"Don't hate the details. Learn to understand it and make it your weapon. It will be a blade those who have never worked for will not be able to wield." This was beautifully poetic, and honestly some useful life advice.
I think that's a great quote for something other than a game. Canned food is great for long expeditions, but it makes a terrible breakfast. The systems in Elden Ring are complicated for the sake of it - understanding them doesn't offer some meaningful insight, it's just number crunching - a sort of task a computer is good at, and frankly, it should be done by one. In game.
"Don't ever let someone else put you down for spending time doing the things you love." Beautiful words to live by and an excellent video guide about caps to boot. Subscribed.
If you don't understand the marginal utility part, it was explained to me like this: You do 10 damage, enemy has 100 HP it takes 10 hits to kill 20 damage it now takes 5 hits to kill 30 damage, it now takes 4 40 damage, it now takes 3 50 damage, it now takes 2 All the way up to 99 it still takes 2 hits to kill For that enemy you have to get the full 100 damage to get any more benefit than just staying at 50, and you'd probably get more value out of raising your HP if you haven't already.
@@infinite_ammo It's not so much about trying to get to one of those points, it's more about demonstrating that you get less from every point you spend on the same thing. We could also break it down by the relative value. 10 + 10 is 20, that's a 100% increase +10 is 30 which is a 50% increase, half the value of the last 10 30 to 40 is 33% increase 40 to 50 is 25% 50 to 60 is 20% 60 to 70 is 17% 70 to 80 is 14% 80 to 90 is 13% 90 to 100 is 11% Over time each 10 points is worth less, but if you spent those 10 on HP you may get more value depending on what your Vigor is already.
Something I would like to point out is that while DPS becomes less valuable the more you have, HP does not. This is because DPS is damage per time, and as you kill things faster time goes down. If you only did one single attack, increasing it's damage would scale linearly with no diminishing effect, since the time it takes to execute a single attack is constant. This is easy to see with health. If we recreate your graph except with enemy HP increasing instead of DPS it goes like this: 100 HP it takes 10 hits 110 HP it takes 11 hits 120 HP it takes 12 hits 130 HP it takes 13 hits It's always 1 more hit. The % is misleading because as the base number increases the same % represents a higher value. It would only not be misleading if you always compared it to the base. The reason why it can feel like this is not the case sometimes is for 2 reasons: 1 - HP can be thought of as a damage multiplier The more health you have the longer you will survive (duh). This means you will have more time to pull off your attacks and will thus get your hits in. This is because of what I said above about DPS being a factor of time. Increasing damage decreases the time factor thus pulling back on your overall damage. However increasing your health increases the time factor thus increasing your overall damage. This means your damage is more valuable the more health you have and vice versa, thus if you focus on one the other will eventually overtake it in value. 2 - Eventually you win the fight Sooner or later the enemy you are fighting will die. This puts a hard cap on the value of flat damage and on health depending on enemy DPS. This is not what diminishing returns is usually trying to describe however, this is more like hitting level 99. You either get the same value increase you always do, or you get absolutely nothing. Since this requires you to win the fight, if you've hit a limit because of this it's a good problem to have anyways.
@@Nuclearburrit0 no. you got it vvrong. diminishing effects are about how much differece does the LAST 10 points make. linear progression is, indeed, diminishing returns, because vvhat the previous comment said. Linear increments mean that 1 more hit is less efficient overtime, because you take 1 more hit, but spending those points could be spent on dps, making the fight shorter, thus reducing incoming damage for a (silent) hp boost. or put into damage mitigation tools that ould also make you more percentually tanky than if you kept stacking hp
@@Nuclearburrit0 I get where you're coming from, it's harder to explain for health, but I'll try to explain why I disagree. If an enemy 1 shots you, you can only make 1 mistake per fight, therefore as long as you're under that threshold any amount of health is the same. Crossing that threshold is huge. You can now make 1 mistake at a time, but you can make more as long as you can heal before making another. If you count in number of mistakes it's more clear why the linear progression is in fact diminishing. Is the difference between 4 at a time and 5 at a time really worth those levels? Certainly not compared to the difference between 2 and 3. Of course Flasks are another wrench in our calculations. Technically, 100% flask efficiency means never topping off so you never waste a point of healing, and the limited amount of flasks means effective health is a hard number, not just a question of opportunity. These elements encourage you to have enough health that you can get hit a few times and not need to heal. So maybe 5 mistakes in a row is the sweet spot for some players, while other players get along just fine without optimizing their total effective health.
Thank you for the video. You give very good reasoning and re evaluate stats as a tool to win and not the goal itself. Optimizing is fun but we should not lose sight of why we do it.
Spot on. The more I understand how these values relate to each other, the more I feel encouraged to experiment and carve out a custom fit for my builds.
It’s inspiring to me how your intimate grasp of the numbers has resulted in your freedom from them. These values are just materials to bend and stretch to the needs of the player’s style, as opposed to the other way around. I appreciate the philosophy that is woven into your work and the diligence that is it’s backbone, and do heartily accept the accord.
"Raw numbers" This is the part of fromsoft games I love learning about and using. It's the part so many people will never care to learn or understand but to the people who do care we appreciate videos like this because there's so few sources on information like this. Thank you for enhancing my building experience.
Soft cap means that leveling beyond that point will give diminishing returns. For example, leveling vigor from 10 to 15 will put far more points into HP than leveling vigor from 60 to 65. What you're thinking of is called the hard cap, which means it is impossible to get any more points into that stat
I only just started playing about 3 weeks ago and that small spreadsheet is a great introductory piece for beginners, but how you explained the finer details of diminishing returns is just simply great. I've worked with diminishing returns in other games and helped spread awareness for how they work, and it's just so nice looking at another game's community and seeing players help out each other in understanding their game.
Probably the best stat video I’ve seen so far for a Fromsoft game. Anybody can break down caps in theory. It’s refreshing to see the practical applications.
Thanks! I try to make them as concise as possible but even then I often need like 10 minutes. There really is a ton of information to go over and consider because I want to give sufficient proof instead of just saying "this is the best staff" or "just stick to these softcaps." Hopefully, I got the balance kind of down.
@@Chrightt Honestly, even having a ton of information to go over isn't an issue, as the important thing is the manner you parse that information in. These are literally best mechanic analyzing videos I've come across in ER.
Agreed. Not many TH-camrs authentically examine and factually provide with concise and logical reasoning in what is the best approach to attain for the most fruitful and impactful outcome for the viewers build and optimization.
Extra special thank you for the snowblind warning. Had to use sunglasses there. You're a legend for putting this together, understanding the stats and making the video.
This video is a tiny masterpiece. Very informative, not long-winded, very concise and minimal advertisement to your other videos. Well done sir! You just gained another subscriber!
I actually fucking love it when you deliver a pun or corny joke in the monotone voice that you maintain for the entire duration of all your videos. What is your native language? You manage to capture a very stylistic, tongue-in-cheek brand of English that even many native speakers couldn’t.
I really appreciate you putting the effort in to bring us this information. I have been looking for this kind of information for the last week and you are bringing it. Thank you so much! That said the way you are presenting the information is hard for me to absorb. I had to watch certain section be multiple times and still sometimes wasn’t sure if I understood. … I think maybe slowing down would help. Giving more examples and perhaps keeping each explanation very focused. Then creating a future video where you synthesize the pieces into the bigger picture. I hear from your tone and demeanor that you really want to help people. I am truly grateful and will continue watching either way. Thank you.
Ok, I will try to slow down the information dump a bit. I was afraid people wouldn't want to watch lengthier videos. There really is so much information to cover if we dig deep into the stuff. If you have anything you don't understand, feel free to ask. I try to answer as many questions as possible.
