Damned Registrations
Furry Weeaboo Nazi Nihilist
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- Feb 24, 2007
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Why I love this sword even though it's slow and has shit durability and range:
The Warped Sword is pretty awesome. I love it.
In ng+, the encounter right before the third bonfire is insane. When fighting more than one arch Drake knight at once, I've found that the only way to fight them is to run away screaming like a psycho dodge rolling as they run after you and hit at you, and then pick them off one at the time as you get out of (their very large) aggro range. In ng+, the arch priestesses got nothing on the knights, I could fight 3 or 4 of them all day, since their attacks are pretty easy to dodge, especially with the audio clue. But the knights, they fight with hammers that hit like ultra great swords, both in terms of damage and poise damage (actually more than ultra great swords) but with a very high attack speed and with a fericousness that will burn through anyone's stamina trying to block the attacks in a matter of seconds.Shrine of Amana is a great level. Really beautiful and atmospheric, and actually has some original gameplay mechanics and encounter design, never before seen in a Souls game. Also, if you're careful, there's only really one cheap segment, where you can't ambush mages from behind cover of some sort - the one just before the third bonfire, with the two archdrake knights. Its only real problem is that it's too linear, although it's more like a semi-open area rather than just a corridor.
Replaying NG now, and finding that I actually like a lot of the levels individually, taken on their own, they're certainly up to DaS1 standards. Their problems lie in how they're so disconnected from each other, and how some feel kinda artificial - much like Sen's Fortress, in fact. Of course, Sen's Fortress was an area specifically created to challenge adventurers heading to Anor Londo, so it made sense there. It doesn't really make sense in Iron Keep, Earthen Peak or Drangleic Castle.
The Warped Sword is pretty awesome. I love it.
is it any good when you don't powerstance it? any notable advantage over the falchion?
The Warped Sword is pretty awesome. I love it.
is it any good when you don't powerstance it? any notable advantage over the falchion?
It has a counter strength of 130, which is unique for curved swords, and it has 25 poisebreak as opposed to 20. But the main thing is the counter damage, while Falchion only does 10% more damage on counters, this does 30%.
The Warped Sword is pretty awesome. I love it.
is it any good when you don't powerstance it? any notable advantage over the falchion?
It has a counter strength of 130, which is unique for curved swords, and it has 25 poisebreak as opposed to 20. But the main thing is the counter damage, while Falchion only does 10% more damage on counters, this does 30%.
It also has some nifty powerstances unique to it. When I get the chance I'll tell you both about it.
shame curved swords in this game are all atrocious.
also, awestones p hard to get, eh? i'm not farming them outright but the game gave me like 5 or 6 in ng+ with like 10 hours of playtime
While I agree about iron keep, I completely disagree about drangleic castle. What on earth is artificial about that level? For me, it's completely believable as a castle where the in king and queen lived in every possible way.
Huh, I don't agree on this at all. The exterior itself and it's approach is excellent, giving the imposing feeling such a castle should have. Entering it, you see a logical symmetrical archtechture with a staircase leading up to the chancelor, and a further staircase leading up to what must have been the throne room for recieving visitors. Further behind, are probably official gates that lead to the more central part of the castle. The route you follow to the central area of the castle, is through the basement, where it makes sense to put statues. I'm guessing this would either be the guardians lodgings, or possibly an escape route for the king and queen in case of attacks. The area leading up to this is clearly built with defense of the central area in mind, which also makes sense. I'm guessing the big room you find in the end with the archer knights on each side and the elephant guardian and two shield guardians, is close to the most central part of the castle, and the part leading up to this is also built heavily with defense in mind. What I saw was a mix of defensive architechture and lodgings for the soldiers, which is what you would expect to find in a castle. Drangleic castle have plenty of interesting things as well, for example the portrait of the queen that interestingly curses you as you approach it. The room at the top of the castle, which probably served to keep high profile prisoners. And not unlike anor londo, drangleic castle too has a chapel, with a shrine I would guess dedicated to the ancient dragons, where you fight the two guardian bosses.There's no Giant's Soul by the third bonfire. There's a giant, but no memory. That area looks like it should lead somewhere else, actually, there's a cave blocked with rocks that feels like a very natural path to a different area. Wonder what was supposed to be there originally.
While I agree about iron keep, I completely disagree about drangleic castle. What on earth is artificial about that level? For me, it's completely believable as a castle where the in king and queen lived in every possible way.
