User Info: EWGF EWGF 8 years ago #1



First, I'd like to thank Oscilet and aak57 for being punching bags. We just put in quite a few hours puzzling out Poise more in-depth, and as such they deserve all/proper kudos.



So what's new?



Well first of all, the Poise required to resist a hit is cut by a 3rd (rounded up) if your opponent is 1-handing. This isn't really important since everything you want to resist is 2-handed anywho'.



What's old?



Well, Poise still essentially works like a modified build-up meter. Every time you take a hit, and that hit reduces your Poise by a set amount. It's in a constant state of regeneration however. When it reaches 0 you will be susceptible to stuns. Damage and other things don't modify Poise damage. Some R2s and Dashing/Roll/Jumping attacks do inflict greater Poise damage however (notably many swings that cause knockdown).

In these cases adding more Poise will modify a few into stuns. I didn't get into that in these tests however.



For melee there are 4 major Poise breakpoints.



76 poise (51 for 1-handed resists):

All Ultra Greatswords 2h R1s

All Great Axes 2h R1s

All Great Blunt 2h R1s



53 poise (36 for 1-handed resists):

All Great Asian Swords 2h R1s (apparently I had this wrong in my first Poise test, and rated at 55, that was the 55 Poise for the metagame)

All Great Swords 2h R1s

All 1-handed Blunts 2h R1s

All 1-handed Axes 2h R1s



31 poise (21 for 1-handed resists):

All Asian Sword 2h R1s (and R2 in the case of Shotel)

All 1-handed Sword 2h R1s

All Katana 2h R1s (including Washing Pole)

All Great Scythe 2h R1/R2s

All Whip 2h R1s

All Large Spear (Partisan/Pike) 2h R1s

All Small Spear (Silver Spear/Winged Spear) 2h R1s

All Halberd/Pole 2h R1s (figured this would have been 53, but it wasn't).



8 poise (6 poise for 1-hand resists, or Fist Weapons):

All Rapier 2h R1s

All Dagger 2h R1s

All Fist Weapons R1s (although this is actually 6 since you can't 2-hand a Fist Weapon)



EDIT: Didn't test jumping attacks. Wish I had!



Now for Poise regeneration.



Couldn't really figure this out... but I did puzzle out one thing that we didn't know before:

Poise is regenerated by what appears to be a percentage, and not by a static value.



This means stacking Poise can have some value since it will give your opponent less time between hits to stun you. Full regeneration time appears to be like 4-6 seconds-ish. Like I said, I really didn't feel comfortable with trying to test this.



This does explain things however... like why you can't combo a lot of creatures in the game. Their Poise is so high that their regeneration almost outpaces your Poise damage, and it certainly does if you factor in downtime from stamina drain.



I cant be entirely conclusive on this, but it appears to be the case. The same can be noted with smaller weapons in PvP. If you had 8 Poise, a Rapier would never be able to break your Poise since your regeneration would outpace the swings. EDIT: there may be some additional penalization/mechanic for landing consequential hits. But, regeneration itself is fairly likely %-based.



Thanks again to Oscilet and aak57 for basically carrying the test, and to any who volunteered. I appreciate it a lot.



We also did combos, but I'll organize that later into a different post. Soulcraft Science.

PSN: E-W-G-F Alrighty... today's test session was very, very lucrative.First, I'd like to thank Oscilet and aak57 for being punching bags. We just put in quite a few hours puzzling out Poise more in-depth, and as such they deserve all/proper kudos.So what's new?Well first of all, the Poise required to resist a hit is cut by a 3rd (rounded up) if your opponent is 1-handing. This isn't really important since everything you want to resist is 2-handed anywho'.What's old?Well, Poise still essentially works like a modified build-up meter. Every time you take a hit, and that hit reduces your Poise by a set amount. It's in a constant state of regeneration however. When it reaches 0 you will be susceptible to stuns. Damage and other things don't modify Poise damage. Some R2s and Dashing/Roll/Jumping attacks do inflict greater Poise damage however (notably many swings that cause knockdown).In these cases adding more Poise will modify a few into stuns. I didn't get into that in these tests however.For melee there are 4 major Poise breakpoints.76 poise (51 for 1-handed resists):All Ultra Greatswords 2h R1sAll Great Axes 2h R1sAll Great Blunt 2h R1s53 poise (36 for 1-handed resists):All Great Asian Swords 2h R1s (apparently I had this wrong in my first Poise test, and rated at 55, that was the 55 Poise for the metagame)All Great Swords 2h R1sAll 1-handed Blunts 2h R1sAll 1-handed Axes 2h R1s31 poise (21 for 1-handed resists):All Asian Sword 2h R1s (and R2 in the case of Shotel)All 1-handed Sword 2h R1sAll Katana 2h R1s (including Washing Pole)All Great Scythe 2h R1/R2sAll Whip 2h R1sAll Large Spear (Partisan/Pike) 2h R1sAll Small Spear (Silver Spear/Winged Spear) 2h R1sAll Halberd/Pole 2h R1s (figured this would have been 53, but it wasn't).8 poise (6 poise for 1-hand resists, or Fist Weapons):All Rapier 2h R1sAll Dagger 2h R1sAll Fist Weapons R1s (although this is actually 6 since you can't 2-hand a Fist Weapon)EDIT: Didn't test jumping attacks. Wish I had!Now for Poise regeneration.Couldn't really figure this out... but I did puzzle out one thing that we didn't know before:Poise is regenerated by what appears to be a percentage, and not by a static value.This means stacking Poise can have some value since it will give your opponent less time between hits to stun you. Full regeneration time appears to be like 4-6 seconds-ish. Like I said, I really didn't feel comfortable with trying to test this.This does explain things however... like why you can't combo a lot of creatures in the game. Their Poise is so high that their regeneration almost outpaces your Poise damage, and it certainly does if you factor in downtime from stamina drain.I cant be entirely conclusive on this, but it appears to be the case. The same can be noted with smaller weapons in PvP. If you had 8 Poise, a Rapier would never be able to break your Poise since your regeneration would outpace the swings. EDIT: there may be some additional penalization/mechanic for landing consequential hits. But, regeneration itself is fairly likely %-based.Thanks again to Oscilet and aak57 for basically carrying the test, and to any who volunteered. I appreciate it a lot.We also did combos, but I'll organize that later into a different post.