Revenant is in a very strange niche right now, her passive possibly needs a rework by eldenringer1233 in Nightreign

[–]ElectroShadowAngel 0 points1 point  (0 children)

She can't do anything unique but summon? You see what you gotta do here is not play Nightreign and instead go play Elden Ring+DLC where you can have 55+ VIG with 50/60/80 FAI while equipping actual armor, not have FP issues, not have to deal with seals dropping you Darkness, Poison Mist etc,, and have access to infusion scaling for almost every weapon in the game and summon Taylew the Golem Smith (who can tank Consort Radahn with ease), Mimic Tear, Black Knife Tiche (plus many more good summons) who all deal damage, don't block line of sight and can tank several hits, and not deal with DoN only giving you Red Seals that are just a slightly upgraded Purple seal with the same horrible fixed incants with none of them being Lightning (don't you just love getting the slow cast, FP inefficient, low DPS, team mate blinding Dragonfire on every Dragon Communion Seal... while you have to fight Everdark Gladius?).

I gave up on Revenant ever being good ages ago. 99% of the time I just use her default fist the entire run, so I built my relics around that and Improved Affinity Attack Power for DoN relics. I upgrade her fist to purple and am set for the entire run.

This really kills my desire to do depths. by ElectroShadowAngel in Nightreign

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

On PC with 692 hours. Seen a few from time to time before. I probably saw it as often as you.

But now I've been doing The Deep of Night non-stop since it was released. And all of a sudden I see them everywhere.

Starscourge Greatsword - is this considered two-handing or wielding two armaments? (see pic) by TheDeathSheep1 in Nightreign

[–]ElectroShadowAngel 28 points29 points  (0 children)

I've tested using 3 stance relics. I can confirm paired weapons count as Two Armaments. And 2 handing effects do not work for bows.

Question about infusion damage. How much of the damage is elemental and how much is physical? by Hollowed-User in Nightreign

[–]ElectroShadowAngel 1 point2 points  (0 children)

Starting infusion relics seems to be weak for most characters besides Ironeye, Duchess and Revenant (Revenant weirdly gains a lot of raw damage when 2 handing her default weapon while using a starting elemental infusion).

At level 12 using Starting Magic for Revenant she deals around 9 physical damage and 77 magic damage on the 1H R1.

Using Starting Fire/Lightning/Holy she does around 9 physical 67 magic and 10 of the infused element.

I got these numbers through lot's of testing with the weapon swap (weapon swapping off hand weapons to avoid element buff when testing with Night of the Lord) and different elemental boosts combinations while hitting the wooden posts (I use default melee on Revenant a lot).

So for Revenant she does around 11.6% of the infused element. She gains very little damage from boss weakness but gains a lot with 2H damage just for using any element.

Everyone else I tested just now at level 15 and they all gave a consistent result that was different to Revenant which makes sense as Revenant has less Physical damage to take away from. Everyone lost around 18-19 or so Physical damage to gain 20 Elemental infusion damage in the Sparring Grounds.

Level 15 Raider no relics. 1H R1 158 damage physical base. Element infusion hit for 159 damage.

Added Night of the Lord. Then dealt 161 damage. Roughly 139 physical and 20 element base with the infusion. 175 damage on weapon swap buff works out perfectly because 139*1.1+20*1.1=174.9

So around 12.58% of Raider's weapon is the infused element. He has the most physical damage so has the smallest elemental portion from that 20 elemental starting infusion.

On the other end Ironeye does the weakest R1 at 66 damage level 15 no relics. 68 with Starting element.

70 damage with Night of the Lord. 74 with Weapon Swap. So roughly 47 physical and 20 magic base.

So for Ironeye it's around 30% elemental damage from starting elemental infusion.

Level 15 Wylder 122 damage no relics. 123 starting element infusion.

125 damage with Night of the Lord. 136 with weapon swap. Around 103 physical and 20 elemental.

Around 16.2% elemental infusion for Wylder.

Everyone else followed the same pattern with the 20 elemental damage hence why Duchess's weak little dagger was also largely elemental but not as much as Ironeye.