I have to watch multiple times as well to pound the information into my head. Practice makes perfect and that goes for learning as well, repetition may be tedious but you will understand much better than someone that's just skimming through.
I got a little lost with the examples, I wasn't sure which build was what exactly. Might have worked better for me if you showed the stats at the same time as the % differences. I appreciate the points made though they seem very helpful
as someone who cant understand this kind of stuff on my own, or with the super in depth descriptions that are out there, your videos tend to help me learn alot more about this kind of stuff than i wouldve been able to otherwise
Thankyou for explaining how *Diminishing Returns* and percentages interact with each other whilst still being *two separate phenomena.* There are WAY too many people that do not understand this. The fact that going from 1500 HP to 2000HP is more impressive than going from 9500 to 10000 HP is *NOT* because of "diminishing returns". That's just how math works. Diminishing returns and softcaps are arbitrary systems put in place by devs. Maybe one day people will actually start to understand that any build template is meaningless without the context of what you're doing with it. You can increase your damage from 1000 to 2000 and say "WOW I DOUBLED MY DAMAGE", but if the enemy has 2100 health, that's the exact same time-to-kill as before...
(while the rest of the point was well made, note that your example you're talking about 3 shotting something vs 2 shotting somehing. An increase of 90% damage would work for the example though.)
@@justanotherLunny Sorry you are absolutely correct, but fortunately you understood my point. The example was supposed to illustrate 2 situations where the same number of attacks was needed despite a large discrepancy in damage, which "90%" would have been appropriate for. Thanks for spotting that!
Other things to consider as well for hp and fp. Beyond a certain point even if you get high returns compared to usual it doesnt necessarily mean it is more effective just because it seems more efficient. For example say you have 5 fp flasks that recover 200fp and your fp bar is 140. Currently you can use a maximum of 140fpx6=840fp. Increasing this fp bar to 200 max the maximum increase to 200fpx6=1200fp. So an increase in 60 fp produced maximum increase lf 360fp. However, once you go beyond the 200 that the flasks recover you start to lose in effective fp even if you are earning more than previously. For example say it cost you 6 levels to increase fp from 140 to 200. That is an increase of 60 effective fp per level and on avergae each level gave you 10fp. Say after that every level gives you 20fp (double the returns as previously). And say you put 4 levels into that increasing your fp bar to 280fp. The max fp you can use is 280+200x5 recovered from flasks for a total of 1280fp. Previously, increasing fp by just 60 at a rate of 10fp per level was tremendously more important than the 20fp per level that gave you an increase of 80fp. It is important to look into effecriveness and not just efficiency when making a build. This is most noticeable in fp and hp but could be the case for other examples. Such as needing a certain amount of stamina to pull off a certain combo. Once you reach the necessary stamina for that then going beyond that is probably not too important because you are very likely to disengage to recover all your stamina before re-engaging anw. This is where talismans or consumable buffs come into play and affect things. For example say you are in a pvp scenario and your opponents combo costs less than yours in stamina. He will eventually reach a point where he can attack you but you cant attack him because he has enough stamina to land his combo but you dont and you are not as threatning compared to him. Here equipping a talisman that increases stamina recovery becomes a game changer becomes you may be recovering the stamina you use at a similar rate as him. However, from the opposite end if i use less stamina than the opponent, then increasing my stamina regen is not too important because by the time he attempts his combo i have recovered enough stamina to respond with mine. Other things to consider are bleed for example. Because bleed resistance increases after each bleed proc, there may be a point where increasing the bleed aux is not beneficial, say the enemy dies in 12 hits and you are proccing bleed at the 3rd and 7th hit. Increasing bleed to the next softcap maybe even to max level may not be beneficial if for example the maximum you can increase it will cause the enemy to bleed at the 12th hit because he was dying at 12 hits anw. This is also a good way of comparing weapons, broadsword is shorter than longsword but deals roughly 10% more dmg. If that 10% extra dmg does not result in killing an enemy faster than it is useless. If both longsword and broadsword kill the enemy with 6 hits then what is the point of broadsword having more dmg? Surely it may come in handy in a few scenarios but for the most part it is not very important. Thats why AR is meaningless and it is important to see the weapon's overall performance. The extra length of longsword will allow you to engage a lot of enemies sooner than a broadsword so if that is something you find important you may opt to lose the extra 10% dmg of the broadsword for the better reach of longsword. Each weapon has a purpose if it is useless for your build it is useful for someone else's. Always think WHY do i want this feature in my build/weapon and does it actually help me accomplish what i want.
Hey man, someone recommended me this video for learning things that I still don't fully understand about the soulsborne games. You've earned a subscription from me, and I will be watching other vids of yours as needed. Very thorough.
These guides are so good. I found your channel on the optimal staves video and you definitely earned my sub. I'm running a (now off-meta) Int/fth build so Sword of Night and Flame is my go to. Incantations for buffs, sorcery for ranged, and the sword for melee.
It’s the effort that lets you win , even if no one sees you putting in the effort , you still will be rewarded for it.. bouta follow for just the calmness and education in this video… well spoken my boy.
I often do not enjoy a lot the very in-depth videos about very specific details in videogames, but that ending had reasonings really worth from a lawyer man
Really good example with the hp at the end. I just invested into vigor like that as well. Just to get over oneshot or twoshot range (and so on) when I recognized that a little investment there could get me over the threshold. Its the same with fp. More fp is worthless when its not enough to cast another one of the spells (or weapon arts) you regulary use
One weird thing i've noticed about weapon arts, is that you can still use them, even with only 1 fp left, letting you optimize quite hard for it, if one ash of war is your only source of fp consumption, especially, if the AoW is expensive to use.
@@visceraeyes525 more vigor gives you more chances to learn *how* to dodge, and in PvP low vigor means you just die because people aren't as predictable as an AI and *will* hit you
@@visceraeyes525 you are of course correct that people do those runs, but applying an outlier case to the general populace doesn't make sense. do you know how many people have successfully beaten any fromsoft game no-hit? it's like maybe hundreds, out of a player base of hundreds of thousands. so we're talking a less than 1%, probably less than .1% of the player base. PvP you still get hit tho lol AI you can learn to abuse, but at the end of the day just play how you want and have fun :)
hmmmm very informative, im still taking my time enjoying this game but loving all this FACTUAL information you are pumping out!! Kudos to you for the hard work you do, you deserve much more subs man!! Cheers and may the golden order guide your way!!
I didn't exactly understand all the numbers in the examples, but I definitely understood the point in this video, and I loved the heartfelt message at the end. Subscribed!
Very good video. My friends make builds that are horrifically optimized and constantly complain about "I do no damage, I don't have enough health" while having like 25 in almost stat but having like 60-70 in Faith or something. I tell them 60 is a good stopping point, but I also tell them they can get away with going lower if they feel like they can get away with it, especially since they mainly do PvE anyway.
TY so much for this vid. I've been seeing that cheat sheet everywhere and while I am grateful for the creator for being one of the first people to even dig into it, EVERY article on Elden Ring cites that chart either as an authority or without credit. It makes it so much harder to find updated material on the topic
That's mostly because "games journalists" are all just vultures and vampires, lurking around waiting for people who actually understand games to post something they can swipe and spread amongst themselves for easy articles on popular games. Most of these people can't find the exit door to a tutorial when they actually sit down and launch a game.
You got my sub! Great discussion of marginal value (or opportunity costs) with the various stat points. Have you ever done an analysis of rune cost and stat point benefit? Since runes scale the way they do (seems almost exponential, but I’ve never graphed it) I’ve always wondered if it was better to use your relatively ‘cheap’ stat points on ‘utility’ stats like Vigor or Endurance or on the ‘primary’ stats, say dex or int. I suppose it’s very much dependent on your play-style and other factors, but I’ve always wondered if there was an empirically correct choice. Thank you for the clear and very well thought out content!
