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Think this is like a fantastic mid game option that can boost anyone rocking 'rogue' status. Having a general boost on already highly fast pace weapons is great, and can do some great things.
-Dagger take way more hits to poise break a animation, more damage will reduce that probably thanks to speed times boost. Can't confirm. Will pop popcorn till someone posts something more direct. =p
https://eldenring.wiki.fextralife.com/Blue+Dancer+Charm
- The damage bonus increases in inverse proportion to the weight of your equipment (the lower your total equipment load, the greater the damage bonus).
- Damage bonus not based on percentage equip load, but rather the actual value of current equip load. The damage bonus has soft caps at 8, 16 and 20 equip load. Once equip load is 30 or higher the talisman has no effect.
So, yes, if you are using armor or heavier weapons you will not be able to get the full effect that a dagger and nakey would but depending on what you got equipped it could still be beneficial. Keep in mind there is absolutely no way to boost the threshold to be more weight accommodating since it isn't % but purely flat values thus tear/talisman/stats boosting % will do nothing for this.
Also very important is it only influences PHYSICAL damage and only shows in status screen when weapon is EQUIPPED (thus you can't look at the values in equipment screen before equipped as it will be without talisman effect). Thus pure elemental, split dmg, or ones with buffs will see less or zero benefit in addition to the small bonus it would otherwise provide and weight limitations.
IMO the amount of weight-shaving required for the dancer charm makes it just too easily eclipsed by other options. I guess if there's nothing else that fits and you can stay low, it's probably decent. But I wouldn't go extra far out of your way for it if it means ignoring other buff sources or good equipment.
Using it in the naked rl1 run, becaus enaked.
It added 20 damage to frost dual straight swords (LSS + broad)
Basically, better (cauz permanent) than the jumping talisman (because the later is 15% situational)
But for any other run, wasting the armor defenses, a talisman slot, for some damage bonus, is not a good call.
If you are going bleed, don't care about the raw damage, and focus on the bleed build-up.
What is +20% on a 400 dmg dagger => 80
What is 15% hp against a boss with 10k+ => 1500
You need 10 dual L1 hits to out damage the bleed.
Eventually use damage enhancing equipement on bloodloss if you want to see big numbers in AR.
It wasn't on the wiki itself, it was a post from a random dude. If you search the page for "1.5 weight", you can see his estimations which is partly what confused me and made me doubt if this would be viable seeing as I'd be closer to 8-10 units since I'm powerstancing.
https://steamcommunity.com/sharedfiles/filedetails/?id=2797693772
https://steamcommunity.com/sharedfiles/filedetails/?id=2797693783
AR: 574 unbuffed
https://steamcommunity.com/sharedfiles/filedetails/?id=2797693809
AR: 649 Dancer
https://steamcommunity.com/sharedfiles/filedetails/?id=2797693835
AR: 632 Ritual Sword Talisman ( for comparison )
That's the first batch - it only boosts physical, so I tried a pure physical weapon on a quality build - findings: It boosts MORE ( even over 8 EL ) than the Ritual Sword Talisman, which is you go-to strong attack boost doing 15% more damage on full HP.
Tried an even lower weight weapon for comparison, not upgraded or anything - Equip Load here is 3,9 ):
https://steamcommunity.com/sharedfiles/filedetails/?id=2797693851
https://steamcommunity.com/sharedfiles/filedetails/?id=2797693867
https://steamcommunity.com/sharedfiles/filedetails/?id=2797693893
Again, more than the RST, a staple in most of my melee builds.
Now, the million dollar question, is this worth the hassle of low Equip Load? Sure, it can be, but I never got it to work and its benefits were so small compared to its downsides that I stuck with the RST in any situation over this one. I'd call it niche, something for the early game or RL1 runs.