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Digital Gesture Drawing
Dark Souls 3 Poise Mechanics - I'm pretty damn sure I've figured it out, like 100% sure. Nothing on Hyper Armor Here!
submitted 2 days ago * by Back_like_Flint
Hey everyone, Juutas1988 told me I should make a thread for this, on Reddit, so here I am. I'm not looking for bashing, or the same "it's already been proven to be Weight Load," or "Poise is turned off," because it hasn't, and it isn't. First, let me begin that Jutaas' tests were disproved because of Weight Load, but not the concept that Poise affects rolling as a whole. He didn't know he was at least over 70%, and that this would affect his rolling Frames.
Alright, I've spent quite a lot of time testing a variety of things to find-out what Poise did. Quite a few on the Fextralife forums helped me with their skepticism, and their willingness to contribute their time for a solution. First I tested recovery frames, I thought Poise helped you stand-up faster, by walking into enemies I thought I had found differences in staggers. After analyzing data I uploaded, after a friend helped me out, I was very wrong on that hypotheses. Next, I thought maybe reaction times were affected, wrong there also. By mistake, we came-up on the "roll-catch" Juutas had described early-on. However, my friend remained in the 50th percentile of Equip Load the entire time, except for when he wore Yhorm's Greatshield for 69 Poise, he was up to 66% then. He had 60 Vitality, Havel's Ring, the Wolf's Ring, and Ring of Favor equipped for maximal Poise and Rolling Speed when testing higher Poise counts.
Below, I will post a link to my videos for the evidence I accumulated, analyzed, and the formula I came-up with, after countless re-counts. The formula holds up every single time, no matter what weight ratio you are, Poise prevents you from losing your iFrames, which in turn make your rolling animations longer, and prevent you from being staggered.
Here is the first link, with the full breakdown of what I got (I'm not a streamer, so I had nothing to do this with audio; therefore, I had to write down all of my results, and explain them as coherently as I could):
https://youtu.be/5SJcEyyS5l8?list=PLYZhYRHkOZobqi_6ozqPZSzUSU9sVoP2f
Description:
Ok, these are my Frame Counts on rolls, to explain how your Poise dictates how many iFrames you will lose in accordance with the weapon striking you. See this quick slideshow to understand when I begin, and stop counting Frames: https://youtu.be/c7O8KXbhZUY
First let my try to simplify all of this. Your Poise dictates how many iFrames you will lose per hit (invincibility Frames are the visual Frames that prevent you from taking damage while rolling). This will vary depending on the enemy's weapon (player or monster), but the higher the Poise, the better it will be. Someone in between 30%-70% Equip Load has a base 13 iFrames per roll, and 11 vFrames (Frames during the animation in which you are vulnerable), when you get hit some of those iFrames get taken away until recovered. Your Poise will dictate how many Frames you lose, and how quickly they will recover. Hence, after taking just a few hits, with low Poise, you will likely take damage during your roll if attacked, and staggered. While if you have high Poise, your iFrames will still decrease by 1 iFrame at least (I found 1 iFrame to be the minimum that can be taken per hit), and still open you to take damage. However, it would take multiple hits in a short-time span to stagger a player with high Poise, because they also recover these Frames much, much faster.
EDIT: I forgot to add this, the first 1-7 Frames are vFrames (1-4 when using the Carthus Blood Ring), therefore you will take damage and lose iFrames during those. If you lose enough iFrames, and are vulnerable from the 15th-17th Frame (depending on which type of roll), you will be staggered. 18 Frames in a roll was a consistent marker for knowing the player could get staggered once hit one more time.
A light roll has a total of 23 Frames, with 13 iFrames, and 10 vFrames.
A standard medium roll has a total of 24 Frames, with 13 iFrames, and 11 vFrames (vulnerability frames).
A fat roll has a total of 26-27 Frames with 12 iFrames and 14-15 vFrames.
