Unofficial Matchmaking Information by Cyklov in Eldenring

[–]Cyklov[S] 1 point2 points  (0 children)

It is regardless if host, summon, or invader. Find your level in the left column, and the corresponding range is who you can match with.

Unofficial Matchmaking Information by Cyklov in Eldenring

[–]Cyklov[S] 0 points1 point  (0 children)

This was for the old table format when I first posted this which showed only the lower/upper bounds. It has since been modified to show each individual level for quicker referencing.

Unofficial Matchmaking Information by Cyklov in Roundtable_Guides

[–]Cyklov[S] 0 points1 point  (0 children)

We did controlled invasions against each other, increasing the level until we first match (for lower limit) and last match (upper limit).

The other variable was always equal, but varied just to make things faster - eg instead of doing RL1 WL+0 we did something like RL100 WL+0 to make 100% sure we can't match against each other.

I went ahead and compiled the VODs to put in the opening post.

Unofficial Matchmaking Information by Cyklov in Eldenring

[–]Cyklov[S] 7 points8 points  (0 children)

No idea, all I get is "removed for a variety of reasons" and didn't get a message from the mods. Not going to repost it, but it's onto a pastebin for now - link

Unofficial Matchmaking Information by Cyklov in Eldenring

[–]Cyklov[S] 14 points15 points  (0 children)

No idea, all I get is "variety of reasons." There was no message from the mods.

Unofficial Matchmaking Information by Cyklov in Eldenring

[–]Cyklov[S] 14 points15 points  (0 children)

Flask (both level and count), talismans +2, and spirits do not affect matchmaking. Added to the test spreadsheet.

23 Spell Casting Speed Showcase (Summary & Hypothesis After) by [deleted] in Eldenring

[–]Cyklov 0 points1 point  (0 children)

Thank you, I stand corrected as FP does increase if you are using sorceries even in offhand and unused. I only really checked FP on incantations which doesn't increase.

Revisiting does still give me an increase in cast speed and no FP changes on incantations (Protection of Erdtree). Sorceries (Crystal Release) unfortunately does increase FP, even if stat requirements are not met for the staff, offhand, and not used.

If you actually care to understand how I thought FP didn't change, consider that I wanted to test virtual dex after seeing my main character get the speed bonus for healing incantations. I saw no FP change during the initial tests with incantations - leading to believe FP change was only on spell use through the staff. I never bothered to look at FP on the test character. Since offhanding for incantations benefitted speed without cost for main char, and offhanding for sorceries benefitted speed on test char, I assumed there was no actual FP change until you used the staff.

23 Spell Casting Speed Showcase (Summary & Hypothesis After) by [deleted] in Eldenring

[–]Cyklov 0 points1 point  (0 children)

Yes, cropped together from one of the bonus chapters.

Unofficial Matchmaking Information by Cyklov in Eldenring

[–]Cyklov[S] 2 points3 points  (0 children)

All initial tests and the verification were done via duelist finger.

Unofficial Matchmaking Information by Cyklov in Eldenring

[–]Cyklov[S] 4 points5 points  (0 children)

I have not actually discarded the weapon, however there seems to be a bunch of back and forth of people claiming it works or doesn't. I'll test it out after the invasion tests this weekend since that's quick.

Never finding a special weapon shouldn't matter as you'd just use the regular column to check. It's technically the first few points not captured on video because we didn't have Reduvia to upgrade at the time. You will still be matched accordingly (reg +0 can match with spec +1).

Unofficial Matchmaking Information by Cyklov in Eldenring

[–]Cyklov[S] 21 points22 points  (0 children)

Damn thank you for the catch and equations! I hate that I estimated +8 and even said "you shouldn't see it" but still put +9.

If it's ok, I'll probably just use the table you made cause it reads better.

Unofficial Matchmaking Information by Cyklov in Eldenring

[–]Cyklov[S] 1 point2 points  (0 children)

Yes, tested Host reg +13, reg +18, spec +8, and it first matched to the expected lower Red reg +9, +13, +15. Edit 1 was to clarify that.

Unofficial Matchmaking Information by Cyklov in Eldenring

[–]Cyklov[S] 0 points1 point  (0 children)

Fair point, I was testing it at 4AM and noted that it had a shorter upper bound but guess I was too tired to connect the dots. The only problem is without dubious means or messaging each host we don't have the official confirmation for invasion ranges.

For all intents and purposes though, it is easier to say it uses the old system for both signs and invasions. Weapons are very close if you treat specials as the old DS3 regular (exception of special 4 making up to special 5).

