Dude, you either misunderstood what was being said or you are honestly just plain stupid. The only thing poise, the stat, does according to the video is let you avoid getting stunned while rolling. This allows you to escape the particular stunlock he was describing, where you move a bit after each R1 to reset the stun counter. But that is all poise does.
The effect of being immune to being stunned during certain attack animation frames is called hyperarmor, it is not poise, and, as far as we know, has nothing to do with poise. That video certainly makes no such claims. The only known source for this is yourself, hardly a paragon of reliability if I may be blunt. Do you have any proof that this is, in fact, what happens?
In fact, what you're describing is kinda how poise worked in DS2, where it worked differently while attacking and got an additional boost for heavy weapons. Thus far, DS3 seems to be following the DeS model, where no poise existed and hyperarmor was absolute - there was no way to stagger an enemy out of hyperarmored frames. Can you demonstrate that in DS3 an attack with hyperarmor can be stopped if the attacker is naked? That's basically what you're claiming.
Yeah it looks i was wrong. I tested today extensively this and i can confirm that:
- Hyperpoise (because hyperarmor is already used for parry additional armor in DS games and frankly speaking doesn't make any sense to use it here as it has nothing to do with damage reduction) does indeed not get better with poise stat. I tested more than 20-30 weapons from small ones to bigger ones and getting hit for more than 20 monters with armors 20 poise and 0 (no armor).
So while using small weapons you have very small to no window in which you can actually manage to get hit and still drive attack. On daggers this almost doesn't exist regardless if you are using R1 or R2 attacks. While on UGSs after initial start of animation almost whole rest of attack is stun-proof.
Poise as you said does work on roll stun. Without poise on any attack you will get stunned into default standing animation from roll. While with high poise your can roll through attacks get hit and still continue roll. Great for gank squads as you can roll through them not risking getting stunlocked much or escaping from bad strike. This also counters R1 spam as apperently iframes on roll don't start imminently (needs further testing) which is why people without poise can get stunlocked while getting R1s in their face and can't roll out.
Stun on other hand is not completely managed by weapon and type of attack used. This goes both to player and monsters. Like i previously noticed difference in stun duration between R1 and R2 is huge and each weapon seems to have different stun length applied but in testing for player this is more due to weapon type than unique value to weapon. Seems like FROM is using here several types of hitstun length and assigns them to different attacks and weapons instead of creating unique stun lengths to each weapon. So smaller weapons share almost the same stun lenght with each other while bigger ones R1 attacks produce longer stuns.
Monster on other hand seems to vary widely. Pitchfork guys have 3-4 different attacks creating long or short stuns while Pot guys have 3 types of stun + flattening.
Monsters also on other hand do follow previous DS formula where they accumulate poise damage and eventually get staggered due to poise break + their have working poise like in previous games so Knights in castle can shrug off some of attacks depending on what weapon you are using.
TLDR:
Armor gives you:
- flat damage reduction done just wearing armor pieces + stat scaling where VIT works like Resistance in DS1 increasing a lot flat damage reduction.
- % based damage mitigation after damage flat reduction
- poise that affects your rolling stun threshold. Without it you can get stunlocked.
- due to how damage is also calculated as in more damage the less flat damage reduction gives you and the more % mitigation gives you, heavy armor is best for biggest attacks and good for smaller attacks due to VIT scaling which is needed for heavy armor. But wearing heavy armor without VIT scaling isn't really any better than wearing other type of armor for small medium attacks due to above mechanics.
Weapon:
- governs most of poise mechanic this time around as in gives you window in which attack can't be interrupted (hyperpoise)
- the bigger weapon the bigger that window
- various types of attacks produce different stuns of receivers
As far as we know, poise - the stat - does not interact with weapon-based hyperarmor in any way (and as far as I'm aware, it is actually proper hyperarmor and cannot be broken, though I could be wrong on that one). That was my point.
I tested it now extensively and indeed poise doesn't seem to be added to attacks unlike i previously tested. IT is window frame based on weapon not on stat or anything else. It needs further testing but i think what i did was preatty conclusive (basically wearing 20 poise armor/no armor and trying to get hit in various stages of attack with same weapons trying few weapons)
Speaking of poise...
Appearently the devs have deliberately turned it OFF
Turns out, changing a pointer in the game files or using a debugger/hex editor/memory scanner to make the 0 to a 1 results with this.
67.97 and 1.00 poise respectively for those who are wondering whats the difference between taking 8 hits for stagger and every hit staggering.
Great vid. Maybe poise indeed has bug now. Or it is deliberate and FROM wants players to get poise from attacks instead of just armor. I think in few weeks we will know it as they will be patching things.
BTW: patch notes:
App Ver 1.04
Regulation Ver 1.05
Rough translation:
- Fixed a bug where you might not get items properly while accessing a covenant when a player joins your game.
- Some NPCs questline events have been made easier to trigger.
- Made the requirement for joining the Rosaria's Fingers less strict.
- Fixed a bug when teleporting to Untended Graves.
- Amended an issue where kicks were being parried.
- Fixed a bug where Crystal Sage would not re-appear after warping in.
- Fixed a bug where Dragonslayer Armour would die on its own before you fight.
- Fixed a bug where Knight Slayer Tsorig would continue to gesture.
- Fixed a bug where Siegward would fail to save Greirat even though the conditions have been met.
- Fixed a bug where, when wearing a ring that increases Max HP, the change would not be reflected in some menus.
- Fixed a bug where the voice chat icon would show (or not show) according to the settings.
- Fixed a bug where the voice chat icon would continue to display when HUD display is set to AUTO.
- (Xbox One) Fixed a bug where you can't access the functions Quit Game, access bonfire, or use online play items when failing to connect to an online session.
- (Xbox One) Fixed a bug where the game would crash to the title screen when you fail to connect to an online session.
- Fine tuned various other things, fine tune performance, and corrected various bugs.