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Thank you.
ОтветитьOn building for damage
I entirely agree, and usually maintain that building for damage is almost always worse than building for option expansion or durability.
Dark Souls 1 is the only game in the series where hitting certain damage benchmarks actually matters in the big picture, where a few points of AR can actually make the difference between hitting for 27 damage or 100, due to demons sealed in the damage formula I still don't entirely understand.
In Elden Ring, squeezing an extra 10 points of AR out of a weapon is rarely significant in terms of damage output, and often doesn't even change hit to kill formulas with any degree of significance. You're still usually killing regular enemies in say, 3 hits, minibosses die in 9 instead of 10, and full bosses in 17 or 18 instead of 20, if you put some of your early points into pure damage optimization.
Building for utility or expanded options is usually a lot more significant in terms of actually tackling problems, as almost always, switching to a weapon with a better moveset to the problem at hand, better suited damage types, or with a specific interaction in mind is almost always dramatically more important than squeezing damage, and building for durability improves ALL options, while building for damage improves only specific ones. This is true for most of the game, but especially early on.
These factors are amplified for newer players to the franchise in general, as well. Expanding options your character CAN use means exposing yourself to more weapons, playstyles, and setups, and thus increases the speed with which you'll find things that click with you, while building for durability buys you time to learn enemy movesets, try new things, and generally gather more information on attempts. You won't know that, say, for whatever reason, the one handed hammer moveset just works for you, unless you try out one handed hammers.
Building for damage only really starts mattering much later down the road, where you start stacking modifiers to the point that hit-to-kill formulas start actually shifting dramatically. Killing in 5 or 6 hits versus 20, for example. But that relies on in depth game knowledge and familiarity
I think best combo is Nagakiba cold damage + double slash ash of war and nightriders flail with stormcaller ability cold affinity too. Those 2 can lead you from beggining to the ng+7 . And all stuff you can equip and get rather early on.
ОтветитьGreat video thank you!
ОтветитьThe claymore. That’s it. That’s all you need. In any souls game made
ОтветитьGood info on very early starter weapons. You hit very good points each of them.
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