Sunday, April 3, 2022

ELDEN RING - Optimal Character Attributes

This guide offers you the visual references you need to make each level-up matter in ELDEN RING Introduction Like its predecessors, ELDEN RING's levelling system can seem obtuse for new players.  Your character's stats are mainly governed by a set of attributes that you can choose to increase by 1-point increments at each level-up. However, each attribute has specific breakpoints that you may want to set as milestones or upper limits.  Attribute	Breakpoints	Stats Increased Vigor	40, 60	max HP Mind	40, 52, 60	max FP Endurance	25, 50, 60	max Stamina max Equip Load Strength	34, 54, 50, 80	access to armaments STR-scaling armaments Dexterity	50, 80	access to armaments spellcasting speed DEX-scaling armaments Intelligence	50, 80	access to armaments & spells sorcery scaling INT-scaling armaments Faith	50, 80	access to armaments & spells incantation scaling FTH-scaling armaments Arcane	45, 60, 80	access to armaments & spells item Discovery status effect buildup ARC-scaling armaments  The goal of this guide is to produce visual representations for how attributes increase stats for players to use as a reference when attempting to improve the efficiency of their builds.  As a bonus, I've added a section at the end that lists noteworthy equipment that raises attributes.  Interpreting Graphs For each graph, there will be at least one soft cap and one hard cap: Δ: denotes the difference between two values.  Soft Cap: a point beyond which there are diminishing returns. It's usually the last occurrence of the maximal delta (Δ) value, or the last occurrence of a Δ value larger or equal to some threshold value. The latter is be determined a little arbitrarily at times.  Hard Cap: a point beyond which there is no improvement. It's the last occurrence of a non-zero Δ value.  Other points of interest will be discussed on a case-by-case basis.  A cold-hot color map is used to help visualize Δ values. Red (hot) points denote the highest gains for levelling to these values. Blue (cold) points denote the lowest gains for levelling to these values. Vigor  Mind  40 MND is a breakpoint because the Flask of Cerulean Tears +12 recovers 220 FP, which just so happens to be a character's maximum FP at that point. Endurance Stamina  Equip Load  Armament Scaling Armament scaling is incredibly complex. Scaling growth isn't attribute-specific, but armament-specific. The game maps growth curves to an individual armament's properties for every possible affinity. It's a little scary how flexible this system can be, but I'll do my best to explain the broad strokes and identify some conventions used in-game.  Damage type: Physical or Elemental (Magic, Fire, Lightning, Holy) Scaling coefficient: represented by a letter indicator, but the actual value is hidden from players. Affinity: Standard, Heavy, Keen, Quality, Fire, Flame, Lightning, Sacred, Magic, Cold, Poison, Blood, Occult  So, to greatly oversimplify things, there are essentially two main growth curves: one for Physical Damage and one for Elemental Damage.  Physical Damage  In general, your physical damage will scale with either Strength or Dexterity.  If your weapon has the Occult affinity, your physical damage will also scale with Arcane. Note that the Ripple Crescent Halberd and the Ripple Blade are treated like Occult armaments.  One notable exception is the Erdtree Dagger, which will also use Faith to further increase physical damage and follow this curve.  The curve here applies to the Standard affinity. However, the Heavy, Keen, Quality, and Occult curves are similar enough. The only major difference is that first soft cap, which will float between 16 to 20, and the minor soft cap will float a little around 58.  Elemental Damage In general... Magic damage will scale with Intelligence Fire damage will scale with Strength or Faith (key difference between Fire and Flame affinity) Lightning damage will scale with Dexterity Holy damage will scale with Faith 2-Handedness 2-handing allows players to wield their armament effectively even if they're below its Strength requirements (so long as you meet 2/3 of the Strength requirement). This is because 2-handedness increases your effective Strength. If your build is focused on 2-handing exclusively, then your Strength soft cap is lower.  I confirmed that this only applies to Strength. 2-Handing does NOT affect attribute requirements and scaling for any other attribute.  2-Handed Physical Damage: Heavy Nightrider Glaive +25  It seems we consistently get a Strength soft cap of 54 for Physical Damage while 2-handing. I'm assuming that Fire Damage scaling will also have a soft cap around 34 while 2-handing, but I haven't confirmed this yet. Passive Effect Scaling  Certain armaments' passive effect buildup will scale with Arcane. This is mostly relevant to Poison and Blood affinities. I haven't confirmed yet whether the physical damage scaling from Arcane with the Occult affinity overrides this or not. Discovery  So this is silly. Discovery is calculated easily with the following linear function:  Discovery = 100.0 + ARC  The only exceptions are Arcane levels 8 and 9. I don't know why that is, but it just is. Attribute-Increasing Equipment Talismans Radagon's Soreseal	VIG, END, STR, DEX +5, but take more damage Radagon's Scarseal	VIG, END, STR, DEX +3, but take more damage Marika's Soreseal	MND, INT, FTH, ARC +5, but take more damage. Marika's Scarseal	MND, INT, FTH, ARC +3, but take more damage Starscourge Heirloom	STR +5 Millicent's Prosthesis	DEX +5 increases damage output with successive attacks Prosthesis-Wearer Heirloom	DEX +5 Stargazer Heirloom	INT +5 Two-Fingers Heirloom	FTH +5  Helms Crimson Hood	VIG +1 Preceptor's Big Hat	MND +3, but decreases Stamina Navy Hood	MND +1 Hierodas Glintstone Crown	END, INT +2, but decreases FP Imp Head (Wolf)	END +2 Haima Glintstone Crown	STR, INT +2 Omensmirk Mask	STR +2 Lazuli Glintstone Crown	DEX, INT +3, but decreases HP Okina Mask	DEX +3, but decreases Focus Consort's Mask	DEX +1 Twinsage Glintstone Crown	INT +6, but decreases HP and Stamina Witch's Glintstone Crown	INT, ARC +3, but decreases Stamina Olivinus Glintstone Crown	INT +3, but decreases HP Karolos Glintstone Crown	INT +3, but decreases Stamina Queen's Crescent Crown	INT +3 Imp Head (Cat)	INT +2 Imp Head (Corpse)	FTH +2 Haligtree Knight Helm	FTH +2 Haligtree Helm	FTH +1 Ruler's Mask	FTH +1 Silver Tear Mask	ARC +8, but reduce physical damage output Albinauric Mask	ARC +4, but decreases HP recovery from Crimson Tear Flask Mask of Confidence	ARC +3 Imp Head (Elder)	ARC +2 Marais Mask	ARC +1  Chest Armor Commoner's Garb	FTH +1  Great Runes Godrick's Great Rune	increases all attributes by +5 until death  Weapon Skills Oath of Vengeance	increases all attributes by +5 temporarily

 


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