I count the first frame of each roll as soon as the body appears to lean horizontally, and end the Frame count as soon as both feet touch the ground. For successive rolls, there are two "open" Frames after he lands, and the third one is the first for his 2nd roll count (this holds true for medium rolls, fat rolls are much slower and have 3-4 "open" Frames in between; while fast rolls have about 1.5 "open" Frames).
Havels + Wolf Ring + Yhorm's Shield at 69 Poise, 66% WR: on the 1st roll there were a total of 21 Frames (lost 3 iFrames to 3 R1 hits). On the 2nd roll there were a total of 22 Frames (he regained 1 iFrame due to not being hit a fourth time).
Havels only with 32.75 Poise 57% WR: On the 1st roll, there were a total of 20 Frames (lost 4 iFrames to 3 hits), on the 2nd roll there were a total of 21 Frames (recovered 1 iFrame from not being hit).
Around 15 Poise at 50% WR: 1st roll was hit 3rd time on 16th Frame, and staggered on 17th Frames before being staggered (lost 7 iFrames to 3 hits), then hit a 4th time due to lack of iFrames = Lack of Distance.
Same set as above at 15 Poise but under 30% WR: 1st roll hit on 16th Frame, and Staggered on 17th Frame ( lost 6 iFrames due to there only being a total of 23 Frames), due to him covering a longer distance with 1 less Vulnerability Frame, he managed to get far enough to dodge the 4th hit (unlike #3). On the 2nd roll he recovered all 23 Frames due to already having been staggered.
28 Poise at 54% WR: 1st roll had 20 Frames (lost 4 iFrames, same has Havels at 32 Poise), on the 2nd roll he had 21 iFrames (Recovered 1 Frame from not being hit a 4th time).
69 Poise Havel's + Wolf Ring + Yhorm's GS at a 66% WR: 1st roll had 21 Frames (lost 3 iFrames, 2 to R2 attack and 1 to R1 attack), 2nd roll also had 21 Frames (gained one and lost one from successive attack), 3rd roll also had 21 Frames (gained 1 and lost 1 due to another attack), and on the 4th roll he had 23 Frames (gained 2 iFrames back from not being hit). Very Hard to Stagger with Uchigatana
69 Poise Havel's + Wolf Ring + Yhorm's GS at 75% WR: 1st roll had 25 Frames (lost 3 iFrames, but recovered 1 iFrame with 3 R1 hits out of a total of 27 Frames for fat rolls).
32 Poise with just Havel's at 57% WR: 1st roll had 19 Frames (lost 3 to charge attack and 2 to two R1 hits for a total of 5 iFrames), 2nd roll had 18 Frames before being hit (1 more R1 attack at the end of the roll), and staggered on the 19th Frame (having lost a total of 6 iFrames he landed far too early and received an R1 Stun as soon as he finished the roll animation).
After this, I tested my previous findings in PvE, to make sure they held up, with 3 different Poise amounts. 0 Poise under 30% Equip Load, 15.25 Poise at 47.6% Equip Load, and 27.10 Poise at 67.14% Equip Load. Everything remained accurate for every single test conducted, and the full information is in the description of the video.