Let's use the obvious point of comparison - Anor Londo. Progression through Anor Londo is mostly linear, but by progressing you keep unlocking different parts of the castle, and once you're done, you can traverse most of the structure in a fairly natural way. In Drangleic Castle, the part that you can actually access is very arbitrary - basically a bunch of stairs and battlements with the occasional empty room. The Castle itself is very large, yet you never get this impression exploring the inside of it. It also has a whole bunch of rooms which are either empty, or only have statues and stuff you can activate by killing them. Rooms in Anor Londo looked like they served a function - a whole bunch of them have actual furniture, there's a chapel with a Titanite Demon, a trophy room with dragon heads, a main hall with a gallery overlooking it - there's some effort to establish it as a place people might have inhabited at some point in time. Drangleic Castle has much less of this. Like some other DaS2 levels, it feels like less of a place in and out of itself, and more like an obstacle course for the player.
For the record, I think it's a good obstacle course, and that the moment-to-moment gameplay in it is better than Anor Londo. But it is, at the same time, less immersive.
Hmm, Are you sure there is a giant's soul there? According to this, there isn't in the area of the third bonfire. I did learn that I can double my damage against him by defeating the ancient dragon, but that has been way harder than defeating him with just 4 souls, so I think I'll skip that. Especially in NG+, where I am now.
i meant curved greatswords. muh bad
yeah but wont burning ascetics in grave of saints fuck up my pvp thingies when I start ratbroing?
So I decided to finally stop being lazy and do some actual hard number data on the correlation between agility and iFrame counts. I will probably put this into a video at some point, but for now here is a bit of data. FYI I did this on PC but knocked my FPS down to 30 so that the frame count would cover all platforms. I also double checked at 60 fps to verify there weren't any strange rounding errors, and it was identical.
AGI - iFrames
85 - 8
90 - 9
95 - 10
100 - 12
105 - 13
110 - 13
115 - 15
120 - 16
For reference, here are the numbers I got from Dks 1 awhile back.
Slow Roll - 9
Medium Roll - 11
Fast Roll - 13
DWGR - 15
So in a nutshell, 120 agi is superior to DWGR in regards to iFrames, though the flip still had faster recovery for unadulterated spammage. 105 agi is equivalent to the fast roll and unless you're willing to go to 115 for the extra 2 iFrames, it's not worth it. I didn't test at 1 increment steps, but I'm quite sure somewhere between 110 and 115 would give you 14 iFrames, but again it's a steep cost for little gain. 85 agi is actually 1 iFrame less than fat roll, while 100 agi is 1 iFrame more than medium roll.
As you can see, the scaling is not linear. I went back and verified the 100 agi number more than once, and it is correct. Either the scaling is purposely flattened in that area to provide a good break point, or it's some sort of bug.
How did I test this? The same way I did in Dks 1, using a long duration AOE attack so that I could easily see at what point in the roll I became vulnerable. In Dks 1 I used the 4 Kings AOE because the hit box was longer than even the DWGR, ;IE impossible to roll through. In Dks 2 I used Licia's WoG which again is longer than even the highest iFrame count possible. Even on an absolute perfectly timed roll, meaning the first frame of my roll coincided with the first frame of her WoG becoming active, it still hit me at the end. They may have nerfed player WoG's, but Licia's is running at full tilt. What's strange is the light from the WoG ended long before my iFrames ran out, but there was this massive lingering phantom hit box afterwards. You could probably roll away from it if you were naked and not directly in front of her, otherwise you're toast.
Take from this what you will, I thought I'd finally get around to ending any speculation and just giving some hard data numbers. I'd like to get around to making an actual video explaining it all and showing how I validated these numbers, but it's going to take some time to do it right.
Just checked the weight issue. At the same agility the roll recovery from 0% burden is identical to 70% burden, the only difference is how far you roll in that time period. Also, the entire roll seems to be around 25 frames, at least if you spam roll you can start the next one after the 25th frame. Not doing anything out of a roll may end up being longer as you aren't actually cancelling the animation to start something new, it's difficult to test because without doing an action you aren't given a visual cue if your character is actually able to perform an action.
So in short; agility only affects iFrames, weight affects roll distance, and nothing affects the duration of the roll animation itself. 16 iFrames out of 25 is actually very, very strong and only a couple frames off of the DWGR 15/22(at max burden limit). DWGR had 15/19 while naked, but that wasn't realistic.
120 agi gives you invincibility for 64% of the roll animation.
DWGR at 50% burden was 68% of the roll animation.
The difference is the amount of investment to hit that number, whereas in DkS it was a simple ring slot.