seeing a lot of comments saying things with the tone of "it doesn't matter what kind of armor you wear" and i thought maybe I'm missing something.
Peter Assennato
Yes, but the damage difference between taking a short sword with light armor, and taking the same attack with heavy armor, will be more narrow.
i just started ds3, knight, should i waste any points on vitality?
If you want to wear a heavy weapon,level the vitality enough to wear it and a decent armour,of you're using light or even medium weapons is not worth it,I always level up vitality just for the milwood knight amour,i love how it looks
very well researched! how long did this take you to work out??
Thanks for this man. Much appreciated
This video is great. Awesome calculations 👍
this helped what i kind of thought because i only took slightly more damage wearing a weaker lighter then heavier damage
Very informative, thank you for the exhaustive effort. I'd suggest moving any equations up front and then re-summarize at the end (since numbers are easier to follow when you can see them and the equations involved).
I didn't quite get everything about the split weapon damage discussed at 4min mark; what is AR?
its the Total Damage From you weapon, ex: Your weap have 300 of Physical and 150 From Scale, the AR will be 450
+Julio Nogueira what does it stand for though?
+brokedownsystem attack rating
+Bowser from Sonic thanks
How about the effects of Vitality on defense? The english version states that Vitality raises your damage resists.
+V1cT All stats raise your flat defenses but Vitality raises them quicker
+DamnNoHtml Apparently strength does too.
+V1cT Pretty sure strength counts as "all stats" :/
+Tasin Ahmed moreso than dex, I meant
If I was attacked by something which dealt less than my absorption, would the attack deal 0 damage?
it would do 1 damage, attacks can't go lower than that.
+Darca1n Interesting.
+Jacket Also, all attacks have a base damage output that is higher than the maximum damage reduction. I.E the broken straight-sword will do more than all of the armor's base reduction combined, no matter the set. It's basically not a matter of mitigating damage ever under any circumstance, it's reducing it in an asymptotic sense. I hope that made sense, haha
Edit: Just spelling and grammar
+Josh Kary If i understand things right, each weapon has a guaranteed damage it will do, like say a weapon does 100 damage unmitigated, it could say always deal 25 damage no matter what, even if you have 100 flat defense(which would cause 0 damage if it worked in full) thus making fast weapons stronger vs. heavy armor in certain situations.
I think it works more like every weapon's got a certain amount of flat unmitigated damage higher than all of the slots in your inventory combined. Say all of your armor slots filled gives 100 def, the lowest attack an enemy COULD do would be at least slightly above that 100. Then the armor adds percentile defense so the more damage you take the more your armor will help, Say you have 20% absorption of all damage and you receive 100 damage, you will have stopped 20 damage. If you were going to take 2,000 damage you just stopped 400 damage! The smaller the damage you would take, the less your armor actually matters. I hope that made more sense
hmm, what armor then shows the player's head almost entirely without looking weird, and is there a gauntlet slot armor like that lion sage armor from dark souls 2 that was basically a bracelet and ring?
The pyromancer crown
+AshnSilvercorp The Master's arms are pretty bracelet-y and blend in with whatever you wear. They show your hands completely if that's what you're after.
Joseph Fasciano (Undead merchants voice) "Aaaah, thank you, very much."
+AshnSilvercorp or the crown of high lord wolnir ( if you like the eement of fabulous it gives you xD )
This is so useful, Thanks!
Very interesting. Does this mean going Fashion Souls really isn't a big deal, this time around? Obviously there is a difference between running around in robes vs. running around in the Black Iron set, but how big is that difference? Could one manage with the former (more easily than before, that is), with this change to damage reduction?
Thanks for the hard work
Am I not understanding this or are your conclusions wrong?
You say heavy armor is only really good at mitigating large damage numbers because the absorption only applies after the reduction... if I understand this correctly, the complete opposite is true -you need big damage in order to get through that initial reduction. If they have a reduction of 150 and you're only doing 150 per hit, it doesn't matter if you're hitting them 100 times a minute, none of that is getting through.
Edit: and if what I see in some other comments, a theory that you always get a mandatory minimum for each hit, wouldn't that make mixed damages on quick weapons ideal since you get two mandatory minimums per hit? Again the opposite of your conclusion?
h
h
He said that only heavy armour is good at mitigating large hits, not that it is only good at mitigating large hits.
