u/qqwweerrttyyuuioopp

Short visualisation of aggro generation through revives

This video is mostly a correction to my post a while ago regarding aggro, specifically the revive aggro part. Recommend a quick read if you want to know what these numbers even mean.

The first time reviveDmg is dealt, 200 aggro will be added to ALL alerted enemies every 2s for a total of 10 seconds, totalling 1000 aggro. Yes, this means Libra and his Condemned will instantly target you from across the arena.

Duration can be refreshed, and can get freakishly high in 3-bar revive attempts against boss fights like ED Gladius, which are very difficult to revive teammates in. Does not apply if you're not even reviving, obviously.

Aggro resets to 0 until the 10 seconds are up, OR the teammate is successfully revived.

'dmgLevel' doesn't matter. Wylder's fire from his stake does the same revive aggro as Cannon of Haima.

More time reviving = more aggro. More hits does not necessarily mean more aggro. PSCS 'reviveDmg', for instance, would generate less aggro than a colossal sword's 'reviveDmg'.

u/qqwweerrttyyuuioopp — 9 days ago

Insights on how Enemy Targeting (Aggro) works

Aggro is mainly generated by the 'dmgLevel' done.

'dmgLevel' is the "stagger level" of certain attacks. For example, daggers usually deal 'dmgLevel 1', short stagger, while Colossal Weapons usually deal 'dmgLevel 3', large stagger.

Enemies will target the one with the highest aggro, without any variation.

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dmgLevel aggro:

dmgLevel Stagger Aggro
1 Small Stagger, Light Weapons 100
2 Medium Stagger, Great Weapons 300
3 Large Stagger, Ultra Weapons, Great Weapon JR2s, etc 400
4 Big Launch Back 1500
5 Push 350
6 Pancake 800
7 Launch Back 1000
8 Minimum stagger 100
9 Air Juggle 1000
10 Huge Launch Back (Ultimates) 1800
11 Flailing Arms (Wave of Gold) 1500

Less Likely to be Targeted: -300/450/600 aggro (targetPriority)

Draw Aggression on Guard: +350 aggro (targetPriority)

ReviveDmg: 200 aggro

Reviver will gain 200 aggro every 2s for 10s, regardless of whether the revive is successful or not. Longer revives = more aggro.

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Distance-based aggro:

  • <10m: 150 aggro
  • <20m: 60 aggro
  • <30m: 30 aggro

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Enemies will be more inclined to lose aggro on their target after 5/11/15 seconds, as they will take 2x/4x/10x more aggro from off-target Nightfarers.

When enemies switch aggro, they apply a flat 3000 aggro to their targeted Nightfarer, on top of their regular generated aggro. This lasts for 5 seconds, to which aggro restores to normal values. This is to prevent enemies switching aggro erratically in short periods of time.

Aggro decays to 0 over 10 seconds, but can be refreshed by additional attacks.

Draw Aggression on Guard, Less Likely to be Targeted and distance aggros are flat + / - amounts to your existing aggro.

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More information:

Higher dmgLevels such as Greatbows, for instance, generate 1000 aggro with each hit, further multiplied by off-target multipliers. Gets even higher with Rain of Arrows.

If a player hasn't been targeted for some time, they'll be far more likely to attract aggro due to the aforementioned multipliers.

Meaning, successive attacks by off-target players will also generate a lot of aggro due to said multiplier, regardless of dmgLevel. Powerstanced CS jump attacks, Stars of Ruin, Ironeye's bow shots, etc.

Ironeye's bow shot deals 100 aggro, with the multipliers, they deal 200/400/1000 aggro.

Each individual hit of Stars of Ruin deals 100 aggro. With the multipliers, they each deal 200/400/1000 aggro.

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In practice?

If it staggers Leonine Misbegotten, then it has the highest aggro draw of conventional melee attacks.

If it staggers Banished Knights but not Leonine Misbegotten, then it has the 2nd highest aggro draw.

If it staggers neither and only small mobs, then it has the least aggro draw.

Off-target players will universally be a lot more likely to attract aggro, regardless of 'dmgLevel'.

"Holding" aggro is usually unfeasible, except with ludicrous amounts of -aggro passives on teammates. It can actually mean your teammates are not doing anything after 11 seconds. That being said, shieldpoking Guardian with Draw Aggression can be particularly potent. It's actually better to just shockwave guard if you intend to hold aggro, as shockwaves deal dmgLevel 3 for 400 aggro.

Amount of damage has nothing to do with generating aggro.

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These are entirely unique to Elden Ring Nightreign. None of these are my findings, all thanks to the ?ServerName? server and whoever named the relevant param fields in Smithbox! (EnemyCommonParam)

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u/qqwweerrttyyuuioopp — 2 months ago

ED Libra's ranged attack cooldowns (and how to force him to do said attacks)

ED Libra has cooldowns on certain attacks. This is nothing new as nearly every boss has cooldowns on some moves, but uniquely ED Libra has LONGER cooldowns than normal on the following attacks, when Condemned are on the field:

Ground Sigils (10s > 20s)
Sigil Turret (8s > 15s, <20m)
Teleport (15s?)
Pounce (12s > 20s, <20m)

Count starts when ED Libra begins the animation, except for Ground Sigils where they begin as soon as the sigils appear

ED Libra can be provoked into doing one of these with any ranged attack.