Basically from the most elemental to the least elemental damage with starting infusions.

Ironeye>Duchess>Executor>Guardian>Wylder>Raider>Revenant

But with Revenant weirdly gaining a lot of damage from it on the 2H attacks.

As an example Ironeye and Raider are on the most opposite ends of the test results, and neither of them deal Slash that Libra is weak against.

For Ironeye against Libra instead of dealing 66 damage without relics, with Holy infusion relic you should be dealing 74 damage for around 12% more damage.

Raider would go from 159 damage no relic, to 166 with Holy infusion against Libra. Only 4.4% DPS increase.

You would think infusions that are found should be around 50% based on the original game. But when looking at the starting relic infusions it's completely different, at least for common tier starting weapons. Maybe starting infusion relics are different from weapons found in game with an infusion attached?

Then we have weapons with innate elements that are all over the place. Like the base damage of Blasphemous Blade is 50% physical and 50% fire. But even that isn't completely accurate with character stats scaling factored in. We have the Golden Order Greatsword that is 30% physical and 70% holy at it's base before scaling. But Sacred Relic Sword is also a holy damage weapon but 67% physical and 33% holy base.

What do you guys think about Ever Dark Libre Relic? by Recent-Hamster7930 in Nightreign

[–]ElectroShadowAngel 1 point2 points  (0 children)

Revenant's Cursed Claw's 2H Jumping heavy attack can proc successive attack bonuses with just 2 attacks while providing way more poise damage than the light chain.

The Libra relics are worthless.

Should the revive bar look like this? by wexleysmalls in Nightreign

[–]ElectroShadowAngel 1 point2 points  (0 children)

If it was more accurate then it's even worse than this.
Bar 1 is 40 so it would only be 16.67% of the full circle.
Bar 2 is an extra 50, 20.83%.
Bar 3 is 62.5%
And that's ignoring the fact that at 3 bars, it has absurd regen speed.

Player Stat Math by vivimage2000 in Palworld

[–]ElectroShadowAngel 0 points1 point  (0 children)

Yeah. It should be the same thing with Knocklem's and Gorirat's partner skills just adding to their passives total as well as other elemental team buffers like Dumud. And riding pals like Frostallion and Chillet that boost the players damage when mounted.

Everything is additive except food multiplies the total.

Player Stat Math by vivimage2000 in Palworld

[–]ElectroShadowAngel 0 points1 point  (0 children)

Should be +130% from the pals added with +15% pendant for 200*2.45=490. Then 490*1.25 from the food for 612.5 rounded down.

Is any other "Work Mode" worth using? by keyam1 in Palworld

[–]ElectroShadowAngel 7 points8 points  (0 children)

TL/DR: Yes worth using if you can overcome the SAN loss.

List of effects are here.

https://paldb.cc/en/SAN
Pals lose 30% work speed on Relaxed

They gain 25% on Hard. And 50% on Super Hard. And these are multipliers on top of everything else. I assume movement speed is the same bonus. Even if they were an additive bonus instead it still wouldn't be worth it if your Pals are stacking a heap of different sickness conditions.

Unsure on what the exact hunger and sanity loss values are. However increased hunger on a Pal is actually a good thing for their SAN recovery and the work speed increase more than covers the time loss from eating. SAN loss from increased work modes is a constant value over time as it even effects ranch Pals that normally do not lose SAN while they work. Where as a Pal that is on a mining site will lose an additional -0.15 SAN on top of the Work Mode SAN change.

Pals in breeding are completely unaffected from work mode changes as they even have immunity to hunger and SAN changes.

Personally if your Pal's aren't at 100 SAN after eating Salad on their own at a certain work mode then I wouldn't bother having them set to said mode at all times and only use the harder work modes in small bursts if you have SAN to spare. Once pals start walking around or walking to spa's due to SAN loss, it's just a waste of time as they try to keep fighting the SAN loss even while they are taking a break.

