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번역 관련 문제 보고
Example: 1000 HP player
- Take 500 dmg per hit (3 hits until death) pre dmg negation
- After 20% negation that is 400 which is still 3 hits until death.
- After 35% negation that is 325 which is leaving you with 25 HP for a 4th hit, but most likely you would not cut it this close and they'll have slightly more dmg or whatever as the values from dmg are often kind of chunky so you would probably die in 3 hits. Also consider if you healed but only up to 95% HP or something then it might still be 3 hits till death even here.
- If you jumped all the way to 50% that is only 4 hits until death at 250 dmg per hit so... huge jump and almost no gains from the prior cause only # of hits truly matters.
If you jumped to 70% that is 150 dmg per hit and thus 7 hits until death which is a massive difference suddenly.
Notice going from 20% ~ 50% made very little difference and in some case may make literally no perceivable difference? Then going to 70% made a massive difference? It isn't obvious because of how it is setup but defense can make a huge difference when stacked, but at lower values it usually doesn't matter hence fashion souls. Key word being "usually". If it is enough against a given enemy to survive a single extra hit, even barely, it might kind of matter but usually if you already can take 2-3 hits that value is less obvious.
Suddenly that 60% damage from Melania turns into roughly 15% damage.
Bias physical black flame. Depends on what your enemy inflicts....tbh though going from 50-80 physical or I even tested 40 versus 80 holy versus radagon and there appears to be just like lvls diminishing returns after certain points.
I just don't know all the items in the game or what they do, hence I want to.
Many people suggest stacking certain buffs but many of the body buffs cancel the other out in status.
I test all aspects. atk boost def boosts resistances.
here's an example of a 700ish base atk weapon with a 300+% boost and i'm still not maxxed out.
https://cdn.discordapp.com/attachments/707807230107320332/964391102536888410/elden_RH_atk_power.jpg
bull
i use light medium armor and get shreaded, i have seen how much damage people in heavy armor take, things that chunk me barely ticklee them.
All depends. the ones getting chunked usually have radagons/marikas equipped.
Most wear the heavy armor to avoid interruption (aka the poise) not for the stats.
Not that surprising. A lot of stuff in this game isnt obvious untill tested.
twinbird shield gives another 5% damage reduction when below 20% hp and is active even if only on your back
Endure only lasts 2.5 seconds, iirc
Three main things aside from the talismans and armor can boost damage negation significantly:
- Blackflame protection (35% reduction), cuts healing by 20%
- Ironjar aromatic (40% reduction), slow movement speed, vulnerable to lightning, cannot stack with golden vow
- Boiled crab (20%), no penalties
Those three DO NOT STACK with each other. If you apply one, the others either will not work or will be nullified (ironjar ignores all else when active). However Golden vow (either version, though incantation version more powerful) works with the first and third. Its only a small buff, but its still a buff (10%).
Commanders standard also seems to work alongside the three (20%, unique to the weapon). Lasts 30 seconds, about 40 with the old lords talisman.
I believe the "endure" ash of war increases physical resistance, but it doesn't seem to last very long at all. I also don't know if it stacks with the aforementioned. Braggarts roar seems like a better choice, but it lasts only 30 seconds.
The Flask of Wonderous physique needs further testing (hardtear, 15%). Its effect seems constant, but because it does not change the "stats" window its hard to tell if its working. I do know that the flask effects seems to last considerably longer than the aforementioned methods, even with the old lord talisman (blackflame protection lasts the longest).
Something to note, spells like "lords divine fortification" will cancel the effects of blackflame protection, probably the others too. You can only have one on at a time with those types of spells.
To add to this, Blessing of the erdtree seems to provide the highest health regen per second of any incantation.
Crimson-whorl bubbletear converts any damage taken into 5% of your current max health, meaning you are getting a flat 5% damage reduction not factoring in anything else.
Opaline bubbletear negates a single attack for 90% damage reduction.
Contrary to its description, opaline hardtear only negates elemental damage, not physical...So crimson-whorl is better for that.
All I can find thats useful right now.
You will have over 60% resistance to all kinds of physical attacks. But that's what you can have for a more constant time.