To give your team some reprieve in dealing with the Condemned, consider kiting and using a ranged attack to provoke Libra into attacking. Even if dropoff makes your arrow deal 0 damage, it still counts as an attack and prompts Libra to react.

He will never do anything besides ground sigils/teleport this way, at least beyond 20m, and you can keep these two moves on perpetual cooldown. Very handy if it's a double 3bar kitefest

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u/qqwweerrttyyuuioopp — 3 months ago

Heolstor's "darkness" move - is there a 100% consistent way to dodge it?

it's the attack where he plunges the arena into darkness, and emits homing humanity-esque sprites

i recently fumbled a hitless relicless RL1 run as Recluse on him due to this move. completely demoralising considering it takes me so many attempts to even get to Nightlords

how I dodge it is I run far away backwards, then as they begin to home, run perpendicular towards Heolstor. 70% of the time, it works out, 30% one of them still grazes me and I go down

i coded heolstor to keep spamming that move and it's incredibly inconsistent on how to dodge it

Ultimates/Character Skills are not an option obviously

EDIT: i have a low stamina bar, hence the RL1 i mentioned before. surge sprinting the entire move is not an option so i have to pause, akin to ED Gladius' split phase transition. i'm asking if there's a more consistent method that isn't the method i'm using because it's inconsistent

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u/qqwweerrttyyuuioopp — 3 months ago

ED Libra's Riot trial will never occur as long as there's a Riot Condemned alive

as long as one Riot Condemned is alive (not regular condemned), Libra will never incite another Riot

this effectively means more chances for Inescapable Eye. more chances to get frame-trapped into sigil/teleport. awesomesauce

i'm currently investigating libra/condemned AI, but just wanted to post about this since it's pretty run-ending if you're the only one up with 3-barred teammates

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u/qqwweerrttyyuuioopp — 4 months ago

Looping Agheel and preventing it from using any of its flying attacks

(temporarily)

if you decide to fight this stupid dragon, get between its legs before it screams. this will force it into a loop of 180 attacks

the scream unlocks the rest of its moves, and it'll always try to force you out with 180 attacks before screaming. if you keep getting between its legs, it'll never scream. very, very useful in solo especially

you realistically won't really loop it for its entire healthbar due to inevitable aggro switch, but if you got there first, it's good to soften it up for your teammates, and you might even kill it before it does anything

u/qqwweerrttyyuuioopp — 4 months ago

RL1 D5 Dreglord - Relicless (Scholar)

death knights kept ending my runs as duchess. solution: go scholar and throw 50 pots or more at them

u/qqwweerrttyyuuioopp — 4 months ago

Nightfarer I-frames Visualised

https://docs.google.com/spreadsheets/d/18JuYshFKmHm2wkyUmxnBV6B34799QdbBpuHVG6IMrHM/edit?gid=1125080712#gid=1125080712 for direct framedata

all of this is considering 30 fps. double values for 60

methodology is checking the animation files directly, visualisation is 1 frame before i-frames

recovery frames in this context refers to the next instance of transitioning into another roll. rolling attacks can be done 2 frames earlier for all dodges

Duchess' first dodge has no recovery, but it's flagged to be cancellable into its second dodge on frame 8. this effectively means, if you're buffering dodges, you're getting 18 frames rather than 21. it's not really feasible to minmax your i-frames due to frame drops and human error, so it's best to just buffer your dodges

Curved Swords, Thrusting Swords and Heavy Thrusting Swords all have I-frames in their feints. these never had i-frames in any of DS1, DS3 and ER's iterations. i don't have framedata because i'm not putting myself through allat again, but they seem to have the same exact frames as scholar's thrusting sword feint, with more recovery frames, and an actual startup to consider, so certainly a lot worse than his basic feint

Raider has 1 less I-frame than Wylder et al, and 1 extra recovery frame

u/qqwweerrttyyuuioopp — 4 months ago

RL1 D5 Gladius - Relicless

demihuman queen/sword master and tree sentinel & co are very fun to fight when you deal no damage and can tank nothing 😄

u/qqwweerrttyyuuioopp — 4 months ago
▲ 13 r/onebros

so what do you guys think about PCR? (RL1, SB18, Great Katana)

i've realised that despite beating almost all remembrance/DLC bosses relatively vanilla (usual star fists/shunter, with the exception of fire giant where i scripted him all 3 of my runs because that fight is shit), i never really beat RL1 PCR parry-free. i've come to appreciate his moveset a lot more after i fought and beat him multiple times the past week with various weapon classes. you actually engage a lot as opposed to parrying, where you straight up declaw him

it does feel like every fight's the same. find a good piece of the terrain that doesn't cuck you with his light show, dodge left, attack once or twice or don't depending on move/weapon, memorise hyper-specific ways to avoid certain attacks, hope this janky ass boss doesn't act up. most of my deaths were either from terrain fucking me over or him doing something stupid

i don't know if there are any strafe-able moves besides the bloodflame talon one, just feels like i have to dodge everything. contrast it with messmer/godfrey/rellana where you have so many ways to evade attacks with jumping, strafing, crouching or just making space

u/qqwweerrttyyuuioopp — 5 months ago

Duchess' {Defeating enemies while Art is active ups attack power} is one of the best relic lines in this game