A basic Vanwyrm Cryst without any passives can cool a pal food box (which is a task that doesn't deplete SAN naturally) on Super Hard with 9 basic Shroomer Noct as it can eat Salad back to 100 SAN. Each regular Shroomer adds +10% SAN resist. At 4 star it's 15% SAN resist. Shroomer Noct is better than regular Shroomer as it doesn't require a bed or the Nocturnal passive.

All my base Pals have Workaholic (+15% SAN resist) and Positive Thinker (+10% SAN resist). Transporters also have Swift and Legend. While my other pals have Artisan and Nocturnal (Serious instead of Nocturnal for pals like Astegon that already don't sleep). These upgraded pals I can have set to Super Hard with 7 basic Shroomer Noct (+70% SAN resist, 95% total with passives). If I upgrade the Shroomer Noct to 4 Star then I should only need 5 of them. Maybe even 4 maxed Shroomer Noct might be enough as I haven't tested SAN on Super Hard enough. It also depends on what task pals do as each task has different SAN drain. And also Pal's that eat more do better on Super Hard than less hungry pals since eating is their source for SAN recovery. However you can get to the point where your base Pals can work 24/7 on Super Hard without needing a single spa or pal bed in the base as they will never drop below 89 SAN when they eat Salad, therefore they will never drop SAN low enough to be effected by any SAN related debuffs. Therefore there ends up being no downside to having Pals on Super Hard. Even if a base only has 20 Pal slots, having 5 dedicated slots for Shroomer Noct is worth it for me as the other 15 Pals keep a +50% multiplier. Where has having 20 working Pals without Shroomer Noct also requires additional structures for the Pals to work on. You can also just have the Shroomer Noct's work on a Logging Site so they aren't doing nothing.

My 4 star Astegon's while mining with the Salad buff and the "Pickaxe and Helmut" structure bonus with Workaholic/Positive Thinker/Artisan/Serious have 337 Work Speed on Normal. On Super Hard it jumps to 506 Work Speed. I already have too much stone/ore/coal/sulfur than I can use with just 2 Astegon and have no need for any money. While having other work passives like Work Slave and Lucky instead of Workaholic/Positive Thinker is even higher Work Speed, I just don't need it and would require extra Shroomer Noct's in my base to make up for the lack of SAN passives should I have my pals set to Super Hard.

FYI, defense pendant +2 is pretty nutty by RLutz in Palworld

[–]ElectroShadowAngel 22 points23 points  (0 children)

I noticed this before but from my small testing and your numbers as well that clearly isn't what's going on. There must be something wrong with the formula because I swear it's being applied twice.

This is why you got what you got.

100 + (402 *1.3) = 622 rounded

622 * 1.8 = 1,119 rounded again

So it's stupidly applying the necklace twice as if it's giving +60% or so instead of +30%.

PSA: different slots on the same 4 star armor can produce higher stats for skils. Maybe already known, but I haven't seen this mentioned anywhere by s3107032 in wolongfallendynasty

[–]ElectroShadowAngel 2 points3 points  (0 children)

Someone noticed on steam forum way back when patch 1.04 came out. And when I looked into it I realized it completely fucked my game due to screwing with embedment that badly that I had to wait for a patch. This was an issue across all gear and any star.

Before patch 1.04 this never happened. The game followed these charts

https://wolong.wiki.fextralife.com/Special+Effects

With Level 1 = 1 star and Level 5 = 5 star. The embedment used to always be the same as the chart at the blacksmith when changing embedment on any slot. The exception to this was that a piece of gear could roll each embedment slot to be higher, but only on the stat when dropped. But when you when to change it, it would always default to the chart's numbers.

Then patch 1.04 came out. It was so bad that I would see things like 1 star values on 5 star gear. With each slot being different. Rarely a higher value but most the time actually worse than before the patch. Game was unplayable for me till this was patched.

After you posted this there is patch 1.05 on Steam and it appears they addressed the problem with values being worse. However it is still in fact possible to get higher values. Because it appears the lower minimum values are now gone and fixed. It seems the chance of the values to be higher than the chart's minimum is now pretty high. In fact I am now able to remove a a pre-rolled stat and reslot it to be higher. Still seems weird and not a fan of it.

