ELDEN RING

ELDEN RING

View Stats:
wpegg Jan 27, 2024 @ 12:45pm
Granularity of equip load
Hi Guys,

Please do correct me if I'm wrong here. My understanding is that there is 0 difference between running with an equip load of 30.1% and 69.9%. This seems like a missed opportunity for distinguishing different weight builds a bit more. I can't find any references to confirm, so I'm hoping someone will tell me that stamina reduces more quickly at higher loads (and be telling the truth), or that there might be some other significant bonus. As it stands I'm trying out a dex build and given I can't easily trim it down to 29.9%, I'm just ramping it right up and finding that it's basically just a weaker strength build with a slightly quicker attack.

Am I missing something?
< >
Showing 1-9 of 9 comments
Schared Jan 27, 2024 @ 12:48pm 
Originally posted by wpegg:
Hi Guys,

Please do correct me if I'm wrong here. My understanding is that there is 0 difference between running with an equip load of 30.1% and 69.9%. This seems like a missed opportunity for distinguishing different weight builds a bit more. I can't find any references to confirm, so I'm hoping someone will tell me that stamina reduces more quickly at higher loads (and be telling the truth), or that there might be some other significant bonus. As it stands I'm trying out a dex build and given I can't easily trim it down to 29.9%, I'm just ramping it right up and finding that it's basically just a weaker strength build with a slightly quicker attack.

Am I missing something?

It is the same amount of iFrames or "roll immunity" if you will. Some talismans interact with ur carry weigth like the blue dancer. But generally there is no change.
Thats why they attached stamina to endurance aswell so its not a wasted point.

There are also recovery time, sprint and speed in general tied to it, but I believe it follows the same pattern.
Last edited by Schared; Jan 27, 2024 @ 12:50pm
- i cant find confirmation on the web but from my experience, your equip weight influences the damage taken from gravity magic. less equip weight = less damage taken (incase of similar dmg reductions)

-godricks great rune (you might not want to force yourself into applying it after every death). its by far the best even into ng+1, so it might be rather relevant.

-im not saying you should do this, but if you intended to maximize your winning chances you would adapt your equipment to every encounter (like anti slash dmg armor against enemies with slash attacks), in that case youd not try to hit a specific percentage value as itd be meaningless the moment youd change your equipment. If you overshoot endurance a little, youll more likely be willing to adapt your playstyle on a whim.
Last edited by cybercybercybercyber4; Jan 27, 2024 @ 1:10pm
Lord Bob Jan 27, 2024 @ 1:19pm 
Originally posted by cybercybercybercyber4:
-godricks great rune (you might not want to force yourself into applying it after every death). its by far the best even into ng+1, so it might be rather relevant.
I am intrigued about this one. How exactly is Godrick's great rune the best, especially in ng+?
Norm Macdonald's Ghost (Banned) Jan 27, 2024 @ 1:42pm 
Originally posted by Lord Bob:
Originally posted by cybercybercybercyber4:
-godricks great rune (you might not want to force yourself into applying it after every death). its by far the best even into ng+1, so it might be rather relevant.
I am intrigued about this one. How exactly is Godrick's great rune the best, especially in ng+?
Because you get 75 free levels. Pretty significant when you're forced to stick to RL 30?
@lord bob:

into ng+1, means not throughout the entirety of ng+1 but the beginning atleast.
So until about rune level 150. we obviously compare it with either radahn or morgot.

the stats everybody can use are vigor, endurance, mind, and realistically 2 of the damage stats . so thats 25 point.

going by realistic stat distribution godrick rune would translate roughly to 9% hp increase,
10-26% fp increase, around 7 equip load (which can be around 5% dmg reduction), around 4% max stamina, around 8 % damage increase, some added resistences.
1,09*1,08*1,05=1,23 (on the increases that certainly help survivability)

yeah i guess i should have structured my sentence a little different, its just slightly better than the other 2 in the beginning of ng+1.

thats just my reasoning.
Lord Bob Jan 27, 2024 @ 2:01pm 
Originally posted by Norm Macdonald's Ghost:
Originally posted by Lord Bob:
I am intrigued about this one. How exactly is Godrick's great rune the best, especially in ng+?
Because you get 75 free levels. Pretty significant when you're forced to stick to RL 30?
Norm, I'm confused. Why would anyone want to stick to RL 30?
Norm Macdonald's Ghost (Banned) Jan 27, 2024 @ 2:06pm 
Originally posted by Lord Bob:
Originally posted by Norm Macdonald's Ghost:
Because you get 75 free levels. Pretty significant when you're forced to stick to RL 30?
Norm, I'm confused. Why would anyone want to stick to RL 30?
Because someone wants to murder noobs but no one will drop me... I mean someone a second RoB so you have you go NG+ to get another one.
Lord Bob Jan 27, 2024 @ 2:15pm 
Originally posted by Norm Macdonald's Ghost:
Originally posted by Lord Bob:
Norm, I'm confused. Why would anyone want to stick to RL 30?
Because someone wants to murder noobs but no one will drop me... I mean someone a second RoB so you have you go NG+ to get another one.
I see. Well at least it's a reasonable request of that someone, you never know what the bad red man will do when he arrives, so its best to be prepared.
Greywander Jan 27, 2024 @ 2:24pm 
Not only is there no difference between different equip loads within the mid roll tier, but I believe the only difference between a mid roll and a fast roll is that the fast roll goes farther. With that in mind, it would have been more interesting if they used DS2's roll system.

In DS2 there was no fast roll. As long as you were under 70% you would do a mid roll, but the distance the roll went would increase the lighter your equip load was. So you'd go a little farther at 60% than at 70%, and farther still at 50%, and so on.

By doing the same thing in ER, they could have replicated the effect of a fast roll at 30% load while offering a spectrum of roll distances at different equip loads, instead drawing a hard line between mid roll and fast roll.

Here's what I don't understand, though. Why 70% for mid roll? They don't even show the percentage anymore, so you have to just guess (or crunch the numbers) how close you are to 70%. Wouldn't it make a lot more sense to present equip load in such a way that up to 50% was a fast roll, up to 100% was a mid roll, up to 150% was a fat roll, and above 150% was overloaded?
< >
Showing 1-9 of 9 comments
Per page: 1530 50

Date Posted: Jan 27, 2024 @ 12:45pm
Posts: 9