Dark Souls II - Page 94
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Count9
China10928 Posts
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Kuroeeah
11696 Posts
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iCanada
Canada10660 Posts
On May 31 2014 08:52 Count9 wrote: I've seen this new mundane dagger build, I dunno how I feel about it. And I don't think I've ever seen anyone use curved swords or twinblades except the former for its parry window. I dunno, if people use it then sure it'll live on, just in my experience I never see it. Why would they use twinblades? Aside from the Red Iron one, they do garbage damage and eat stamina like a son of a gun. Santiers spear has the same moveset c/w a long range poke, less stamina consumption, and higher damage. | ||
Count9
China10928 Posts
On June 01 2014 08:54 iCanada wrote: Why would they use twinblades? Aside from the Red Iron one, they do garbage damage and eat stamina like a son of a gun. Santiers spear has the same moveset c/w a long range poke, less stamina consumption, and higher damage. post santier nerf he was saying people will still use mundane on twinblades and stuff (guy before me, didn't quote) | ||
iCanada
Canada10660 Posts
On June 02 2014 02:03 Count9 wrote: post santier nerf he was saying people will still use mundane on twinblades and stuff (guy before me, didn't quote) I could see them uising the red iron i guess. That thing hits like a truck. | ||
Count9
China10928 Posts
On June 02 2014 02:10 iCanada wrote: I could see them uising the red iron i guess. That thing hits like a truck. I remember dragon rider twinblade + cmw did a lot of dmg, but that was in pve and I don't really like twinblades in pve :/ | ||
EchelonTee
United States5180 Posts
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MrCon
France29748 Posts
All testing was done on a char with 40/40 str/dex, and 50/50 int/faith. No rings equipped (except for abyss ring test). Done on bonfire intensity 10/11 hollows at the first bonfire in forest of the fallen gaints. +10 Mundane Avelyn with lightning bolts; Prepatch: 834 over 3 bolts, Postpatch: 576 over 3 bolts. A 30% decrease in damage. +10 Syans Halbard (no infuse) 2h light attack; Prepatch: 453, Postpatch: 390. A 14% decrease in damage. +10 Mundane Santiers 2h light attack; Prepatch: 763 in first 3 hits, Postpatch: 593 in first 3 hits. A 21.5% decrease in damage. Great Resonant Soul with +5 dark chime of want; Prepatch: 1062, Postpatch: 755 A 29%% decrease in damage. Wrath of Gods with +5 lightning dragon chime; Prepatch: 1079, Post patch: 1025. A 5% decrease in damage. +10 Dark Claymore 1h r1 test with Resonant Weapon; Unbuffed: 418, Prepatch: 653, Postpatch: 568. Extra buff damage dropped from 235 to 150. A 36% decrease in bonus damage. Due to rounding I'm speculating that the buff is now 50 + 30% just like SLB and CMW. +10 Fire Claymore 1h r1 test with Flame Weapon; Unbuffed: 414, Prepatch: 561, Postpatch: 500. Extra buff damage dropped from 147 to 86. A 41% decrease in bonus damage. Flame weapon now clearly adds less damage than other weapon buffs, but does not require any stat investment. Abyss Ring: Prepatch: buffed GRS from 1062 to 1274, a 16.6% increase. Postpatch: buffed GRS from 755 to 812, a 7% increase. Given that the test has enemy resists and the ring was previously a 20% boost, I speculate it's now 10%. TL;DR: FROM MY DATA (take with grain of salt) Avelyn ~30% nerf Syans ~14% nerf Santiers ~22% nerf GRS ~29% nerf WoG ~5% nerf RW changed to roughly same increase as SLB/CMW/Dark Weapon. Use Dark Weapon if you want to buff a dark infused weapon. Flame Weapon much less effective than other weapon buffs. Abyss ring changed from 20% to ~7-10% Edit Santiers and Syans stamina drain: I was able to get the same amount of swings in at 200 stamina (99 END, no rings) Prepatch and Postpatch. Dronelisk points out that the patch addressed the amount of hits taken to guardbreak a shield, not stamina drain from swinging the weapon. Edit 2 After some testing, Dark weapon and Resonant Weapon now add the exact same amount of damage. Dark Weapon is now clearly better because it takes less attunement slots, has more casts, doesn't cost souls, and lasts longer, all for the same effect. RW should never be cast again. Edit 3 At 50/50 int/faith, RW now lasts for approx 70 seconds, and Dark Weapon lasts approx 110 seconds. | ||