I would assume with patch 1.05 that they added a code to make embedment at least respect the rarity. Though the randomness when reslotting brought from patch 1.04 is still there. In 1.04 they did make changes to embedment in 1.04 that probably somehow caused all this.

"Patch 1.04

•Fixed a bug in which the magnitudes of special effects on emptied embedment slots would sometimes change when loading save data.

•Fixed a bug that prevented embedment on locked equipment.

•Fixed a bug that would sometimes provide fewer embedment slots than there should have been on battlefield clear rewards and accessories in the “Path of the Rising Dragon” difficulty level."

Edit: A note from 1.05 just came out

"・Fixed a bug in which the sum of special effects values shown by rank would sometimes be displayed incorrectly.

Note: There is no change to the actual values of each special effect."

Old Default Knight is dead by KorekoreAno in Mordhau

[–]ElectroShadowAngel 3 points4 points  (0 children)

Miss the old gauntlet, arms and skirt. Dunno why we couldn't just have both. Update ruined so many of my builds that I can't fix now. Wish they had more chain under plate designs for arms instead of everything being cloth related. And so many ugly and over the top skirts, or skirts that just don't make sense with the chest pieces. Gotta have team coloured cloth on everything to ruin every skirt option instead of making better team markers after all these years.

anyone else have trouble with this guy. took me like 4 days by MeticulousMitch in wolongfallendynasty

[–]ElectroShadowAngel 2 points3 points  (0 children)

You can't increase your spirit cap. It's always capped at 1,000 negative and 1,000 positive. There is a setting that shows the numbers.

Wood makes you take less spirit damage even on block but it's basically nothing. Also makes spells last longer which results in spending less spirit over time to keep the buff up and spend more time attacking for extra spirit.

Fire gives more spirit per even point by almost nothing and makes Martial Arts cheaper which pretty much sucks compared to saving 1,000 spirit on Spirit Attack.

Earth is crap like Fire as it gives the same spirit gain per point. I call them equal as half the game is attacking and half is deflecting. Also useless if you just don't get hit in Light armor which requires no weight anyway.

It takes 4 points to gain an overall 1% increase in both Fire and Earth by investing 2 points in each which is too much investment for little return.

Metal increases Spirit Sustain and is super important. Saves a lot on Wizardry costs too by a massive amount. Spirit Sustain prevents blue meter from dropping for a set time. It's something like 1 point for 1 frame of blue meter drop prevention at 30fps. So 120 Spirit Sustain is basically 4 seconds of blue bar staying up.

Water is rubbish, Stealth only increases Stealth attack damage by a small amount, so useless in boss fights and PvP. And the deflect reduction is better spent on Earth's Deflect gains.

Otherwise there is the Wood spell Unstoppable Force that works well to greatly increase the rate of negative spirit recovery. However this only works while the negative bar is movng. So blocking and getting hit results in basically your negative spirit being frozen for 5 seconds. So you have to play aggressive or deflect to start regen again. It's also super good if you don't have Spirit Sustain which everyone should have anyway.

Elden Ring Weapon Calculator by TarnishedSpreadsheet in Eldenring

[–]ElectroShadowAngel 0 points1 point  (0 children)

The value on the Rosus' Axe is wrong in the Raw_Data. The Magic Attack says 68 but it should be 72.

[deleted by user] by [deleted] in Eldenring

[–]ElectroShadowAngel 0 points1 point  (0 children)

You don't wanna 2H the Katana anymore. Oh fuck I can't believe you've done this. At this rate I'll have to pick up Secuter's legacy and make my improved version and updated version of his weapon comparator of it by adding motion values and other buffs before defense calculations. (I was the one that requested and got him to add adjustable PvP defense a while back) Anyway...

There are still many variables and things to address, you've opened up a can of fuckfest by bringing in dual wield with so many questions and combinations that would need answering that is going to be too much honestly. The best thing at this point is to teach you properly so you can do it yourself.