The highest %-defence I managed to get with a practical PvP build (SL120) was like 35-39 on physical damage types + fire and lightning. Achieved with high vitality of around 50, and a ring of steel protection +2. Some stats seem to also boost your flat damage reduction, such as strength and vitality, which are stacked quite high for the FumeGS build that I use. I think my flat reductions were close to 200.
Btw, if a character has the flat reduction of 200, does he take zero damage from hits that deal under 200 damage?
When you checked this for slash damage, did you also check regular physical damage reductions and defenses? Slash damage in Souls games usually refers to katanas and scimitars, but not straight swords or daggers for some reason. If you increased your slash resistance by a whole lot, but only increased your physical resistance by a little bit, that could explain why the 21.3% to 28.9% increase only reduced damage by a couple points. The actual resistance being used may not have increased nearly as much as you thought it had.
+Talented Juli Seriously? Slash doesn't apply to straight swords? Can you confirm if this is true or not? Would definitely explain small fluctuations near the end.
I can't confirm that the hollow you were attacked by didn't deal slash damage right now. I could do some tests later. But that's how it worked in previous Souls games. Take a look at the longsword in DeS or DkS for example. It will have Normal/Thrust. Then if you look at a katana, it'll say Slash/Thrust. From looking at the Fextra wiki, it seems the same in DkS3. Longsword, for example, is listed as having "Standard/Thrust" damage. I can't check my own copy of the game because I'm playing JP, but if the wiki is right (and I have no reason to doubt it on this), then DkS3 works the same way as previous games.
+Talented Juli Just confirmed you are correct. This caused some minor differences in numbers and I annotated the video to rectify this. The formula still works, but the absorption doesn't drop off as drastically. (Though it still does drop off significantly)
I just ran a test myself, and I did not find the same drop-off that you did. I used a full Smough's set (32.951% physical DR) and took 130 damage from the overhead slash from that hollow in NG+2. I then equipped the Ring of Steel Protection +2 (an additional 15% physical DR for a total of 43.008%) and received 110 damage. 130 * (1 - 0.15) = 110.5. Or, if you prefer: 130 / (1 - 0.32951) = ~193.89; 110 / (1 - 0.43008) = ~193.01. Ergo, the damage being dealt after my physical defense (184) is ~193, and that is then reduced to 130 and 110 by 32.951% and 43.008% DRs respectively. It reduces damage exactly as it should. Defense obviously did not change between tests at all, as my actual armor remained identical.
UPDATE: Did some further testing. Found that the attack type of the attack I was testing against was not "Normal". Nor was it "Slash". It was
*drumroll*
Blunt.
Bravo, FROM. This seems really strange, but is not actually inconsistent with some of the damage choices in Bloodborne. There were some weapons that seemed likes slashing weapons that would deal blunt damage. Especially on overhead slams. Beasthunter Saif is a weapon that could not conceivably deal blunt damage, but nevertheless, it dealt blunt damage when you did an overhead slam with it (IIRC Charge R2 in either form, and untricked running R2).
I don't know if I tested the same exact attack as you, though. I did one that is part of a combo. It will slash horizontally once, then do an overhead slash. Looks like you did the running slash attack instead? Still, it could be that it is considered "blunt".
What about dragon form gained from the Dragon Stones - do they remove the extra damage taken for not wearing armor, or?
You take the damage you'd take if you weren't wearing armour
It makes sense that %absorption would have diminishing returns at higher values, the question is how much is it?
To illustrate it, suppose a character had 90% absorption (reveice only 10% dmg) and would add armor to increase that to 95%. (receive 5% dmg). So that would mean by adding 5% absorption, the incoming dmg would actually be halved. The effect is less severe at lower percentages of absorption, but it's still there, so for every additional point of armor or percentage of absorption to add a linear increase in damage reduction, there needs to be some kind of diminishing return on absorption per point of armor. Again the question would be wether DS3 has diminishing returns on armor above or below that curve. Did that make sense?
So let me get this straight, I can wear something that is like paper, but it still functions as rock? Aka like cleric stuff and havels stuff, do they both act the same then or is it still worth wearing havels over the clerics? I'm getting a vibe that armor is just for looks and it takes weird formulas that just really matter if you wear the armor in the first place and not the numbers on the armor
Came here to learned maybe just a basic gist of what absorption is......this reminded me my math classes.