After these findings, I came up with a theory that FROM may have hidden the tools, for discovering and understanding this mechanic, in plain sight all along. Those tools are the Carthus Blood and Milk Rings. - I thought maybe invisibility from the Milk Ring actually happens during your iFrames, this was indeed true. - I also wasn't sure if the Blood Ring would add 3 iFrames to your total Frames, or convert 3 vFrames to 3 iFrames. It converts them, and with the Milk Ring equipped, you can easily count iFrames in comparison to total Frames, with a Frame-by-Frame analysis. Here is the link for this discovery (only did this over 30% Poise, but it matches all the findings previously found):
https://www.youtube.com/watch?v=UV4S4AHBSD0&list=PLYZhYRHkOZobqi_6ozqPZSzUSU9sVoP2f&index=4
Next I tested this in PvE to make sure it also held-up with my discovery on Poise (3 trials from 30%-70% Equip Load). Keep in mind, I found out that counting iFrames with the Milk Ring equipped is only truly accurate on the 1st roll. Successive rolls appear convoluted, such as remaining invisible for a few Frames after landing entirely. Here is the link, and I will post the findings in the video's description underneath:
https://youtu.be/eszG_dBGuDA?list=PLYZhYRHkOZobqi_6ozqPZSzUSU9sVoP2f
Description:
Well then, after testing that you could count iFrames with the Milk Ring during rolls, I decided to test it in PvE with the Blood Ring on, and then off at 0 Poise 33% Equip Load, and then at 23.30 Poise with 61.3% Equip Load (The Carthus Blood Ring adds 3 iFrames). I believe there's a possibility FROM left planned to use these two rings as an Easter Egg for us to find how this Poise mechanic works. The Milk Ring let's you count all iFrames, and the Blood Ring makes it more obvious that your losing iFrames if you also have the Milk Ring equipped (invisibility being shortened from 16 iFrames instead of 13 iFrames).
Results: This only works on the very 1st roll after an attack. Consecutive rolls tie-in together, and the invisibility becomes inaccurate with Frame Counts (such as having invisibility while running).
0 Poise with Blood Ring + Milk Ring at 33% Equip Load: iFrames lasted from the 5th Frame to the 16th Frame (total of 12 iFrames/ 16 iFrames), and the total being 20 Frames/ 24 Frames.
0 Poise with Milk Ring at 31% Equip Load: iFrames lasted from the 8th Frame to the 17th Frame (10 iFrames/ 13 iFrames) for a total of 21 Frames/ 24 Frames.
23.30 Poise with Blood Ring + Milk Ring at 61.3% Equip Load: iFrames lasted from the 5th Frame to the 18th Frame (14 iFrames/ 16 iFrames) for a total of 22 Frames/ 24 Frames.
23.30 Poise with Milk Ring at 61.3% Equip Load: iFrames lasted from the 8th to the 19th Frame (12 iFrames/ 13 iFrames) with a total of 23 Frames/ 24 Frames.
Hope this makes sense! Apparently you can measure Frames lost during combat with the Carthus Milk Ring, and the Carthus Blood Ring only makes it easier to count as it changes 3 vFrames into 3 iFrames. However, keep in mind this will only be accurate on the very first roll following an attack!
Alright, that's about all of the testing I've conducted thus far, since discovering this about 3 days ago. I spent A LOT of time conducting tests, and analyzing the data. I found this after I started counting Frames from the beginning of a combo, until the end, and realized the Frames didn't match-up for the same combos. Not even for the staggers when Poise was not the same. However, each trial with the same amount of Poise was always exactly the same. I started eliminating variables, until I found the one that held true every time. Which was the Rolling Animation's Frames. I realized the amount differed depending on the Poise Stat, and the amount of hits + types of hits the player received. I also noticed that when a player receives a hit that would make him lose more Frames than he has left in his animation. Lets say you were rolling with medium weight, and only had 19 Frames left (meaning you lost 4/13 iFrames) due to two R1 attacks that took away 2.5 iFrames per hit, well if you were to get hit on the 15th-19th Frame, you would get staggered (this depends on the length of the weapon's animation). In PvE it is easy to see exactly when you received a hit, but in PvP weapons have tracking, therefore (with the way hit boxes work), if you see the hit connect on the 15th Frame, the attack may register anywhere between the 16th-19th Frames (with my Uchigatana). This would typically mean you will stagger.
I'm hoping to see if anyone is willing to validate, or disprove this, with evidence. Not just saying no, but actually running tests like these. I'm certain this is how Poise works, I mean COMPLETELY certain. Therefore, I am not worried about being discredited, as long as there is some actual data, and analysis to show.