dae
Canada1600 Posts
On June 03 2014 01:59 MrCon wrote: + Show Spoiler + From reddit : All testing was done on a char with 40/40 str/dex, and 50/50 int/faith. No rings equipped (except for abyss ring test). Done on bonfire intensity 10/11 hollows at the first bonfire in forest of the fallen gaints. +10 Mundane Avelyn with lightning bolts; Prepatch: 834 over 3 bolts, Postpatch: 576 over 3 bolts. A 30% decrease in damage. +10 Syans Halbard (no infuse) 2h light attack; Prepatch: 453, Postpatch: 390. A 14% decrease in damage. +10 Mundane Santiers 2h light attack; Prepatch: 763 in first 3 hits, Postpatch: 593 in first 3 hits. A 21.5% decrease in damage. Great Resonant Soul with +5 dark chime of want; Prepatch: 1062, Postpatch: 755 A 29%% decrease in damage. Wrath of Gods with +5 lightning dragon chime; Prepatch: 1079, Post patch: 1025. A 5% decrease in damage. +10 Dark Claymore 1h r1 test with Resonant Weapon; Unbuffed: 418, Prepatch: 653, Postpatch: 568. Extra buff damage dropped from 235 to 150. A 36% decrease in bonus damage. Due to rounding I'm speculating that the buff is now 50 + 30% just like SLB and CMW. +10 Fire Claymore 1h r1 test with Flame Weapon; Unbuffed: 414, Prepatch: 561, Postpatch: 500. Extra buff damage dropped from 147 to 86. A 41% decrease in bonus damage. Flame weapon now clearly adds less damage than other weapon buffs, but does not require any stat investment. Abyss Ring: Prepatch: buffed GRS from 1062 to 1274, a 16.6% increase. Postpatch: buffed GRS from 755 to 812, a 7% increase. Given that the test has enemy resists and the ring was previously a 20% boost, I speculate it's now 10%. TL;DR: FROM MY DATA (take with grain of salt) Avelyn ~30% nerf Syans ~14% nerf Santiers ~22% nerf GRS ~29% nerf WoG ~5% nerf RW changed to roughly same increase as SLB/CMW/Dark Weapon. Use Dark Weapon if you want to buff a dark infused weapon. Flame Weapon much less effective than other weapon buffs. Abyss ring changed from 20% to ~7-10% Edit Santiers and Syans stamina drain: I was able to get the same amount of swings in at 200 stamina (99 END, no rings) Prepatch and Postpatch. Dronelisk points out that the patch addressed the amount of hits taken to guardbreak a shield, not stamina drain from swinging the weapon. Edit 2 After some testing, Dark weapon and Resonant Weapon now add the exact same amount of damage. Dark Weapon is now clearly better because it takes less attunement slots, has more casts, doesn't cost souls, and lasts longer, all for the same effect. RW should never be cast again. Edit 3 At 50/50 int/faith, RW now lasts for approx 70 seconds, and Dark Weapon lasts approx 110 seconds. In addition, Sunlight blade duration now scales with how much faith you have. 17 faith was giving me 26~ish duration, 20 gave me 32~. This is probably also the case with great magic barrier. At 40 faith sunlight blade has 75 second duration, GMB has 85. | ||
Shottaz
United Kingdom414 Posts
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Excalibur_Z
United States12181 Posts
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NukeD
Croatia1612 Posts
On June 03 2014 04:02 Shottaz wrote: Durability has to be bugged... my dagger just disintegrates before I can reach bosses! Well it IS bugged. I've read somewhere in this thread that they tied the durabillity loss with framerate (?). This way it is not bugged for the consoles but is bugged for pc because the consoles run at lower fps. | ||
zergnewb
United States816 Posts
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Simberto
Germany11032 Posts
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r.Evo
Germany14054 Posts
On June 03 2014 04:23 NukeD wrote: Well it IS bugged. I've read somewhere in this thread that they tied the durabillity loss with framerate (?). This way it is not bugged for the consoles but is bugged for pc because the consoles run at lower fps. Think of durability as something that decreases every frame you're in contact with something where your weapon shouldn't be. That includes contact with enemies, walls, dead bodies. Now, since you bounce of walls anyway (no noticeable difference in durability drain between console and PC) the single largest issue where you see the bug on PC is when you hit things that are already dead. Corpses already eat up lots of durability on console and the bug people talk about turns that into x2 on PC. If you judge your damage better and stop swinging 2-3 times too much into the already dead enemy it's completely manageable. Alternatively you can complain how only casters are playable or how you "need" 2-3 weapons. Or you learn how to git gud. e: This is also why it seems much worse with weapons that have lots of active frames (e.g. Halberds) and is barely noticeable with short, low active frame weapons like daggers. | ||