923 AR Blade of Calling

don't see enough duchesses running this, it's 15% per enemy killed for 30 seconds. it's not just a gimmick for night bosses, the majority of field boss spawns have trash mobs nearby, usually 4-6, that you can kill for an easy 70-130% boost

if you slot in both "defeating enemies fills art" relic lines, you can even refund your ult and go kill any remaining mobs as shown in the video

this is just one of the best spots, but here are ones of note:

6-7 crabs leading to the castle basement boss (you realistically can't kill both entrance crabs, but there are 3 crabs in one of the entrances + near the jellyfish)

6 crabs near that lootable corpse, or if it spawned, some extra mobs from the small camp in the southern lake field boss spawn

3 bats for the eastern field boss near gaol

4 demihumans in the northern field boss spawn east of the northern gaol

4 demihumans or the 8 land octopuses where the scarab spawns in the central field boss spawn (possibly the best one)

4? and 3? land squirts in the ravine in the central field boss spawn

u/qqwweerrttyyuuioopp — 5 months ago

How Night Invader spawning works, and how the host (Blue Player) takes precedence in influencing where they spawn

TL:DW, game ignores red/green player position and tracks blue player's position for Night Invader spawns IF they're within the same terrain of the POI, which explains why marsh/golem and crystallian fort invaders randomly spawn topside

i'll attach a few more footage of testing when i get around to it, but this is basically definitive. the same exact thing happens with great hollow ruins, encampments, and destructively, omenkiller/duelist villages

u/qqwweerrttyyuuioopp — 5 months ago

Suncatcher's Deflect Framedata + Stance DMG quirks

*Post-deflect refers to the autoparry after regular deflects/unsheathe deflects
*Slash deflect refers to the deflect frames Executor gets upon using the slash, either charged/uncharged with the only difference between them being higher recovery frames for the uncharged variant
*Deflect recovery frames can be cancelled by dodges/attacks, but not another deflect

stance damage from deflects isn't fixed on Executor, and varies depending on enemies and attacks

roundtable Marionette gets dealt 10 stance damage per deflect, regardless of attack

Bell Bearing Hunter, Fulghor, Loretta, Dreglord and Artorias all get dealt 18 stance damage with most of their deflected attacks. the only exceptions (BBH's Drill, Dreglord rakeback's 2nd hit, Artorias' somersault/Lion's Claw) all get dealt 12 stance damage

i haven't checked with other enemies besides the previously mentioned (since it's annoying to check each move), but deflects range from 12-18 stance damage for bosses, 10-18 for most mobs/elites

in practice, this means you ALWAYS want to be deflecting rather than dodging as Executor for most field boss fights, though you might want to exhaust your status procs first. you'll effectively be dealing two players' worth of stance damage

u/qqwweerrttyyuuioopp — 5 months ago

PSA: Night Invader camps/villages triggers and spawn points (via Smithbox)

green lines: good trigger lines (green circles, will come to you)

red lines: bad trigger lines/default leash point (red circles, will NOT come to you due to terrain issues)

yellow octahedron: night invader spawn points

Mainly a PSA for camps especially. Do not go through the camp entrance because it will spawn the invaders up there next to the boss and mobs, approach from the merchant's side and climb up to bait them outside.

For villages, it's generally foolproof. in my experience there has been instances where they spawned at their farthest spawn points (hence the question mark), but since I started touching the left side of the trigger, it hasn't happened to me anymore.

Additional notes: when invaders decide to teleport away (due to leaving their "area", much like bosses), they will teleport to their leash point, which is ALWAYS the farthest spawn point. extremely obnoxious for multi-boss villages

the game defines invader trigger regions as "Dark Spirit Hotspots", or directly, "領域 ホットスポット 闇霊出現 00X-X"

How it works is that the trigger itself doesn't automatically spawn the night invaders. the game checks if you're within the "Hotspot", then checks if you're within a certain range of an invader spawn point. That's why for camps, they'll spawn in that red circled spawn point if you go over the red line, because it's the closest spawn point to a player. Nearly all POI maps have the entire POI covered in this "Hotspot" region, except villages (the big blue wireframe boundary in the village images)

This is speculative, but it might not take verticality into account, which might explain why marsh/fort invaders randomly spawn on the top floor, and why that only happens in multiplayer.

I'll use forts in the last 2 images as an example, if you yourself get close enough to the invader spawn trigger point, but another player is directly under the other spawn point (the red circled one), the invader will spawn up top.

info gained from Smithbox and d,,a,,t,,a,,mining. apologies if this is really messy to look at

u/qqwweerrttyyuuioopp — 5 months ago