Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Curse resist: Increases with humanity but is very important a couple of places in the game if you don't wanna lose half your hp and have to waste souls on Purging stones.
Poison/toxic resist: Can be very useful for multiple areas in PvE, less useful for PvP but is still sometimes relevant.
Bleed resist: Super important in PvP, near pointless in PvE (maybe completely pointless but I know more about PvP than PvE so ask a PvE'r)
Weight: Fast roll is paramount for PvP (25% or less and is still faster the lower you go though the difference is not really overly noticeable). PvE limit is 50% max for mid roll, anything slow rolling should and will die because of it eventually.
Poise: Crucial for PvP unless you're a god at roll timings/parry timings. Not as needed for PvE but a poise stat of 20(ish) or above will be very helpful. Wolf ring is fantastic btw, darkroot garden, search, find, equip, never remove (unless you wanna wear mid-heavy armour).
PvP poise should probably be 56 or above to be on the safe side. This allows for you to tank a 2-handed R1 from greatswords or their sprinting attack without staggering. You can go for less but it's a good cushion to fall back on. 54 will sponge the 2-handed Greatsword R1's but not the sprinting attacks.
Otherwise wolf ring is enough for PVE as previously mentioned.
Mix and match a few things and see what you like the look of. I'll leave a couple of my preferred sets below:
http://mmdks.com/av22
http://mmdks.com/aq0d
http://mmdks.com/apev
The hollow thief's hood can replace the Crown of dusk on the Pyro build. Looks really nice with the hood while still being useful for melee only builds. Also the eastern gauntlets can be switched for knight gauntlets for better poise number while still being somewhat lightweight.
I normally use these armour combo's for both pvp and pve, they do fine for both.
Don't worry so much about the weapons and such, more just posting for armour idea's :)
Forgot to put this but it's here now.
https://darksouls.wiki.fextralife.com/Poise
Scroll down for poise table.
This will give you an idea of the limits on poise based on weapon class for PvP. I prefer to balance around greatswords but it's all up to you.
The reason for this is because of how the Defense value vs incoming attack damage formula works. While I don't know the exact ratios off the top of my head, the amount of damage reduced by defense scales with the amount of damage taken - sounds good, right? Well, the ratios are extremely far apart.
Let's say 300 defense reduces 15% damage from a light attack. If you were to receive a heavy attack that does thrice as much damage, you'd only reduce...17% or so.
For this reason, it's usually better to stack vitality if you need to soak some hits. This is why FaP, Havel's, and Wolf ring are pretty much uncontested for any build that doesn't revolve around magic. The rest of the rings in game just aren't very good, especially the defensive rings - 50 extra defense from steel protection is useless.
What you're looking at in armor for the most part is poise vs weight value, getting as much poise as possible without slowing down your roll too much.
The only reason I know all this is because I spent quite a lot of time building a mod for this game, and really got an in-depth look at the scaling ratios. The sheer WALL of diminishing returns each stat has, rendering it utterly useless past a certain point, is the biggest weakness of DS1, imo - cripples potential build variety, where every character inevitably ends up running around half-naked with the biggest stick they can find.
Fat rolling is never worth it, because the amount of protection you gain vs the amount of incoming damage is way out of proportion. It's not a fair trade off of mobility vs defense.