ELDEN RING
Applesmack 2022년 3월 21일 오후 12시 47분
2
This mod should be in the game by default
https://www.nexusmods.com/eldenring/mods/294?tab=description

The enchantments in this game not being able to be applied on special weapons SUCKS. It makes them all useless. Thank goodness for PC Gaming that we can fix From Software's ♥♥♥♥♥♥ decisions.
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93개 댓글 중 76-90개 표시
Certified Fentanyl Dealer 2022년 3월 21일 오후 3시 56분 
CMDR Shepard's Favorite Thot님이 먼저 게시:
Applesmack님이 먼저 게시:

I legit would not be cared in the slightest if I even got banned from the online. I never turned the online on lol. Why would I? Just hackers and sweats there.
and sweats... AH so you're admitting you're bad
Show me your flawless playthrough of I Wanna Be The Guy right now or admit you're a filthy casual.
Applesmack 2022년 3월 21일 오후 3시 57분 
CMDR Shepard's Favorite Thot님이 먼저 게시:
Applesmack님이 먼저 게시:

I'm progressing in the game just fine... So no? I'm sure plenty of people better than me but I don't care. This isn't a competition.
you cheat in PvE and avoid PvP because people are "sweaty"... LMFAO well w/e helps you sleep at night man. randoms lmfao. always trash.

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.
bradams 2022년 3월 21일 오후 3시 58분 
"This mod should be in the game because it allows me to 3 shot the final boss of the game before it attacks, making me feel super powerful and skilled!"

How the post should look.
Applesmack 2022년 3월 21일 오후 3시 59분 
Ultimately my point stands. I think the game would be more fun with enchants available on all weapons. Sucks for many console players that are denied added depth.
Applesmack 2022년 3월 21일 오후 3시 59분 
bradams님이 먼저 게시:
"This mod should be in the game because it allows me to 3 shot the final boss of the game before it attacks, making me feel super powerful and skilled!"

How the post should look.

Math on being able to 3 shot the final boss? I thought so
Applesmack 2022년 3월 21일 오후 4시 01분 
Fact is all you people complaining how it will make you stronger to use enchants on special weapons are all hypocrits, cause you have no problem abusing powerful gear that exists in the game already just cause it is in the game. As I said unless you playing level 1 wretch with a club you gotta 'git gud'. Stop telling others to git gud before you git gud yourself.
SoloQ 2022년 3월 21일 오후 4시 01분 
At the very least they should be able to be applied with a weakened effect to weapons with status effect ashes on them.
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.
SoloQ 님이 마지막으로 수정; 2022년 3월 21일 오후 4시 01분
Craig 2022년 3월 21일 오후 4시 01분 
Who's child is this?
Applesmack 2022년 3월 21일 오후 4시 02분 
Not to mention all the ♥♥♥♥♥♥ players trivializing the game by leveling. Ridiculous. Git gud.
bradams 2022년 3월 21일 오후 4시 52분 
Applesmack님이 먼저 게시:
bradams님이 먼저 게시:
"This mod should be in the game because it allows me to 3 shot the final boss of the game before it attacks, making me feel super powerful and skilled!"

How the post should look.

Math on being able to 3 shot the final boss? I thought so

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.
Applesmack 2022년 3월 21일 오후 5시 02분 
bradams님이 먼저 게시:
Applesmack님이 먼저 게시:

Math on being able to 3 shot the final boss? I thought so

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.
bradams 2022년 3월 21일 오후 5시 31분 
Applesmack님이 먼저 게시:
bradams님이 먼저 게시:

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.
bradams 님이 마지막으로 수정; 2022년 3월 21일 오후 5시 32분
Applesmack 2022년 3월 21일 오후 5시 38분 
bradams님이 먼저 게시:
Applesmack님이 먼저 게시:

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
Applesmack 님이 마지막으로 수정; 2022년 3월 21일 오후 5시 40분
Gellenole 2022년 3월 21일 오후 5시 47분 
Applesmack님이 먼저 게시:
R E B O R N님이 먼저 게시:
no imagine bleed users and moonveil users do this so op

How is it OP when you can do it too if it was in the game?
Your pretty short sighted. I'm glad they nerfed it. You'd probably abuse the game mechanics for the end goal and just by repeating what is already done anyway. Might as well build the game around that single weapon in order to get an edge on things.

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.
Xengre 2022년 3월 21일 오후 6시 28분 
Hoarah Loux, Warrior님이 먼저 게시:
Xengre님이 먼저 게시:
Buffs are incredibly powerful. In Dark Souls 3 fire buff staggered lots of enemies (example, dog hit once and it can't fight back as you get free kill due to it being stunned indefinitely) and usually resulted in around 2x dmg on most mobs/bosses as hardly anything was weak to it, at least until high AR values in NG+s where it still helped. Lightning and Dark were incredible as many bosses and mobs were extremely weak to it, hence the famous Darkhand and Dragonslayer Axe for PvE. You are looking at a massive damage increase. That is not useless.

It's still useless. Like I said, last time it was useful was DS2, since you actually got beneficial damage from said buff.
Nah, buffs were amazing. I could do 100-150 without a buff in Dark Souls 3 then use the right buff and do 300+. That is huge. You're talking about effectively cutting a boss' HP by over 50% just by using the right buff. Elemental buffs were the largest meaningful PvE dmg boost you could obtain in DS3.

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.

CMDR Shepard's Favorite Thot님이 먼저 게시:
Xengre님이 먼저 게시:
Buffs are incredibly powerful. In Dark Souls 3 fire buff staggered lots of enemies (example, dog hit once and it can't fight back as you get free kill due to it being stunned indefinitely) and usually resulted in around 2x dmg on most mobs/bosses as hardly anything was weak to it, at least until high AR values in NG+s where it still helped. Lightning and Dark were incredible as many bosses and mobs were extremely weak to it, hence the famous Darkhand and Dragonslayer Axe for PvE. You are looking at a massive damage increase. That is not useless.
honestly, this only applies to overlevled in PvE and is not applicable to normal leveled PvE, SL1 PvE or PvP. plus early and mid game it's factually better stat investment to use resin / bundles. same goes for SL1. and in PvP anything other than a bundle is going to be trivially punished and you're just going to feed them a free hornet bs and then frame trap wakeup with gotthards as an example.
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.
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