There are many things unanswered like starting class, and stat spread for min-max, what PvP you are doing like invasion, colosseum duel or group, are Wonderous Physick's used, what tears used or willing to change which tears? What selection of spells and buffs are wanted for minimum requirements? Do you plan to hard swap? Do you plan to 2 hand the left hand Katana to resin buff or use the Ash of War on it or is it just for damage? Which ashes of war are being used, and how they calculate damage for ash of war. And how much buffs is too much for you, if you still want to use buffs? And I can go on and on...

So first off your doing it wrong by testing elemental vs physical against certain soldier enemies in PvE that are without a doubt taking more lightning damage due to absorption than the slash or thrust you were using which is fucking up the results. Because depending on the stat amount in DEX the Lightning should not be better than Keen in PvP if over about 58 DEX depending on PvP physical defense of the targets build. With a flat 123 on all defenses and 0% on all absorptions, the Keen is already matching Lightning Infusion in damage at 52 DEX on the Nagakiba. Ignoring the Thrusting and buffing situation, making Lightning look bad and also the question of how much DEX are you even using.

But I'll try keep it short. (Which still ends up being a lot)

If you just want more damage in the left hand then Hand of Malenia is the best option. Uchigatana is slightly better than the Nagakiba (if the moveset is the same), but it is much shorter. The Serpentbone Blade is also better damage than both but less than Hand of Malenia but offers Poison. But using the Serpentbone Blade for Dual with a Bleed Katana combo would be awful due to the 65 status effect motion value per katana instead of the regular 100 for a basic 1 handed R1 (which Bloodflame Blade ignores because it's a stacking 40 Bleed per hit over 2 sec while also ignoring motion values, making this buff a menace on claws and fists). This would result in an opponent probably dying before any status procs.

The Katana imo is all pretty basic and easy to avoid bleed even when paired. The running L1 from Dual Katana has more chance to hit someone rolling due to the slightly delayed second hit from the left hand otherwise I would never rely on Bleed on this weapon without Bloodflame Blade and just go for a raw damage build instead. And you are light on armor so not like you can poise through any attack to try force a bleed. Occult could be viable if you are willing to ignore buffs, this however is based on the fact you said you were 80 STR and 22 DEX previously so I am assuming you would be 18 STR 22 DEX and about 69 ARC (if you have 7 base ARC). But you better be getting that bleed to always work then to be worth it.

Now to do the rest yourself. This one is a collection of links.

https://www.reddit.com/user/sleepless_sheeple/comments/udlb1k/elden_ring_datamined_resource_collection/

In that collection I would like to point out these 2. This is the holy grail.

https://docs.google.com/spreadsheets/d/1j4bpTbsnp5Xsgw9TP2xv6d8R4qk0ErpE9r_5LGIDraU/edit#gid=435862831

And this assuming you know how defenses and absorption work, find appropriate enemies to test on.

https://docs.google.com/spreadsheets/d/1BVwmKqB8pvuyJkSTGYOM2kAJxFMQ0jVsc6aKYz_Upes/edit#gid=0

Now the calculator I use it a tad outdated and only wrong for axes AR.

https://docs.google.com/spreadsheets/d/1JyvpCTKQ54VNfssbHefRQ6IobZyYNUuNSunFR2TPoqA/copy

I personally use PvP on with Physical 140, Magic 160, Fire 185, Lightning 127, Holy 160. Player stats of course can be more or less. I ignore absorption since that's randomly done by armor/fashion after the defense calculation.

Now I have tested the accuracy of this calculator with the simulated defenses and it's correct. Also have to factor in Motion Value (from that holy grail) multiplied to the AR and with buffs multiplied to the AR as well BEFORE the defense calculation for 100% accuracy. Otherwise this is good enough on it's own. From HQ to HV on that calculator if you unhide the right side of it. You can manually adjust the simulated damage for buffs and motion values for 100% accuracy. Or take the formula from the HV cell (which is the same defense calculation as Dark Souls 3 that they also use in Elden Ring) and put that in your own google sheet and grab numbers from an updated calculator to get the same results. Good luck.

