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at least, thats how i think it works :)
POSTURE is how much you reduce damage to your health when blocking
TL;DR: Sawayaka's comment earlier in this thread is correct.
Poise is how many (regular) attacks you can tank before getting staggered. Posture refers to how much posture damage you or an enemy can take before getting stunned (which opens up a target for a visceral strike). In PvE, posture will mostly concern your ability to posture-break enemies to land a critical (AKA visceral) strike on them; in PvP, it will concern your and your opponent's ability to posture-break each other (via kicks, parries, etc.) in order to open each other up for a critical. My evidence for this is as follows:
1) In-game descriptions seem to corroborate this definition. When you equip the Sovereign Protector Ring, whose description says it increases "poise," you become able to tank more (regular) attacks before becoming staggered. When you equip the Halloed Triptych pendant, whose description says it increases "posture" damage from holy damage you deal, the posture meters on enemies (i.e. the white circular gage) depletes faster when landing holy damage.
2) Soulsborne PvP content creator "Steelovsky," who participated in the game's testing and provided balancing feedback and suggestions directly to the LotF devs, said that there is passive poise in the game (described as I presented above) which is tied to the weight value (i.e. the numerical carry weight value) of your equipped armor.
3) Poise is a mechanic frequently present in Soulsborne games, and by extension Soulsllike games; in Elden Ring, there is a similar passive poise mechanic, albeit more nuanced and intricate.
It's important to note that the game does have some nomenclature inconsistencies in its in-game descriptions, however. For example, the Umbral Eye of Loash claims to make you unable to be "posture broken" while charging a heavy attack, whereas the Anchorite ring claims you gain "defenses" while spellcasting; in reality, however, they both grant you hyper armor in their respective scenarios. Hyper armor is a Soulsborne mechanic that several Soulslike incorporate, and it's defined as a state in which you have vastly increased poise usually paired with some amount of increased damage negation, a feature normally reserved for heavier weapons or slower and more deliberate attack animations.
As of right now, I am unaware if poise and posture are in any way tied to the blocking mechanics that Neefu and Kurague propose, although I do believe its values do affect your posture meter when being kicked while blocking with a shield. As well, we currently have no way of knowing the numerical values or thresholds for poise or posture.
Great summary.
I, however, wonder if there is truly separation between poise and posture when it comes to our character? If more poise means ability to not be interrupted in your attack animation when taking hit what would be posture?
i don't think the poise ring values are noticeable in a pve scenario, just not enough to help and if it was noticeable it would probably be op.
i kicked a dude with no posture in pvp and it insta reset and didnt do anything. it felt very lackluster. so i see no use for them in pvp. most grand weapons would flatten you thru the ring and if posture doesnt work, then its just redundant.
you could argue loash but a kick woulda bashed him outta hyper armor so its probably super armor, i think super armor been in games since early arcade mortal kombat. sheeesh even guild wars 1 had hyper armor in pvp and pve. been around for ages.
I think it doesn't really matter unless you're trying to easy-mode mobs. After some testing, it seems the values are as follows without the poise ring: for the first breakpoint, which will allow you to tank one light attack (e.g. one Remnant, AKA Umbral Zombie punch), you need 55.3 armor weight; for the second breakpoint, you'll need 82.3, which will allow you to tank one medium attack (e.g. one Ardent Penitent punch). With the poise ring, the values are as follows: 0 weight allows you to tank one light hit; the first threshold will be 34.5 armor weight, which will allow you to take one medium hit; the second threshold is at 45.9, which allows you to tank 2 light hits before being staggered; the third threshold will be at 82, which will allow you to tank 3 light hits. I could not find a way to tank more than one medium hit or a single heavy hit without hyper armor. We still need a lot more testing to understand how poise and poise damage is calculated, but the above is a decent starting point. I'll probs post this on Reddit and see if people can help with the testing. The main limitation of this initial testing is that I am not sure how many enemies' attacks fall under the same poise damage values as the ones I used to test and that I have done no testing on attacks from other players.
On second thought, I think Sawayaka's remark on the super armor is correct. As for getting stunned out of Loash's charging armor state, I tried it with lighter weapons and it seemed to work just fine, but I think their lack of hyper armor means you have no coverage outside of the "super armor" frames, which makes you more susceptible to still getting staggered if you're not weilding a "grand" weapon.