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basically, the animations of the attacks themselves have a damage multiplier tied to them. have a spreadsheet!
https://docs.google.com/spreadsheets/d/1j4bpTbsnp5Xsgw9TP2xv6d8R4qk0ErpE9r_5LGIDraU/edit#gid=435862831
tl;dr: the animations for powerstance l1s usually have two instances of a slightly lower multipler, so they deal less damage than the standard R1 might.
in the motion values tab, if we navigate to the dismounter row (103) and check paired L1s (column bb) it's 92+92. the greatsword (row 63) has a r2 (column t) of 114.
which seems a little off from here but hey maybe as it passes through defense twice it just really takes it down that far. you know, my understanding of this isn't all i cracked it up to be bail
Incorrect. All enemies have a flat defence value. The minimum defence anything can have is 100 and the maximum defence is 125.
Source: https://docs.google.com/spreadsheets/d/1BVwmKqB8pvuyJkSTGYOM2kAJxFMQ0jVsc6aKYz_Upes/edit?usp=sharing
"Research". I just asked why one weapon does more damage than two.
Why does everyone who makes those tables never put the enemy's outgoing damage types in them? I'd love a nice easy reference for what type of elemental damage resist is best against each boss! Feels like I'm gonna have to make it myself!
It was 1.10 when I asked this question...a whole year ago. I don't even understand why any of you answer to a year old thread. That's necrophilia.