Hello! I just realized I forgot the endurance and mind section because the video was already quite lengthy, ugh! I'm going to go update the description for this. Endurance/Mind are best upgraded to fit your personal "breakpoints". You just need enough endurance to comfortably medium roll (unless your particular build is heavy on stamina cost) since stamina gains from endurance isn't that good overall. A better idea is to use the green turtle talisman, which is an excellent talisman. I would say, mind is something you mostly won't need to upgrade by much (even as a spell build) as long as you realize that ditching lusat's makes your dmg/FP way higher (you can check my glintstone staff video for this). If you're utilizing a wide variety of spells, then just get as much mind as you're comfortable with (for reference, for my sorc builds I usually end up with 21~30 mind by level 125~150). If you're only using a few specific spells, you can upgrade mind by looking at how many X # of spells you can cast through your rotation. Find a number that can weave in your sources of FP consumption without too much bother.
I am so glad I stumbled upon this channel, thank you for this stuff. Nice to have actual numbers and easily explaining where they are coming from instead of "oh just use this because I say so".
Oh this is more of explaining opportunity costs of building a character. Like "yes, you can put 10 more points into vigor instead of damage, but those 10 points into damage might equal to +70 AR vs 200 more HP." I'm a weird sort that actually puts points into Mind because the weapon skills I use are costly and I need my expensive pyromancy. Having 10 abilities per flask instead of 2 is really, really nice.
definitely worth a sub. good job and keep it up. i can definitely see "you putting in the effort" and "you will be rewarded for it". 👍yeah the sound is kinda bad on this one, but at least you got subtitles. the ending speech was kinda catchy and philosophical 😊
Dude, if you can relate everything you said in this video do economics, you would have the best economics textbook ever! Kids might actually learn how to invest in the market properly! Good work.
@@Chrightt I sure hope you are! Elden Ring is cool and all. But you clearly have a strong understanding of this stuff and I'd hate to see that talent wasted on video games. Seriously though, if you do ever write your book "Video Game Economics: The True VALUE of Video Games," remember to give me a credit!
You might be surprised, but I am actually writing a fantasy book and not an economics book. I am interested in economics (I do stocks/crypto too), but I love stories. I would like my job to be something that brings people knowledge and happiness, so I happen to take time off with COVID and started writing. I started a youtube channel also because I wanted to promote the book a little. The book is going to be a series and I wrote a card game you can play with a regular deck of cards into each one of them (fully tested with my friends). They have a stronger strategic aspect, especially if you understand game theory. Some of them should hopefully be easy to get into but difficult to master. If you're interested, please do check it out when I'm done with it (currently waiting for an editor so I have time to do some youtube).
@@Chrightt that's fantastic! Side note, a book that can teach high school and college age kids about economics through fantasy and role-playing would get a lot of teachers promoting it. Back of the fantasy novel. I would love to read it when it is published! And I will happily pay for it. I love supporting young artists. I was young artist once. Now I'm a middle-aged artist! I'm also a small business owner. My small business is my art. I'm a professional magician! So, the idea of combining business Concepts and fantasy stories makes me feel warm and fuzzy inside. I'm sure your fantasy stories have nothing to do with your background in economics. Although, one thing I will say is that I tend to be drawn into a story more when the economics of the fantasy world are fully developed. It's one reason why I like Elden ring so much. I like that your XP is also your currency. It really forces you to think and strategize how you want to play the game. It always bothered me when I watch a fantasy movie or read a fantasy book and the economics of the world don't make sense. So much of the world building relies on it. It's how you get classes. It provides motivation for characters. Hell, the whole story surrounding Robin Hood has to do with taxes! Anyway, I'm enjoying your content and I subscribed. Keep up the good work!
@Chrightt Thank you dear sir for the intricately detailed analogy of the sophisticated stat system that is wonderfully engraved in Elden Ring and for explaining the do’s and don’ts in order to attain fruitful results. I agree with you entirely and upon the creation and expansion of my second main character, have I already built a model that reflects your detailed analysis of how to spend points necessarily and optimize a build accordingly in order to exceed expediently. You went down the rabbit hole and pulled out the complexity, yet visibly and comprehensively explained what many need to know and understand in order for one to enjoy and exceed within an excellent game the best and fruitful way without exhausting points in the unnecessary. Again, thank you and excellent analysis and presentation.
Thank you for your heartfelt reply! I hope you enjoy some of my other videos too if you're interested in learning more about Elden Ring (also the mic got better).
@@Chrightt You are welcome. I have been greatly appreciative of your content. Your content has been a growth in learning and expansion and you should be proud of yourself. My first video of yours was “The REAL Best Glintstone Staff (With Math)” and the other video I am taking a look at (since I am considering of trying out Frozen Lightning Spear on my second main character) is “The Best Sacred Seals.” Again, your are doing great. Keep learning and growing. Keep on keeping on.
Good bit of wisdom, not just for stats! I say similar things about spells. for example: 20 100dmg fast soul arrows > 2 500dmg slow soul spears. higher damage spells do less total damage because of how many casts. The resource/damage ratio matters a lot
Very interesting and helpful video. I've been looking for an in-depth look at the caps not only because I had the feeling they are different from Souls Games, but also I was questioning my own build (for PVE at least). Was trying to make a melee caster hybrid and I was going STR/INT, but it wasn't working, and this video proved me right, it's better just stickl to one stat and just get stats to use the weapon + some END to carry heavier armor.
It is very possible to do str/int if you invest properly and use something like a cold scaling weapon. I will definitely be making a more in-depth video on how to build hybrid characters because it takes a lot of knowledge to pull this off without the build feeling like garbage.
Your comments at the end of this video made me decide to just free play and use whatever weapons I found and to just have fun. I died horribly at the first boss and rage quit.
Wow finally some one that shows and explains . I know now thx to you why my status dex build dont hase more build up sinc the first 26 are prettymuch mandatory befor seen any changes . Keep it up and thx❤
Don’t underestimate hp regen. It’s like superficially giving yourself a bigger health pool, but over a period of time, not all at once. Taking your time during a boss fight can mean the difference between life and death if you can scrounge up just enough health regen to save yourself on a risky attack.
Thank you! I still don’t fully get so for me I wanted / want to be able to be max level so I can try everything. So I’m now on NG++ and have farmed 100s of hrs of slathering poor Albenerics. I’m now lvl 691 and 96 on all and 97 on vigor and Mind. It’s been really interesting to experience the change from 80 on all to where I’m at. Your data is helpful to see what I felt. Thanks!
Awesome break down, very imformativeI Its a tight rope walk (for me) when breaking a game down to this level. I desire to get better , to be able to see all parts of the game but need to beware of losing the magic of the virtual world lost to the pure numbers underneath.
Yes, I agree. Never forget about why you enjoy games. Doing something unenjoyable if the game is not fun anymore just becomes a chore (like many grindy mmorpg these days ugh D:)
Finally one that has a scientific approach to the stats. Beside the beauty of the details this teaches us all one thing. Learn to read graphs. It's a game but it's science.
Amazing work Chrightt! Any chance we can get a video about the Radagon's Soreseal? It's seen like an obvious choice for early to mid game but im not so sure about endgame. Some real math behind it would be very insightful.
Definitely! This one is already in the planning, but I put quite the bit of work into each of my videos so I can't pump them out every day. I have other stuff lined up first, but I will do a talisman vid for sure.
Softcaps are a great guideline. Especially if you don’t know your goal yet. If you‘re still leveling your character and you hit a softcap you might want to consider leveling other stats now as you might get more out off them on average.
