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Повідомити про проблему з перекладом
Yeah, it's a little weird with Placidusax. It IS physically a dragon but the game considers him to be an Elden Lord so your normal dragon fighting buffs probably wont work as well.
goldpine resin -> exceptionally good vs everything
fire -> good vs Crystal Sage, DSA , Aldrich
magic -> good vs DSA
dark -> good vs Dancer, Cinder
bleed -> good vs Dancer
So the whole concept of DS3 resins was -> use goldpine vs every boss unless you are out of goldpine then use the ones that are good vs specifically only 1-2 bosses
in previous games, resins and bundles were cheap to buy, and available in unlimited quantities from firelink. now you have to do tons of crafting so it feels wasteful to use them all the time, especially drawstring grease since string is so wildly hard to come by.
generally the reason for using them was free extra damage, especially with bundles. in ds3, the highest damage you could get on a standard meta build was by infusing heavy or keen and buffing w lightning bundles. then in the middle was elemental weapons like dark infusion on an int/fth build, and at the bottom are unbuffed physical infusions.
all the different damage types give you options. is it raining? dont use fire, use lightning, it gets a buff in the rain. enemy weak to magic? use magic grease. enemy weak to bleed? use blood grease. skeletons? use holy grease. need to block alot? use shield grease. you are supposed to pick and choose to suit the situation.
lightning grease is usually the best general option, since more enemies tend to have lower lightning resistances. this is especially true in pvp. the fact that you can also get lightning damage from pots is not really relevant.
When I say flat damage, I mean it does not scale with stats. So if you add holy to your weapon as a faith build, you only get the ~65 damage (not %) increase to your attack. By contrast,ahes of war are so easy to apply and add scaling damage on top of it, plus a related ability that will likely stack more power so greases are generally obsolete sue to AOW.
Magic grease works best against tree/draconic sentinels, lightning for just about every other heavily armored enemy like crucible knights, banished knights and prelates.
The rot/poison/soporific one's you can just leave to gather dust.
Use a holy-enchanting art-of-war instead of holy grease against unholy/undead creatures, much more efficient and reliable.
The issue in part is where you find the recipe and most of all the massive screw up of elemental dmg negation stats on enemies.
First about enemy elemental Dmg Negation:
In Dark Souls 3 you had defenses range from -100% (aka double dmg) > 0 (normal dmg) > 100% (nullifies for zero dmg). This means appropriate elemental application had very strong benefits such as the infamous Dragonslayer Axe or Darkhand as most bosses were very weak to dark and lightning. Meanwhile, fire often ranged from very weak to no weakness but was rarely resisted so it almost always offered at least a decent to good dmg boost on top of fire stagger effect.
In Elden Ring enemy & boss dmg negation appear to be nearly exclusively 0 > 100%. The rare exceptions seem to almost exclusively be undead such as Death Rite Bird and Skeleton types which take incredibly high holy damage. The other exception isn't damage but basic stagger caused by fire on some plant types, and seemingly only plant types this time around as I can tell.
This means a resin that may add +80 of an element (bonus dmg, not straight AR despite stat screen showings) may result in +80-0 damage (never negative, it will never lower your dmg ever just at worst add nothing extra). This is a strong contrast to Dark Souls 3 where you could get it to have a range of around 160 - 0 which means early game it could easily be nearly tripling your early game damage and even late game seeing a boost (NG, not NG+) of 30-50% if something is especially weak to it.
In Elden Ring, though, the best bonus aside from that holy case is so much smaller that even early game its a much less substantial improvement if not something even smaller as most bosses frequently have around 40% resistance to almost every element on avg if they're NOT resistant to it and if resistant even more... this means the actual range of boost most of the time is in fact 0-48 which is rather pathetic and raises the question of if it is worth it for a consumable and effort involved when you could just opt for something like the Ash of War: Flaming Strike which early on has a higher base AR value plus can be boosted with fire coating providing much more damage than just a resin in ER's current state. Sadly, these skills could be much more impressive if there were proper elemental weaknesses, too, but this all causes bleed and physical damage to reign in current ER PvE/PvP Meta. Even if you did buff while it wouldn't hurt your dmg for the meager gains its almost never worth it, esp since bleed is so strongly supported at current as a superior alternative almost always.
In terms of grease usage per OP, personally, even at RL1 with +0 where it would be most beneficial aside from bleed my usage has been...
Magic Grease - Just Valiant Gargoyle because it was the highest dmg one since its bleed immune. This was before blackflame sword cast animation speed buff. I needed every dmg I could get and it had the best results. That is the only time I've used it.
Holy Grease - This one is tricky. First, many think holy is bad in the game. It actually isn't. There are a few late game bosses very resistant to it, but otherwise it is the best element in the game. It is the only element I've seen notable weakness to such as Skeletons, Deathrite Birds, the shadow boss monster (forget name), etc. Next, the grease recipe is much later on in the game, so much so it has actually passed up almost all encounters that would see meaningful use from it, at least in NG... Even worse is Sacred Blade ash (+holy infusion) and Holy pots are so ridiculous good, far better than holy grease, that it makes holy grease a joke in the situation grease would have otherwise been very good.
Lightning Grease - Against Iron Maiden machines if I didn't have lightning spell on hand at the time or yet, otherwise not used it.
Poison/Rot Grease - Never used it. Might actually be good if you want to use it but I've not used them tbh. That said, when I tested it initially I found one of the ash of wars with poison to work so well I can't see any need for the grease. For Rot dragonbreath exists or rot weapons making it a hard sale unless you specifically want to randomly add rot to a bleed weapon like Uchigatana which is debatable.
Dragonwound Grease - never used, just use bleed instead. I think this grease might be of more use if you're using jump attacks or ash of war spam. I am RL1 with +0 weapons so that isn't the case as I'll just use bleed unless I want to use a heavy weapon in rare cases which I'm not going to do against a dragon, personally, unless I want to smash its face if its a shorter dragon and not one of the tall ones hard to reach on foot (I've neglected Torrent).
Shield Grease - Never used, I don't use shields really. I can't imagine using this over the spell and ash though.
Soporific Grease - Amazing if something is too aggro or mobile like some of the tougher rune bears that wont stay in it or you want to repeatedly put them to sleep, but otherwise sleep pot one and done are probably best. Just speculation as I've not been using them cause I'm too miserly to spend my ingredients. I'm actually saving them so when I finish the last area in the game and am done I can just backup my save and use them to help coop or whatever and not farm lol. Also sleep feels too OP in general so I try to avoid it, at least for this run. NG+/etc. its on.
The other issue is regarding stagger effect. Only plants seem to suffer from fire stagger in this game unlike DS3 where it was a common exploitable benefit.
tl;dr Due to grease placements, alternative superior options, and most of all resistance design of enemies/bosses grease is approx 1/2 to 1/4th as effective as in DS3 on average... showing how far, or not, that +80 approx dmg goes. :/
At a certain point in the game. There isn't a point to them. Like the 100 other crafting materials that can make worthless vague mostly useless items that give extremely minor to useless buffs that they should just not exist in the first place. Once your good with a setup. You won't need them. And farming for them takes ALOT longer than just moving forward without using it.
I can see them helping slightly during the early growth stages. But still too annoying to farm for.