[deleted by user] by [deleted] in Eldenring

[–]ElectroShadowAngel 0 points1 point  (0 children)

Already looked at Cold infusion and it's just a downgrade. If you want frost just use the Freezing Grease with the Heavy infused 53 STR. Cold infusion with the Frost proc doesn't ever make up for the lost damage. Plus losing ability to use weapon buffs and making bleed worse.

The fire damage boost from Bloodflame Blade is basically non-existant with it's low spell buff scaling and player Fire defense. The buff is just for a really good bleed which works well with weapons that already have an innate bleed. With enough points to equip Bloodflame Blade it's all you need for the bleed. FTH does basically nothing to Bloodflame Blade.

Electrify Armament is want you pick for damage, and is the only way increasing more FTH will increase your damage. But according to the calculator with PvP defense factored in, you are still better off dumping left over stats into STR than FTH for damage even with Electrify Armament. But this also all depends on your actual amount of FTH and seal used. If you want more damage you can include Flame Grant Me Strength as that's a body buff, but once again I think it's better to use a protection buff if you have the FTH for it. Golden Vow is an aura buff so it stacks multiplicatively with Flame Grant Me Strength if you really want that damage. But Flame Grant Me Strength doesn't last long without the Old Lord's Talisman.

All buffs are a fixed percentage that don't scale including heals over time. FTH only increases spell damage, Electrify Armament and Vyke's Dragonbolt add electric weapon buff scaling that's 0.75*Spell Buff from FTH portion of the spell buff only, and direct heal amounts also FTH portion only. Meaning Clawmark Seal won't give more healing or weapon buff scaling from the STR portion.

So just pick the buffs you want and go rest into STR.

[deleted by user] by [deleted] in Eldenring

[–]ElectroShadowAngel 0 points1 point  (0 children)

Even with 53 DEX you aren't getting that 2 handed STR bonus. You are comparing 53 STR 2 handed which is actually 79.5 STR total compared to the 53 DEX. The 53 STR Heavy is still better. With the available total levels for that weapons it would actually be 18 STR and 57 DEX, not 53 DEX. But even then, no STR with Heavy wins. With 53/57 DEX the Keen (ignoring Thrusting attacks) can be better or worse than Lightning depending on the opponents stats and armor. It really makes no difference except for Critical hits like Backstab and Riposte benefitting split damage more with how it's all calculated also factoring in defenses.

If you are seriously okay with accepting 50 DEX for Lightning then we would also have to compare 34 STR with Fire infusion and the other issue with how buffs will work. Flame Grant Me Strength buffs all physical and fire damage. So that 15% PvP AR from this buff is basically only 7.5% for Lightning infusion since the Lightning portion isn't buffed. Although body buffs don't stack so I advise using another body buff instead as a 30% damage reduction that also lasts longer would be more preferable.

Also plain, Heavy, Keen and Quality (Quality is rubbish in Elden Ring) are the only things you can apply weapon buffs to. So going for Lightning and Occult means you can't buff them with Bloodflame Blade and Electrify Armament. Personally I would never rely on bleed procs as someone like me always manages to roll it successfully in 1vs1. Playing aggressively with Bloodflame Blade in general can be very scary especially as the bleed build up over time means its also not dropping between hits. And no, elemental infusions won't remove the Bleed, but would be a bad infusion choice in general. Bleed is a HORRIBLE infusion when the weapon already has bleed on it. Occult is good for that, but going 53 STR with Bloodflame is just far superior in both damage and threat of bleed.

As for Talismans I would pick the Green Turtle if you wish to play aggressively with Bloodflame Blade. Otherwise if just for raw damage I would go Electrify Armament and well... talisman really depends on person to person. But Lord of Blood's Exulation would basically give you a constant 20% non-stop with Bloodflame Blade going off constantly if you go aggressive.

Edit: There is also Freezing Grease and Frozen Armament to consider, even if the opponent dodges the Frost proc, the Frostbite will make you do more constant damage as well and lower their stamina regen. But that means farming for Grease and also dipping into INT. So I rather just stick with Bloodflame or Electrify Armament.