Simberto
Germany11032 Posts
Or are you telling me that you can finish No Mans Wharf with one weapon, while going into all of the side buildings, without using any magic? I highly doubt that. Maybe you can split the whole thing into three runs, first getting all the side buildings, returning to base, opening up the backdoor, returning, and then maybe finally killing the boss. How does any of that enhance the game? Not at all, it is just annoying. | ||
dae
Canada1600 Posts
On June 03 2014 05:20 r.Evo wrote: Think of durability as something that decreases every frame you're in contact with something where your weapon shouldn't be. That includes contact with enemies, walls, dead bodies. Now, since you bounce of walls anyway (no noticeable difference in durability drain between console and PC) the single largest issue where you see the bug on PC is when you hit things that are already dead. Corpses already eat up lots of durability on console and the bug people talk about turns that into x2 on PC. If you judge your damage better and stop swinging 2-3 times too much into the already dead enemy it's completely manageable. Alternatively you can complain how only casters are playable or how you "need" 2-3 weapons. Or you learn how to git gud. e: This is also why it seems much worse with weapons that have lots of active frames (e.g. Halberds) and is barely noticeable with short, low active frame weapons like daggers. This bug makes some attacks unusable in pve though. For example, great hammer 2h power attack. If you kill them with it, it will take 15%+ of your durability from hitting the body/ground after you kill them. I shouldn't have to not use attacks because they break my wepaon in 7 swings... For instance, in belfrey sol, over the course of a few minutes I fought 4 greys 2 blues and the mobs there, and went through two greathammers and most of a washing pole with bracing knuckle ring +2 on. Having to swap weapons via inventory screen during combat, since they are about to break is just really bad design. (I can't carry 3 20 weight hammers around....) | ||
Simberto
Germany11032 Posts
A great club does not have enough durability to kill Ancient Dragon. I didn't use it on any mobs before the boss fight. It was at +10, and i think i had at least 40 str and 40 dex. And at ~30% of his HP the great clubs durability is gone. Tell me that isn't just a shit system. Yes. Some weapons do not have enough durability to NOT have to swap them out MID BOSSFIGHT VIA INVENTORY SCREEN. | ||
Shottaz
United Kingdom414 Posts
It's hard to talk about it without sounding salty but i'd take 30fps DS1 over this. | ||
r.Evo
Germany14054 Posts
On June 03 2014 05:25 Simberto wrote: Or they could not have put a bullshit system in there that serves no purpose except being annoying as shit. And yes, you DO need at least 2 weapons if you are a pure melee. No matter how "gut" you "git". Or are you telling me that you can finish No Mans Wharf with one weapon, while going into all of the side buildings, without using any magic? I highly doubt that. Maybe you can split the whole thing into three runs, first getting all the side buildings, returning to base, opening up the backdoor, returning, and then maybe finally killing the boss. How does any of that enhance the game? Not at all, it is just annoying. I recall 1-2 instances where I swapped weapons at some point per playthrough because of durability. Or rather I just used powder in those spots. Once more, it's not a "bullshit system", it's a confirmed bug - that's easily to work around if you don't punch corpses. Literally. @above: I'm pretty sure fixing DS2 to 30fps fixes all of those issues, would have to dig around reddit for this though. | ||
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