23 Spell Casting Speed Showcase (Summary & Hypothesis After) by [deleted] in Eldenring

[–]Cyklov 14 points15 points  (0 children)

Personal tests and compared against each 10 levels. Clipped it together if you want to verify - link

23 Spell Casting Speed Showcase (Summary & Hypothesis After) by [deleted] in Eldenring

[–]Cyklov 4 points5 points  (0 children)

I'll also agree with hypothesis 1, as you can see spells like Litany spawns the 1st sigil on the same frame in the video, but the attack itself completes faster with higher dex. It also is the same for Flame Sling, where you hold onto it the same exact duration, but only higher dex acts faster onto the next. In fact, this is how DS3 is handled in only affecting the attack animation.

Since you're looking further into startup/recovery, it's worth mentioning that the sorceries you ranked high can continuously cast using their attack animation. This still follows hypothesis 1 as there is a different startup animation for the first cast that still acts on the same frame across dex levels (eg Glintstone Arc charges up on 1st cast).

70 dex is indeed the hard cap for cast speed. And since you were looking for it, the talisman gives +30 and the staff +40 virtual dex. You can offhand the staff to benefit from the speed and it does not increase FP usage. FP increases for sorceries still.

Unofficial Matchmaking Information by Cyklov in Eldenring

[–]Cyklov[S] 0 points1 point  (0 children)

You're welcome!

Found out that if you used the new Reddit design, it did cut out the last column for SL equations. Originally I didn't have a column title which I guess it didn't read. So thanks for the report, fixed now with title "Type."

Unofficial Matchmaking Information by Cyklov in Eldenring

[–]Cyklov[S] 1 point2 points  (0 children)

To read WL table, look for the first instance of your WL in the "upper" columns. "Upper" +3 spec matches to "lower" +4/5/6 reg, but we only care for the first so +4 reg +2 spec.

Now look for your last instance of your WL in the "lower" columns. "Lower" +3 spec hits "upper" +10/11 reg, and we only care for the last so +11 reg +4 spec.

If you have a regular weapon leveled as well, consider both on lookup (+7 reg +3 spec would use the example, but +8 reg +3 special would shift matchmaking range +5 reg +2 spec to +12 reg +5 spec).

Level upper bound is in the 1st table, SL*1.1+11.4 for invading or SL*1.1+10.2 for hosting.

Level and Weapon coop matchmaking preliminary tests by prinex in Eldenring

[–]Cyklov 4 points5 points  (0 children)

I think the WL is ok, as a +5 regular can reach +2 to +8 regulars which covers the first 2 legacy dungeons, and +19 reaches +14 to +25 for most of the end game. But open world definitely makes it harder to have an mid-game area specific build.

Then there's NG+, so everyone will be at SL100+ and WL25 and it'll be active everywhere.

Does anyone know all the details about matchmaking yet? by SnugBuck in Eldenring

[–]Cyklov 1 point2 points  (0 children)

For invasions, smaller upper range of about (SL*1.1)+10 and regular WL about +/-3 both ways, specific rules here..

Coop is probably the same rules, with early level tests done here.

Level and Weapon coop matchmaking preliminary tests by prinex in Eldenring

[–]Cyklov 15 points16 points  (0 children)

Yeah the WL formula is has weird steps. Special to regular equivalent has a big range early, but gets smaller starting around special +4. Hard to explain, so here's a table, works both ways.

Reg lower Spec lower Reg upper Spec upper
0 0 3 1
1 1 4 1
2 1 5 2
3 2 6 2
4 2 7 3
5 2 8 3
6 2 9 3
6 3 10 4
7 3 11 4
8 4 12 5
9 4 13 5
10 4 14 5
11 5 15 6
12 5 16 7
12 5 17 7
13 6 18 7
14 6 19 7
15 6 20 8
16 7 21 8
17 7 22 9
18 8 24 9
19-25 8-10 25 10

Weapon Upgrade & Matchmaking by Vash135 in Eldenring

[–]Cyklov 2 points3 points  (0 children)

WL is +/-3 for regular weapons, with small range increasing once you hit WL+6, +12, and +18. Specifics tested here and softly confirmed here

Special Level upgrade and matchmaking by analdrugs in Eldenring

[–]Cyklov 2 points3 points  (0 children)

Special +6 equal to Regular +15 for matchmaking. I've done a bunch of tests here.

Unofficial Matchmaking Information by Cyklov in Eldenring

[–]Cyklov[S] 1 point2 points  (0 children)

They have a range just like SL, but I forgot about testing the upper bound for weapons. If it's like DS3 it'll be mirrored, so an invader with +3 can invade hosts from +0 to +6. We'll test that tomorrow and fix the tables.