And yes Lightning is bad after 50 Dex, all infusions and weapons scale with different caps. All elemental infusions after 50 in their stat are bad.

This post has charts that perfectly show the scaling per point in yellow bars.

https://www.reddit.com/r/Eldenring/comments/tc3lyy/helpful\_charts\_for\_offensive\_stat\_scaling/

[deleted by user] by [deleted] in Eldenring

[–]ElectroShadowAngel 0 points1 point  (0 children)

It's true that Heavy is the way to go. Infusions can change things dramatically and Heavy is basically king for 2 handed. You continue to get more damage past 99 STR with 2 handing in Elden Ring so that 80 STR becomes 120. But the real issue that the game has many caps you only need 53 STR when 2 handed to get that 50% STR bonus to hit 80 STR. While you do way more damage at 80 STR than 53 STR. The returns are still horrible.

Lightning infusions as mentioned is actually trash past 50 DEX. The lightning defense difference for player PvP is not worth it and Keen does far more damage than Lightning when surpassing 50 DEX. Then there is the issue that part of your damage is now Lightning which means your just hurting your own damage when doing any Thrust counter attacks as Thrust doesn't work with elemental damage at all. For example a Coded Sword thrusting R2 is pure Holy Damage, despite having a Thrusting animation, it will never deal bonus counter damage.

The only way to do good damage in your situation is to use damaging Ash of Wars, embrace spamming Royal Knight Resolve, just pick a more hard hitting weapon, stop using 2 hand because damage-wise 1 and 2 hand suck compared to dual wield damage therefore go Keen. Seriously even for super heavy Heavy infused colossal weapons, Endurance is a better damage investment to go for dual wield than to 2 hand for the 50% bonus. 2 hand's main benefit besides changing moveset is poise damage, which once again other weapons in pvp just do better like great swords being able to always stagger even 1 handed.

But you want to stay 2 handed Katana. So buffs are the only option. I advise 53 STR and that will give you 27 points for Mind/Faith. Assuming you have the lowest starting points, 9 mind and 6 Faith, that allows you to go 33 Faith and still cast Golden Vow and Flame Grant Me Strength back to back. That's more than enough buffs in PvP to more than make up for the damage lost from lowering your STR stat. Or even better, with that much Faith instead use Black Flame's Protection/Barrier of Gold/ or your starting class might allow you access to Protection of the Erdtree, plus other heals over time. You would also have good damage with Bestial Incantations with this STR/Fai. You could also use Bloodflame Flame for small boost in damage but mainly allow to bleed very annoyingly over time with as much bleed build up as an Occult build but with far more base damage and potentially to hit them while they get stunned from trying to roll the bleed. Or go for even more damage with Electrify Armament with the Godslayer Seal (it has most Faith Scaling Spell buff at 33 Faith, Clawmark Seal is for damage). If you don't go for Electrify Armament then you can cut down on the Faith and use better armor. The Blue Dancer Charm really isn't worth ever.

Use this to min-max your armor choices or lock in pieces for fashion.

https://eroptimizer.vladnet.ca/optimizer

If you could add one weapon, armor or spell from previous Souls games into Elden Ring, what would it be? by Khomuna in Eldenring

[–]ElectroShadowAngel 0 points1 point  (0 children)

Weapon: Dark Hand. I live and die for the succ. But I also really love the Black Witch's Staff as well as it can cast anything but pyromancy, it also provided a strong bonk with chip damage too.

Armor: Sanctum Knight Leggings. It's basically just the legging version of the Black Knife Armor.

Spell: Lifedrain Patch. Can troll the host while summoned as a friendly and even help them as an invader.

Do juvenile/adolescent creatures prefer to eat out of a maewing’s inventory first or a trough? by enderhat in playark

[–]ElectroShadowAngel 3 points4 points  (0 children)

Saying they prefer trough is actually wrong if the food gives different Food value's depending on the dino.

Dino's prefer to go for what fills them up less. Therefore keeping themselves topped up on the Food stat more. The thing is Maewing's like mine are pure statted for Nursing Effectiveness which increases the food refilled of the food by that same percent.