Your real soft cap is based on Stat Requirements and Weight. Optimize around that first before spending points to boost damage. Otherwise, bringing a Stat to 80 might not be the best idea for sl125 to sl150 characters.
@@absolstoryoffiction6615 exactly what I meant with you don’t know your goal yet in a playthrough. Like what weapons you want to use and so on. If you want a meta character on a specific level you don’t even need to consider soft caps at all other than maybe 60 vitality. You should look what each point gives you for your playstyle. And to call it a real softcap is just wrong on a definition level. An optimal build is what you mean
I just gotta say, you’re a really great content creator dude, please keep the elden ring videos coming! 😌☕️. Id love an over all ash of war guide/discussion 👊🙏
For anyone who wants to start doing pvp, this is very good advice. I like to play greatswords (and similar hyper armor weapons) builds, and currently I have a quality build with 60 vigor, the Favor of the Erdtree's +2 talisman, and the highest poise armor I can don with 40 endurance. I found myself winning more than 20-30 fights last month at less than 150hp left. At first I thought I was just lucky, then I realised I just hit the sweet spot between damage dealt and damage taken, and even removing the Talisman would probably have fucked up this balance. Try out cool stuff, kids, it's worth it.
quality build will always lose damage to bleed. only reason to use quality infusions is to access elemental ash + buff weapon. quality build is not viable at rl 150. highest poise is not the goal. every patch changes poise damage numbers and you should every time check poise damage values to optimize your armor.
@@lukaogadze5071 Currently I'm using a quality build with greataxes, greatswords, great curved swords and light greatswords (primarily), and I can tell you I'm feeling very well with around 90-100 poise. Bleed builds don't make me very worried as they just ask me to track the bleed buildup and roll the phantom hit to deny it. Note: I play almost only arena duels, dunno how it is for invasions.
In my mage build, I focused on my int to be at 30, then mind and vigor to 20, int to 60, then mind to 25 and vigor to 30, then int to 80, then getting my strength up to 16 to be able to use DMGS, and Endurance to 15 with great jar arsenal to wear decent armor, and then rest of points into vigor and mind. Im almost level 140 and my vigor is about 42, mind at 35, int at 80, strength at 16, and endurance at 15, everything else is at default point of starter mage. I eventually will get my strength up to 20 to be able to use the JellyFish shield. Loving this build, bosses are soo ez.
I still believe that the original stat cap data is useful for a general idea of what you wanna do with a build. If you play like me and don't build to use one specific weapon, using the caps as a guideline for what to put your stats at to be beneficial to a larger variety of weapons is still really good. If you are the type that has a specific weapon or small selection of weapons, using more specific caps may be best, but even if you use the commonly accepted caps, your build won't be awful. You'll likely only miss out on a little damage, or a little health or something else.
I'm torn for my own MV build as I want it to be a true hybrid, so the plan is to have a lightning utchi on the left hand (when I find a lightning ash. I hear they're in the capital, and I haven't done that yet) so I have a dex scaling damage type on my off hand (also lightning is awesome in this game because of water, it's always raining and the lakes are a heavy PvP spot) then a 3rd katana, a keen utchi as a spare on the right hand. This way you have access to 3 damage types, 2 of them scaling off dex so making it worth having points in it. you also have the MV for it's great scaling and heavy special. You can mix up the special moves from each sword as well to get some great combos. Also on top of this you still have access to spells as well. I typically would want to have magic at 53 to use Lusats and then probably have dex at 35, although I just pulled that number out of my head. It might be better having dex higher. I think Hybrids might be harder to do at the 125 level, and might be better suited to level 150 combat.
Actually, hybrids are a lot easier to play at level 125. You ditch the keen idea completely because you just do a low int/dex build instead and use lightning infusion (since lightning infusion maxes your AR as quickly as possible so you don't need like 50+ dex at all). This way you can play a build on something like 45 dex, 45 int vs the guy playing 80 dex keen build. You don't lose out much on AR because of lightning infusion. However, the guy would probably have chosen not to do 80 keen because they'd rather not give up that much defensive stat. On the other hand, if level is 150 the guy using keen's can easily hit all his stat requirements and still have 80 dex (the 50 => 80 dex growth is massively more important for the keen's than for you). It means that hybrid builds investing over 50 points of dex would be getting much LESS returns than the keen version, which would make hybrids relatively weaker than pure builds at 150.
Instructions unclear, put 99 points in vigor.
now that's a healthbar
Right! I did that and I can tank most hits.
@@bernardo8993 instructions still unclear, put on crimson amber medallion and erdtrees favour for more HP.
@@boneman-calciumenjoyer8290 Instructions never read. Activated morgotts rune for MAXIMUM hp.
@@boneman-calciumenjoyer8290Instructions further unclear, used Morgott's Great Rune and the Fire Knight Hood for even more HP.
"Don't hate the details. Learn to understand it and make it your weapon. It will be a blade those who have never worked for will not be able to wield." This was beautifully poetic, and honestly some useful life advice.
He got my sub with the ending
This quote of his made me a subscriber
Their analysis has been some of the best I’ve seen on TH-cam in general, but that line sold me 100%. I’m really glad I got recommended this channel
i am on a mission some people say its impossible
but when i swing my swords they are all chop'able
I think that's a great quote for something other than a game. Canned food is great for long expeditions, but it makes a terrible breakfast. The systems in Elden Ring are complicated for the sake of it - understanding them doesn't offer some meaningful insight, it's just number crunching - a sort of task a computer is good at, and frankly, it should be done by one. In game.
"Don't ever let someone else put you down for spending time doing the things you love."
Beautiful words to live by and an excellent video guide about caps to boot. Subscribed.
The murderers love it too
Didn't expect wholesome ending. Therefore, let there be thanks.
Behold, friend!
therefore, offer like.
Visions of scholar... in short hurrah for good sort!
Lovable sort ahead
Mist or beast!
Praise the message!
If you don't understand the marginal utility part, it was explained to me like this:
You do 10 damage, enemy has 100 HP it takes 10 hits to kill
20 damage it now takes 5 hits to kill
30 damage, it now takes 4
40 damage, it now takes 3
50 damage, it now takes 2
All the way up to 99 it still takes 2 hits to kill
For that enemy you have to get the full 100 damage to get any more benefit than just staying at 50, and you'd probably get more value out of raising your HP if you haven't already.
if you don't know how much health your enemy is going to have how do you determine how much damage you need to 2-hit an enemy?
@@infinite_ammo It's not so much about trying to get to one of those points, it's more about demonstrating that you get less from every point you spend on the same thing. We could also break it down by the relative value.
10 + 10 is 20, that's a 100% increase
+10 is 30 which is a 50% increase, half the value of the last 10
30 to 40 is 33% increase
40 to 50 is 25%
50 to 60 is 20%
60 to 70 is 17%
70 to 80 is 14%
80 to 90 is 13%
90 to 100 is 11%
Over time each 10 points is worth less, but if you spent those 10 on HP you may get more value depending on what your Vigor is already.
Something I would like to point out is that while DPS becomes less valuable the more you have, HP does not. This is because DPS is damage per time, and as you kill things faster time goes down. If you only did one single attack, increasing it's damage would scale linearly with no diminishing effect, since the time it takes to execute a single attack is constant.
This is easy to see with health. If we recreate your graph except with enemy HP increasing instead of DPS it goes like this:
100 HP it takes 10 hits
110 HP it takes 11 hits
120 HP it takes 12 hits
130 HP it takes 13 hits
It's always 1 more hit. The % is misleading because as the base number increases the same % represents a higher value. It would only not be misleading if you always compared it to the base.
