![]() If you're going for a split damage weapon you're looking for something with two large numbers, never try and go for 3 way split damage.Įach of the defences scale with specific stats meaning that some damage types are penalised more heavily than others when fighting against a typical player. To put it simply, buffing a pair of Sellsword Twinblades with something like DMB is fine as you're adding high amounts of magic damage despite this weapon lacking innate magic damage, but you should never infuse/buff a weapon with an additional damage type such as a Chaos Lothric Knight Greatsword or a Crystal Dragonslayer's Axe. ![]() You can add elemental buffs to purely physical weapons, this is fine but you will need to add a large amount (>200) in order to get a noticeable difference in damage. ![]() Dark Souls 3 defence system penalises small amounts of damage very heavily, thus you should always try and buff a weapon with a damage type it already has - for example a Lothric Knight Greatsword should be buffed with lightning to increase the percentage of lightning damage that makes it passed defences. This weird quirk in the defence calculations leads to many split damage weapons, dealing unsatisfactory damage against other players due to their seemingly high AR actually being made up of two smaller numbers. ![]() This is a 30% increase in the amount of actual damage that you're hitting a player with which is huge especially considering this is without applying the flat percentage reduction of absorption. Using a weapon with 100 AR against a player with 150 defence in that damage type only ~21% of the actual damage goes through when using a 200 AR weapon against the same player ~51% of the damage passes through. Note: The percentage of damage that gets through defence is plotted to 2 decimal places. The actual method for the damage calculation was obtained from a reddit page listed in the links section and the results of this program were checked against two reliable damage calculators both of which are also linked in the links section. Note: this graph was plotted using Microsoft Excel, the data from which the graph was plotted was obtained through the use of a program I wrote to calculate the damage dealt by a weapon from 0-600 AR against a player with the defences listed above and export it to a CSV file. Wearing the Maidens set will provide the same percentage increase to your defence(not absorption) as wearing full Havel's so it doesn't matter whether you're going for a light or heavy build - always have at least some armour.Įach piece of armour (head, legs ect.) provides a different amount. This reduces the damage taken by a huge amount so you should always have a piece of armour in every slot regardless of what it is. Say we have a character with 84 physical defence when wearing no armour, with full armour you would have 146 which is roughly a 75% increase. Now, your defences are governed by your stats but defences also gain a percentage increase by just wearing armour. Absorption can only be obtained through equipment, armour, weapons and rings can all provide absorption. The important piece of information to take away from defence is that it penalises small amounts of damage very heavily.Ībsorption is a percentage reduction to any incoming damage type and it's applied after the incoming damage has been reduced by defence. There are two parts to what I'll call damage reduction, there's absorption and defence.ĭefence as shown above is quite complicated, it's not a flat reduction or a percentage decrease to damage, just think of it as another way to reduce damage. So before we talk about a weapon's damage we need to understand how damage is reduced. **Second note: the reddit post from which this information is sourced from will also be linked. *Note: this is not made by me this is from a video by Limit Breakers a link to which can be found in the links section of the guide and it provides some additional info for those who are interested + the channel produces some great content so I'd recommend checking it out regardless. Now you'd think that damage would be a pretty simple concept not requiring its own topic, well I've got some bad news for you.
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