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번역 관련 문제 보고
Yes and I'm probably enjoying the game much more than you cause I have no problems altering it to improve my experience :)
I feel bad for you bro. Stay salty.
How the post should look.
Math on being able to 3 shot the final boss? I thought so
It is extremely stupid that I have all these weapon enchants that're basically useless as a melee focused character. Let me use the stuff you send me all over the map to collect please.
Well its hard to give exact math without exact numbers on how much HP the final boss has or its exact defense values, but I can break down how much more absurdly easy it is once you crunch the added values from your mods with what is currently in game. Lets assume Holy damage for funzies.
Golden Halberd has stats of 328 phys 213 holy, which buffless does about 600 damage per swing with 2H. If you stack Sacred Scorpion Charm with Holy Shrouding Cracked Tear, your holy damage is buffed by about 35%, which would add roughly 70 to that holy stat. This is easily another 100 damage to most mobs. Doesn't seem like too much right?
Well with this mod on, you can cast Orders Blade on that weapon, which adds .75 of your incantation casting tools incant stat, which is easily over 300 with the right build but for simplicity sake we will say your incant is at 300, so that's a raw 225 holy you are adding to that halberd, which alone is more than its default holy stat. However now, factor in that 35% from the talisman and the physic potion buff of your now roughly 440 holy stat, which is another 154 to its holy. You have now pushed the holy of that halberd to about 600, nearly TRIPLE what it can be vanilla.
Assuming your Halberd now does triple damage, roughly clocking in at 1800 per hit, you can now add its weapon art for another raw 12% damage buff on top of that. Mayhaps with the Ritual Sword Talisman for another 10% damage while at full HP. Could use the Bloodboil Aromatic for another raw 30% damage boost. I could continue, but i'm getting bored.
Point being, if you can't see how using a mod to essentially double a weapons damage right out the gate before even applying any buffs of any kind isn't breaking the game and making it so trivial that a games journalist would complain about how easy it is, then I can't help you.
So basically what you are telling me is that if you spend a long ass time to optimize your character for a specific build it will be strong. What makes you think the devs need to make the enchant stack with the talisman as well? Doesn't need to happen at all.
Because that would add a lot of values that the game would have to differentiate for no reason. The talisman/tear buff works flat on the holy damage of the weapon you are using. The game tends to have 2 states of how it adds buffs, either multiplicatively with each other, or just not at all. To make it so each buff selectively chooses what other buffs its allowed to interact with on individual levels would honestly be a coding nightmare.
That and, optimizing your character is pretty much the entire point of the game. I suppose if you are just doing a playthrough where you just slap on whatever gear you find along the way and throw levels into stats at complete random, this mod wouldn't be such a gamechanger, but From games are almost entirely about optimizing your character, (thats why it gives you a ton of respec items halfway through the game, so if you found stuff you like you can specialize yourself to use it) so anybody playing the game the way it was intended to be played will become absolute gods with this mod.
It isn't a coding nightmare at all it is basic software logic. This game already blocks stacking on even PER ITEM basis. Thats far harder than blocking static of talismans and consumables against all enchants and having talismans apply as though enchant weren't present. Very basic logic:
ItemWithTalisman = ItemWithoutEnchant + TalismanBenefits
ItemWithEnchantThatDon'tStackWithTalisman = ItemWithTalisman + EnchantBenefits
I also don't view what you described as even that OP. Just strong optimized build. Maybe stronger than other builds right now but honestly less strong than Mimic tear was before nerf lol
The entire point for nerfing things is to ensure that options are explored and rebalanced to improve play-ability and allow you to play the game as intended. Why play a game if everyone can just pick up $weapon1 and then just go to town. This game and it's balancing mechanics are more often than not, leveling the play field so that the player can go through the game without having some remorse over not picking up the only OP weapon in the game.
In Elden Ring they've also proven to be habitually incredible. See that Skeleton or undead creature? 5-8 hits to kill it no buff? Slap on weapon with Sacred Blade and done in 2-3. Death Rite bird? Melts, utterly melts, to holy damage from Sacred Blade. No buff or wrong element and its like 50-80 damage. The right buff setup? My SL1 +0 character can do over 350 damage per hit to it which is an approximate 500% dps increase. Massive difference. Skeletons will not reanimate if killed by a holy buff.
Flaming plants or certain other fire weak enemies? Hit them with flame and they stagger and stop attacking. Rinse and repeat and never let them fight back.
Those tanky miners? Magic damage or buff and they melt.
No it applies at low/mid/high level.
As for SL1 and +0 weapons I can test that directly right now as that is my current character. I'll use various headgear/accessories to try and test at the absolute minimum stats required to cast or as close as possible (meaning the value can only go upwards for spell buffs give or take 1 point due to talisman overshoot/etc.).
Grease adds +85 of that element
Scholar's Armament +88 magic dmg
Electrify Armament +85 lightning dmg
Bloodflame Blade +45 fire dmg + strong Bleed DoT build-up
Black Flame Blade +77 + % max health DoT (extremely potent for bosses and other high HP figures, but be warned short duration of about 6 seconds)
Then there are the Weapon Ash infusions and buffs. For instanace at SL1 they already produce around 90-100 of that element and around 80-100 physical basically outright nearly doubling the dmg of a pure physical weapon before buffs and elemental multipliers. However, the buffs usually push them up much higher so a SL1 character with a +0 Lordsword Longsword would have around 257 AR with the majority of it being elemental (example: 82 + 93 holy, with 82 + 2 physical). This makes Grease look extremely inefficient by comparison and if you test them on the proper targets like Skeleton or Death Rite bird you will see Grease does not even come close. If you throw on holy boosting modifiers from accessories/mixed physicks/etc. the gap widens.
Grease are free if you don't want to carry spells or use FP, however, in terms of effectiveness they're typically weaker even at the absolute most baseline levels... SL1 with +0 Weapons. They're static values and cannot get better aside from direct elemental % modifiers, which buffs benefit further from. Weapon Ash/magical buffs only get better but already beat them at the worst possible points. Grease are a less effective convenience option. Unfortunately, only fire and magic grease (the weakest one) are available for a huge chunk of the game. Even more glaring is Sacred Blade, in particular, is so good yet acquired at the very start with so many of the major optional bosses and mobs being very weak to holy.
You can't even get Holy/Lightning Grease recipes until quite late game but you get Holy Sacred Blade in the starting region and Lightning in the lake area.
Resin buffs were amazing in DS3 but this isn't quite the case in Elden Ring. They're not bad, just an inferior option. The exception might be something odd like running a specific build abusing a weapon art where I need the FP for it whiel also buffing but, 90% of the time, that is probably going to be Flame of Redmanes for SL1 or something similar on a fire infused Misericorde that isn't going to get buffed and wouldn't gain anything from it, either. I will point out the one working favor for fire grease is most newbies are probably not going to find the two fire options without 3rd party info unless they accidentally explore Calied's starting area deep enough like I did making the fire grease a bit more appealing until the lake region.