The reason why it can feel like this is not the case sometimes is for 2 reasons:
1 - HP can be thought of as a damage multiplier
The more health you have the longer you will survive (duh). This means you will have more time to pull off your attacks and will thus get your hits in. This is because of what I said above about DPS being a factor of time. Increasing damage decreases the time factor thus pulling back on your overall damage. However increasing your health increases the time factor thus increasing your overall damage.
This means your damage is more valuable the more health you have and vice versa, thus if you focus on one the other will eventually overtake it in value.
2 - Eventually you win the fight
Sooner or later the enemy you are fighting will die. This puts a hard cap on the value of flat damage and on health depending on enemy DPS. This is not what diminishing returns is usually trying to describe however, this is more like hitting level 99. You either get the same value increase you always do, or you get absolutely nothing. Since this requires you to win the fight, if you've hit a limit because of this it's a good problem to have anyways.
@@Nuclearburrit0 no. you got it vvrong. diminishing effects are about how much differece does the LAST 10 points make. linear progression is, indeed, diminishing returns, because vvhat the previous comment said. Linear increments mean that 1 more hit is less efficient overtime, because you take 1 more hit, but spending those points could be spent on dps, making the fight shorter, thus reducing incoming damage for a (silent) hp boost. or put into damage mitigation tools that ould also make you more percentually tanky than if you kept stacking hp
@@Nuclearburrit0 I get where you're coming from, it's harder to explain for health, but I'll try to explain why I disagree.
If an enemy 1 shots you, you can only make 1 mistake per fight, therefore as long as you're under that threshold any amount of health is the same.
Crossing that threshold is huge. You can now make 1 mistake at a time, but you can make more as long as you can heal before making another.
If you count in number of mistakes it's more clear why the linear progression is in fact diminishing. Is the difference between 4 at a time and 5 at a time really worth those levels? Certainly not compared to the difference between 2 and 3.
Of course Flasks are another wrench in our calculations. Technically, 100% flask efficiency means never topping off so you never waste a point of healing, and the limited amount of flasks means effective health is a hard number, not just a question of opportunity. These elements encourage you to have enough health that you can get hit a few times and not need to heal. So maybe 5 mistakes in a row is the sweet spot for some players, while other players get along just fine without optimizing their total effective health.
Thank you for the video. You give very good reasoning and re evaluate stats as a tool to win and not the goal itself. Optimizing is fun but we should not lose sight of why we do it.
Well said!
Fashion!. . . . .wait no...
Spot on. The more I understand how these values relate to each other, the more I feel encouraged to experiment and carve out a custom fit for my builds.
It’s inspiring to me how your intimate grasp of the numbers has resulted in your freedom from them. These values are just materials to bend and stretch to the needs of the player’s style, as opposed to the other way around. I appreciate the philosophy that is woven into your work and the diligence that is it’s backbone, and do heartily accept the accord.
Wow, very nicely put. Thanks a lot and welcome on board!
"Raw numbers" This is the part of fromsoft games I love learning about and using. It's the part so many people will never care to learn or understand but to the people who do care we appreciate videos like this because there's so few sources on information like this. Thank you for enhancing my building experience.
The cap is 99. wdym?
🤡
Soft cap means that leveling beyond that point will give diminishing returns. For example, leveling vigor from 10 to 15 will put far more points into HP than leveling vigor from 60 to 65. What you're thinking of is called the hard cap, which means it is impossible to get any more points into that stat
I only just started playing about 3 weeks ago and that small spreadsheet is a great introductory piece for beginners, but how you explained the finer details of diminishing returns is just simply great. I've worked with diminishing returns in other games and helped spread awareness for how they work, and it's just so nice looking at another game's community and seeing players help out each other in understanding their game.
Probably the best stat video I’ve seen so far for a Fromsoft game. Anybody can break down caps in theory. It’s refreshing to see the practical applications.
Found you in recommended and I'm digging your stuff! Very logical and concise, which can't be said for a lot of Elden Ring videos. Thank you!
Thanks! I try to make them as concise as possible but even then I often need like 10 minutes. There really is a ton of information to go over and consider because I want to give sufficient proof instead of just saying "this is the best staff" or "just stick to these softcaps." Hopefully, I got the balance kind of down.
@@Chrightt Honestly, even having a ton of information to go over isn't an issue, as the important thing is the manner you parse that information in. These are literally best mechanic analyzing videos I've come across in ER.
Agreed. Not many TH-camrs authentically examine and factually provide with concise and logical reasoning in what is the best approach to attain for the most fruitful and impactful outcome for the viewers build and optimization.
I tried to understand but I'm dumb
Extra special thank you for the snowblind warning. Had to use sunglasses there. You're a legend for putting this together, understanding the stats and making the video.
This video is a tiny masterpiece. Very informative, not long-winded, very concise and minimal advertisement to your other videos. Well done sir! You just gained another subscriber!
No joke I actually teared up a little bit at the end. Sounds like you're an awesome dude.
Thanks ❤️ Hope it was inspiring.
I actually fucking love it when you deliver a pun or corny joke in the monotone voice that you maintain for the entire duration of all your videos. What is your native language? You manage to capture a very stylistic, tongue-in-cheek brand of English that even many native speakers couldn’t.
I'm from Taiwan, and my native language is Mandarin/Chinese. But I've spoken English for most of my life though. Glad you like it!
I really appreciate you putting the effort in to bring us this information. I have been looking for this kind of information for the last week and you are bringing it. Thank you so much! That said the way you are presenting the information is hard for me to absorb. I had to watch certain section be multiple times and still sometimes wasn’t sure if I understood. … I think maybe slowing down would help. Giving more examples and perhaps keeping each explanation very focused. Then creating a future video where you synthesize the pieces into the bigger picture. I hear from your tone and demeanor that you really want to help people. I am truly grateful and will continue watching either way. Thank you.
Ok, I will try to slow down the information dump a bit. I was afraid people wouldn't want to watch lengthier videos. There really is so much information to cover if we dig deep into the stuff. If you have anything you don't understand, feel free to ask. I try to answer as many questions as possible.
I have to watch multiple times as well to pound the information into my head. Practice makes perfect and that goes for learning as well, repetition may be tedious but you will understand much better than someone that's just skimming through.
"it's about to get bright" fucken too right it did
1:35 “how bad could it be - AAAAAAAAAAHHHHH!”
"MY EYES!" - Fred the fish, spongebob the movie.
I got a little lost with the examples, I wasn't sure which build was what exactly. Might have worked better for me if you showed the stats at the same time as the % differences. I appreciate the points made though they seem very helpful
I agree. That, or name the builds more descriptively than "1" or "2". Something like "Softcap Vigor" and "Softcap INT".
The stuttering in the line delivery didn’t help with the intelligibility.
as someone who cant understand this kind of stuff on my own, or with the super in depth descriptions that are out there, your videos tend to help me learn alot more about this kind of stuff than i wouldve been able to otherwise
Thankyou for explaining how *Diminishing Returns* and percentages interact with each other whilst still being *two separate phenomena.* There are WAY too many people that do not understand this.
The fact that going from 1500 HP to 2000HP is more impressive than going from 9500 to 10000 HP is *NOT* because of "diminishing returns". That's just how math works. Diminishing returns and softcaps are arbitrary systems put in place by devs.
Maybe one day people will actually start to understand that any build template is meaningless without the context of what you're doing with it. You can increase your damage from 1000 to 2000 and say "WOW I DOUBLED MY DAMAGE", but if the enemy has 2100 health, that's the exact same time-to-kill as before...
(while the rest of the point was well made, note that your example you're talking about 3 shotting something vs 2 shotting somehing. An increase of 90% damage would work for the example though.)
@@justanotherLunny Sorry you are absolutely correct, but fortunately you understood my point. The example was supposed to illustrate 2 situations where the same number of attacks was needed despite a large discrepancy in damage, which "90%" would have been appropriate for. Thanks for spotting that!