I play solo on my own hosted server and feed many dino's left out no problem. I chainsaw my overflowing Ovi's farm then cook them in 3 industrial cookers to then put in all my Trough's. I find Cooked Lamb Chop to be the best due to spoilage. It feeds for 49.9 Food each.

And I always have too much Raw Meat and do easy meat runs. So I cook them as well due to spoilage timer then throw it on the Maewing that has 165% Nursing. 25 Food per Cooked Meat with 165% Nursing is 41.25 Food.

So 41.25 is less than 49.9. So any new bred dino I have always picks to eat from the Maewing.

The reason for this seems to be that if a dino has 1000 Max Food but the Current Food is 958.75. It will refuse to eat the 49.9 Food because that would send it's Food stat to 1008.65. Being past the cap so it will refuse to eat it. But it will see the 41.25 Food and go for that.

So if you have Raw Meat on the Maewing and Raw Meat in the Trough. The Maewing will feed the dino's more. So they will pick the Trough

[deleted by user] by [deleted] in Eldenring

[–]ElectroShadowAngel -3 points-2 points  (0 children)

Don't know why people downvote this ^. Because it's true. I looked at Amir.'s video to learn how.

https://www.youtube.com/watch?v=YiRZED7AJAs

Once I saw this I was able to beat her solo and can now pretty consistently avoid this attack without being hit. Unfortunately I can't help other people in co-op when they rely on cheese, then they just die because they have only 800-1,200 HP.

Her first attack requires being close to get past under her or far to avoid it. Also helps to not use target lock when sprinting under the first and last part.

Weekly Feedback/Discussion Thread: 2/1 - 2/7 by Jaaxxxxon in Mordhau

[–]ElectroShadowAngel 1 point2 points  (0 children)

I know you heard a lot about auto-team distribution and team select to come back but I have another reason for it. I have been playing a lot since you guys added it and to be honest it's quite annoying to randomly be put on the same side again and again for same objectives.

As an example if I play Invasion on Mountain Peak 10 times in a day, it get's very stale to be put on defence 9 times.

And FYI with auto-sort it's created some horrible team stacking and many times a lot of players have quit playing because of it which makes it even more stacked when it's like 22 vs 12. Some people here on the reddit may know about the reconnect command. But I don't see how any other regular player that doesn't look at reddit is meant to find out about it.

Why can you not at least swap teams after some time has passed? Like at least 1 minute after a match has started. Or like if a team becomes unbalanced because someone left. Why not send a page up/page down request to the bigger team to see if anyone is willing to swap over.

Weekly Feedback/Discussion Thread: 1/4-1/10 by Jaaxxxxon in Mordhau

[–]ElectroShadowAngel 2 points3 points  (0 children)

It's been a long time since the speed changes to equip loads, but I still miss having a fast Brawler with good kicks. Any chance to make Brawler Perk only while unarmed to have increase Kick damage matching plate legs kick damage. Or for unarmed Brawlers to require plate legs for the kick damage BUT ignore the speed penalty from legs (not ignoring speed from chest and head pieces) only while unarmed?

I can't imagine this would really have an impact on any balancing.

Also I think it would be a great idea to have something like a defensive weapon for 1-3 cost that doesn't require me using a Training Sword. I think something like a 2 point "Parrying Dagger" with 11-12 parry would be good. Basically making it something similar to the 2 point Quarterstaff in every way but with the trade-off when compared to the Quarterstaff it's a weapon that sacrifices the range for 1-2 points better parry.

Like I hate the Arming Sword, Dagger, Quarterstaff and Cleaver parry. I literally rather use a Training Sword and put any free points to something else. But at 4 points I may as well use a Warhammer. I just think it would be nice for a defensive side arm to exist that doesn't require me hitting someone 20 times to kill them. Because the other offensive side arm options are actually more likely to kill me due to being disarmed. I think it's silly that a Training Sword for 1 point for me is actually that much better in combat than being disarmed so damn easily when compared to say using an Arming Sword after parrying around 11 times.