Other things to consider as well for hp and fp.
Beyond a certain point even if you get high returns compared to usual it doesnt necessarily mean it is more effective just because it seems more efficient.
For example say you have 5 fp flasks that recover 200fp and your fp bar is 140. Currently you can use a maximum of 140fpx6=840fp.
Increasing this fp bar to 200 max the maximum increase to 200fpx6=1200fp. So an increase in 60 fp produced maximum increase lf 360fp.
However, once you go beyond the 200 that the flasks recover you start to lose in effective fp even if you are earning more than previously.
For example say it cost you 6 levels to increase fp from 140 to 200. That is an increase of 60 effective fp per level and on avergae each level gave you 10fp.
Say after that every level gives you 20fp (double the returns as previously). And say you put 4 levels into that increasing your fp bar to 280fp. The max fp you can use is 280+200x5 recovered from flasks for a total of 1280fp.
Previously, increasing fp by just 60 at a rate of 10fp per level was tremendously more important than the 20fp per level that gave you an increase of 80fp.
It is important to look into effecriveness and not just efficiency when making a build.
This is most noticeable in fp and hp but could be the case for other examples. Such as needing a certain amount of stamina to pull off a certain combo. Once you reach the necessary stamina for that then going beyond that is probably not too important because you are very likely to disengage to recover all your stamina before re-engaging anw.
This is where talismans or consumable buffs come into play and affect things. For example say you are in a pvp scenario and your opponents combo costs less than yours in stamina. He will eventually reach a point where he can attack you but you cant attack him because he has enough stamina to land his combo but you dont and you are not as threatning compared to him. Here equipping a talisman that increases stamina recovery becomes a game changer becomes you may be recovering the stamina you use at a similar rate as him.
However, from the opposite end if i use less stamina than the opponent, then increasing my stamina regen is not too important because by the time he attempts his combo i have recovered enough stamina to respond with mine.
Other things to consider are bleed for example. Because bleed resistance increases after each bleed proc, there may be a point where increasing the bleed aux is not beneficial, say the enemy dies in 12 hits and you are proccing bleed at the 3rd and 7th hit. Increasing bleed to the next softcap maybe even to max level may not be beneficial if for example the maximum you can increase it will cause the enemy to bleed at the 12th hit because he was dying at 12 hits anw.
This is also a good way of comparing weapons, broadsword is shorter than longsword but deals roughly 10% more dmg. If that 10% extra dmg does not result in killing an enemy faster than it is useless. If both longsword and broadsword kill the enemy with 6 hits then what is the point of broadsword having more dmg? Surely it may come in handy in a few scenarios but for the most part it is not very important.
Thats why AR is meaningless and it is important to see the weapon's overall performance. The extra length of longsword will allow you to engage a lot of enemies sooner than a broadsword so if that is something you find important you may opt to lose the extra 10% dmg of the broadsword for the better reach of longsword.
Each weapon has a purpose if it is useless for your build it is useful for someone else's.
Always think WHY do i want this feature in my build/weapon and does it actually help me accomplish what i want.
Hey man, someone recommended me this video for learning things that I still don't fully understand about the soulsborne games. You've earned a subscription from me, and I will be watching other vids of yours as needed. Very thorough.
Hello there :) Glad to have you here, and I hope my resources can help you go through the game much smoother!
I don’t usually subscribe after a video but offering an “accord” the technical analysis and the general life quotes were enough to do it👌🏾
These guides are so good. I found your channel on the optimal staves video and you definitely earned my sub.
I'm running a (now off-meta) Int/fth build so Sword of Night and Flame is my go to. Incantations for buffs, sorcery for ranged, and the sword for melee.
Really well explained with a wholesome message at the end.
Great video!
It’s the effort that lets you win , even if no one sees you putting in the effort , you still will be rewarded for it.. bouta follow for just the calmness and education in this video… well spoken my boy.
Detailed, consice and to the point, backed up with math, love it.
Amazing info, explained efficiently, and with a wholesome inspiring message as a sendoff. 11/10 would watch again
You earned a subscribe brother, the only one doing the technical side and being right about it
I often do not enjoy a lot the very in-depth videos about very specific details in videogames, but that ending had reasonings really worth from a lawyer man
2:15 - giant batman head overlooking a building. You're welcome
I'm 2 years late, but this comment is underrated
Really good example with the hp at the end. I just invested into vigor like that as well. Just to get over oneshot or twoshot range (and so on) when I recognized that a little investment there could get me over the threshold. Its the same with fp. More fp is worthless when its not enough to cast another one of the spells (or weapon arts) you regulary use
you dont need vigor if you learn how to dodge
One weird thing i've noticed about weapon arts, is that you can still use them, even with only 1 fp left, letting you optimize quite hard for it, if one ash of war is your only source of fp consumption, especially, if the AoW is expensive to use.
@@visceraeyes525 more vigor gives you more chances to learn *how* to dodge, and in PvP low vigor means you just die because people aren't as predictable as an AI and *will* hit you
@@smarthipan but people do no hit runs where they dont level vigor at all
@@visceraeyes525 you are of course correct that people do those runs, but applying an outlier case to the general populace doesn't make sense. do you know how many people have successfully beaten any fromsoft game no-hit? it's like maybe hundreds, out of a player base of hundreds of thousands. so we're talking a less than 1%, probably less than .1% of the player base. PvP you still get hit tho lol AI you can learn to abuse, but at the end of the day just play how you want and have fun :)
hmmmm very informative, im still taking my time enjoying this game but loving all this FACTUAL information you are pumping out!! Kudos to you for the hard work you do, you deserve much more subs man!! Cheers and may the golden order guide your way!!
Cheers! May the light shine upon you too!
These videos are so great at helping those of us trying to make sense of the data. Keep up to good work my friend!
I didn't exactly understand all the numbers in the examples, but I definitely understood the point in this video, and I loved the heartfelt message at the end. Subscribed!
Very good video. My friends make builds that are horrifically optimized and constantly complain about "I do no damage, I don't have enough health" while having like 25 in almost stat but having like 60-70 in Faith or something. I tell them 60 is a good stopping point, but I also tell them they can get away with going lower if they feel like they can get away with it, especially since they mainly do PvE anyway.
I followed during AC6 and now I'm playing Elden Ring. I love how insightful you have been 👍😁
That ending broke my poise ngl
TY so much for this vid. I've been seeing that cheat sheet everywhere and while I am grateful for the creator for being one of the first people to even dig into it, EVERY article on Elden Ring cites that chart either as an authority or without credit. It makes it so much harder to find updated material on the topic
That's mostly because "games journalists" are all just vultures and vampires, lurking around waiting for people who actually understand games to post something they can swipe and spread amongst themselves for easy articles on popular games. Most of these people can't find the exit door to a tutorial when they actually sit down and launch a game.
You got my sub! Great discussion of marginal value (or opportunity costs) with the various stat points. Have you ever done an analysis of rune cost and stat point benefit? Since runes scale the way they do (seems almost exponential, but I’ve never graphed it) I’ve always wondered if it was better to use your relatively ‘cheap’ stat points on ‘utility’ stats like Vigor or Endurance or on the ‘primary’ stats, say dex or int. I suppose it’s very much dependent on your play-style and other factors, but I’ve always wondered if there was an empirically correct choice. Thank you for the clear and very well thought out content!
Hello! I just realized I forgot the endurance and mind section because the video was already quite lengthy, ugh! I'm going to go update the description for this. Endurance/Mind are best upgraded to fit your personal "breakpoints".
You just need enough endurance to comfortably medium roll (unless your particular build is heavy on stamina cost) since stamina gains from endurance isn't that good overall. A better idea is to use the green turtle talisman, which is an excellent talisman.
I would say, mind is something you mostly won't need to upgrade by much (even as a spell build) as long as you realize that ditching lusat's makes your dmg/FP way higher (you can check my glintstone staff video for this). If you're utilizing a wide variety of spells, then just get as much mind as you're comfortable with (for reference, for my sorc builds I usually end up with 21~30 mind by level 125~150). If you're only using a few specific spells, you can upgrade mind by looking at how many X # of spells you can cast through your rotation. Find a number that can weave in your sources of FP consumption without too much bother.
I think im still confused
The lesson here: always grind for the hard cap.
sigma male tip
But when do i level mind then
@@vazazell5967 never, 10 is good enough if you aren't a caster
@@walesjedi9217 i am a caster. Also with 10 you can't summon half the spirits
I always go for 21 mind because i like to summon luleth. Idc if i loose some levels. Luleth is awesome
This is great food for thought, specially for us trying to stick got the 120 "meta" where Min/Maxing will be the most crucial. Subscribed!
I thought people decided on 150 as the meta for this game?
@@Jerrongamereview as far as I know its not "Official" yet.
@@lionheart4424 ahh well I'm already 120+ and still in Leyndell so I'm still aiming for 150.
I am so glad I stumbled upon this channel, thank you for this stuff. Nice to have actual numbers and easily explaining where they are coming from instead of "oh just use this because I say so".
Welcome aboard!
Oh this is more of explaining opportunity costs of building a character. Like "yes, you can put 10 more points into vigor instead of damage, but those 10 points into damage might equal to +70 AR vs 200 more HP."
I'm a weird sort that actually puts points into Mind because the weapon skills I use are costly and I need my expensive pyromancy. Having 10 abilities per flask instead of 2 is really, really nice.
Thanks for this great video!
You asved me hours of research.
Glad it was helpful!
@@Chrightt keep on delivering content my man. We are short of theorycrafters in Souls communities and you guys are so incredibly valuable.
Closing remark is so on point! Keep up the good work!
definitely worth a sub. good job and keep it up. i can definitely see "you putting in the effort" and "you will be rewarded for it". 👍yeah the sound is kinda bad on this one, but at least you got subtitles. the ending speech was kinda catchy and philosophical 😊
Thanks for the sub! I upgraded my mic (you can check my claws video)!
@@Chrightt if i can find it i will
Man the closing statements are really deep.
as far as elden ring resources go, this channel is better than the interactive map
looking forward to your videos. as far as i see, no misinformation so far, which is absurdely rare within the community now
Dude, if you can relate everything you said in this video do economics, you would have the best economics textbook ever! Kids might actually learn how to invest in the market properly! Good work.
I am an economics major!
@@Chrightt I sure hope you are! Elden Ring is cool and all. But you clearly have a strong understanding of this stuff and I'd hate to see that talent wasted on video games. Seriously though, if you do ever write your book "Video Game Economics: The True VALUE of Video Games," remember to give me a credit!
You might be surprised, but I am actually writing a fantasy book and not an economics book. I am interested in economics (I do stocks/crypto too), but I love stories. I would like my job to be something that brings people knowledge and happiness, so I happen to take time off with COVID and started writing.
I started a youtube channel also because I wanted to promote the book a little. The book is going to be a series and I wrote a card game you can play with a regular deck of cards into each one of them (fully tested with my friends). They have a stronger strategic aspect, especially if you understand game theory. Some of them should hopefully be easy to get into but difficult to master. If you're interested, please do check it out when I'm done with it (currently waiting for an editor so I have time to do some youtube).
@@Chrightt that's fantastic! Side note, a book that can teach high school and college age kids about economics through fantasy and role-playing would get a lot of teachers promoting it.
Back of the fantasy novel. I would love to read it when it is published! And I will happily pay for it. I love supporting young artists. I was young artist once. Now I'm a middle-aged artist! I'm also a small business owner. My small business is my art. I'm a professional magician! So, the idea of combining business Concepts and fantasy stories makes me feel warm and fuzzy inside.
I'm sure your fantasy stories have nothing to do with your background in economics. Although, one thing I will say is that I tend to be drawn into a story more when the economics of the fantasy world are fully developed. It's one reason why I like Elden ring so much. I like that your XP is also your currency. It really forces you to think and strategize how you want to play the game. It always bothered me when I watch a fantasy movie or read a fantasy book and the economics of the world don't make sense. So much of the world building relies on it. It's how you get classes. It provides motivation for characters. Hell, the whole story surrounding Robin Hood has to do with taxes!
Anyway, I'm enjoying your content and I subscribed. Keep up the good work!
Your choice of typeface made this video a pleasure to watch. Oh, and the content too.
Brother In my journey I found you and as a first timer souls dude I appreciate it.
@Chrightt
Thank you dear sir for the intricately detailed analogy of the sophisticated stat system that is wonderfully engraved in Elden Ring and for explaining the do’s and don’ts in order to attain fruitful results.
I agree with you entirely and upon the creation and expansion of my second main character, have I already built a model that reflects your detailed analysis of how to spend points necessarily and optimize a build accordingly in order to exceed expediently.
You went down the rabbit hole and pulled out the complexity, yet visibly and comprehensively explained what many need to know and understand in order for one to enjoy and exceed within an excellent game the best and fruitful way without exhausting points in the unnecessary.
Again, thank you and excellent analysis and presentation.
Thank you for your heartfelt reply! I hope you enjoy some of my other videos too if you're interested in learning more about Elden Ring (also the mic got better).
@@Chrightt
You are welcome. I have been greatly appreciative of your content. Your content has been a growth in learning and expansion and you should be proud of yourself. My first video of yours was “The REAL Best Glintstone Staff (With Math)” and the other video I am taking a look at (since I am considering of trying out Frozen Lightning Spear on my second main character) is “The Best Sacred Seals.”
Again, your are doing great. Keep learning and growing. Keep on keeping on.
Good bit of wisdom, not just for stats! I say similar things about spells. for example:
20 100dmg fast soul arrows > 2 500dmg slow soul spears.
higher damage spells do less total damage because of how many casts. The resource/damage ratio matters a lot
Very interesting and helpful video. I've been looking for an in-depth look at the caps not only because I had the feeling they are different from Souls Games, but also I was questioning my own build (for PVE at least).
Was trying to make a melee caster hybrid and I was going STR/INT, but it wasn't working, and this video proved me right, it's better just stickl to one stat and just get stats to use the weapon + some END to carry heavier armor.
It is very possible to do str/int if you invest properly and use something like a cold scaling weapon. I will definitely be making a more in-depth video on how to build hybrid characters because it takes a lot of knowledge to pull this off without the build feeling like garbage.
@@Chrightt I'd love to see it, thank you very much
@@Chrighttoh yes pls do it. This is going to be great
Meteoric ore blade has been my favorite weapon so far in boss fights and pvp since gravitas ash of war allows free hits in its range
Your comments at the end of this video made me decide to just free play and use whatever weapons I found and to just have fun. I died horribly at the first boss and rage quit.
Wow finally some one that shows and explains . I know now thx to you why my status dex build dont hase more build up sinc the first 26 are prettymuch mandatory befor seen any changes . Keep it up and thx❤
I was slowly falling asleep while watching and came back in the middle of your inspirational bit. Very confusing thing to find in your dark souls XD
Unironically took notes for this video. Feels like the college classes I enjoyed.
Fun classes are the best kind
Subscribed!!! Man, I wish I had teachers like you when i was younger.. great words of wisdom truly appreciated.. keep up the good work my friend
I’ll probably be revisiting this video several times in the future lol
Don’t underestimate hp regen. It’s like superficially giving yourself a bigger health pool, but over a period of time, not all at once. Taking your time during a boss fight can mean the difference between life and death if you can scrounge up just enough health regen to save yourself on a risky attack.
Thank you!! I have been trying to find similar detailed scaling info
thanks for these vids, they’re super helpful. also your little character is so cute
Thank you! I still don’t fully get so for me I wanted / want to be able to be max level so I can try everything. So I’m now on NG++ and have farmed 100s of hrs of slathering poor Albenerics. I’m now lvl 691 and 96 on all and 97 on vigor and Mind. It’s been really interesting to experience the change from 80 on all to where I’m at. Your data is helpful to see what I felt. Thanks!
I’ve rewatched this video like five times and never liked or subscribed. Thank you for the great video my guy.
honestly that last minute or so made me subscribe. great video :D
That last bit was nice my guy needed that
Awesome break down, very imformativeI Its a tight rope walk (for me) when breaking a game down to this level. I desire to get better , to be able to see all parts of the game but need to beware of losing the magic of the virtual world lost to the pure numbers underneath.
Yes, I agree. Never forget about why you enjoy games. Doing something unenjoyable if the game is not fun anymore just becomes a chore (like many grindy mmorpg these days ugh D:)
Came for stat cap info. Stayed for cute blue critter and plural explanation.
The cute blue critter is a bugcat named Capoo (in case you want to read some cute comics)!
Just found out about your videos recently and have been having a great time watching them. Thanks for your detailed analysis and words of wisdom :)
Glad you enjoy them! :)
I love this video, may you live forever.
Finally one that has a scientific approach to the stats. Beside the beauty of the details this teaches us all one thing. Learn to read graphs. It's a game but it's science.
And here i thought i was just watching a casual vid while having a meal. The final bit got me my dude. Cheers and sub'd.
Amazing work Chrightt!
Any chance we can get a video about the Radagon's Soreseal? It's seen like an obvious choice for early to mid game but im not so sure about endgame. Some real math behind it would be very insightful.
Definitely! This one is already in the planning, but I put quite the bit of work into each of my videos so I can't pump them out every day. I have other stuff lined up first, but I will do a talisman vid for sure.
This is so useful, I’m gonna refer to this video for ages.
Keep up the good work
Softcaps are a great guideline. Especially if you don’t know your goal yet. If you‘re still leveling your character and you hit a softcap you might want to consider leveling other stats now as you might get more out off them on average.
Your real soft cap is based on Stat Requirements and Weight. Optimize around that first before spending points to boost damage. Otherwise, bringing a Stat to 80 might not be the best idea for sl125 to sl150 characters.
@@absolstoryoffiction6615 exactly what I meant with you don’t know your goal yet in a playthrough. Like what weapons you want to use and so on. If you want a meta character on a specific level you don’t even need to consider soft caps at all other than maybe 60 vitality. You should look what each point gives you for your playstyle. And to call it a real softcap is just wrong on a definition level. An optimal build is what you mean
@@fabianschultz
True
I just gotta say, you’re a really great content creator dude, please keep the elden ring videos coming! 😌☕️. Id love an over all ash of war guide/discussion 👊🙏
Damn didn't expect that beautiful conclusion, accord accepted my dude
For anyone who wants to start doing pvp, this is very good advice. I like to play greatswords (and similar hyper armor weapons) builds, and currently I have a quality build with 60 vigor, the Favor of the Erdtree's +2 talisman, and the highest poise armor I can don with 40 endurance. I found myself winning more than 20-30 fights last month at less than 150hp left. At first I thought I was just lucky, then I realised I just hit the sweet spot between damage dealt and damage taken, and even removing the Talisman would probably have fucked up this balance. Try out cool stuff, kids, it's worth it.
quality build will always lose damage to bleed. only reason to use quality infusions is to access elemental ash + buff weapon. quality build is not viable at rl 150. highest poise is not the goal. every patch changes poise damage numbers and you should every time check poise damage values to optimize your armor.
@@lukaogadze5071 Currently I'm using a quality build with greataxes, greatswords, great curved swords and light greatswords (primarily), and I can tell you I'm feeling very well with around 90-100 poise. Bleed builds don't make me very worried as they just ask me to track the bleed buildup and roll the phantom hit to deny it. Note: I play almost only arena duels, dunno how it is for invasions.
In my mage build, I focused on my int to be at 30, then mind and vigor to 20, int to 60, then mind to 25 and vigor to 30, then int to 80, then getting my strength up to 16 to be able to use DMGS, and Endurance to 15 with great jar arsenal to wear decent armor, and then rest of points into vigor and mind. Im almost level 140 and my vigor is about 42, mind at 35, int at 80, strength at 16, and endurance at 15, everything else is at default point of starter mage. I eventually will get my strength up to 20 to be able to use the JellyFish shield. Loving this build, bosses are soo ez.
Mid/Late game golden advice (and values to keep in mind)! Thx bro
This is a really informative video that probably would be a lot more helpful if I wasn’t nearly level 500
Thanks for the vids brosef! Loved the magic staff recommendation and watching this one now. Thank you!
Glad you enjoyed!
@@Chrightt aww the ending message too ❤️
I still believe that the original stat cap data is useful for a general idea of what you wanna do with a build.
If you play like me and don't build to use one specific weapon, using the caps as a guideline for what to put your stats at to be beneficial to a larger variety of weapons is still really good.
If you are the type that has a specific weapon or small selection of weapons, using more specific caps may be best, but even if you use the commonly accepted caps, your build won't be awful. You'll likely only miss out on a little damage, or a little health or something else.
I came here to learn about softcaps but left with a touching and deep message
Amazing video. Keep up the good work! 👍
Thank you! Will do!
I'm torn for my own MV build as I want it to be a true hybrid, so the plan is to have a lightning utchi on the left hand (when I find a lightning ash. I hear they're in the capital, and I haven't done that yet) so I have a dex scaling damage type on my off hand (also lightning is awesome in this game because of water, it's always raining and the lakes are a heavy PvP spot) then a 3rd katana, a keen utchi as a spare on the right hand.
This way you have access to 3 damage types, 2 of them scaling off dex so making it worth having points in it. you also have the MV for it's great scaling and heavy special. You can mix up the special moves from each sword as well to get some great combos. Also on top of this you still have access to spells as well. I typically would want to have magic at 53 to use Lusats and then probably have dex at 35, although I just pulled that number out of my head. It might be better having dex higher.
I think Hybrids might be harder to do at the 125 level, and might be better suited to level 150 combat.
Actually, hybrids are a lot easier to play at level 125. You ditch the keen idea completely because you just do a low int/dex build instead and use lightning infusion (since lightning infusion maxes your AR as quickly as possible so you don't need like 50+ dex at all). This way you can play a build on something like 45 dex, 45 int vs the guy playing 80 dex keen build. You don't lose out much on AR because of lightning infusion. However, the guy would probably have chosen not to do 80 keen because they'd rather not give up that much defensive stat.
On the other hand, if level is 150 the guy using keen's can easily hit all his stat requirements and still have 80 dex (the 50 => 80 dex growth is massively more important for the keen's than for you). It means that hybrid builds investing over 50 points of dex would be getting much LESS returns than the keen version, which would make hybrids relatively weaker than pure builds at 150.
Good video. Nice and chill, learned a lot about the caps too. If course I had to pick the tree spear as my main weapon XD
I love this video thank you so much for making it you got a new subscriber
Yay! Thank you!
Unexpectedly wholesome ending. Praise the Chrightt!
Thank you for the English lesson, now I feel ready for Margit and my spelling test.
I’m happy I stumbled on your channel. Thanks for the info. You got a new sub here.
Awesome, thank you!
Thank you for this vid. Very well spoken, and I really enjoyed learning some more.