Parrying is all about timing. Backstabbing is all about positioning. I think it's very common for beginner Souls players to rely exclusively on rolling to avoid damage, and it's easy to see why. You cover a solid distance, you're invincible for part of the roll, you recover in time to get in a strike or two, and often that's good enough. You won't get many backstabs that way, though. The best way to get backstabs is to read enemy attack patterns and just circle-strafe around to their backside. They do some kind of thrust or vertical slash to one side, you just walk right up against their other side. If you have a fast roll, you can also roll forward through horizontal slashes. There's also a sort of cooldown period where backstabs are impossible if you've held your shield up in the past ~1 second, so just be sure to have your shield down before you go for the stab.
Dark Souls - Prepare to Die (PC) - Page 152
Forum Index > General Games |
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Excalibur_Z
United States12235 Posts
Parrying is all about timing. Backstabbing is all about positioning. I think it's very common for beginner Souls players to rely exclusively on rolling to avoid damage, and it's easy to see why. You cover a solid distance, you're invincible for part of the roll, you recover in time to get in a strike or two, and often that's good enough. You won't get many backstabs that way, though. The best way to get backstabs is to read enemy attack patterns and just circle-strafe around to their backside. They do some kind of thrust or vertical slash to one side, you just walk right up against their other side. If you have a fast roll, you can also roll forward through horizontal slashes. There's also a sort of cooldown period where backstabs are impossible if you've held your shield up in the past ~1 second, so just be sure to have your shield down before you go for the stab. | ||
Latham
9558 Posts
I finally found a weapon I am comfortable with! It's the Halberd (the good old plain one). The light attack basic thrust is quick, has reach and does respectable damage while the heavy sweeping attack is excellent for a mass of rats or skeletons. I'll definitely be upgrading it! I have more questions: Weapon scaling... A/B/C/D/E ... does the scale go like the grades? With A/B being best and D/E being worst? or is E for Excellent and possible / S / SS like we had in good old Starleague? :p Also I have been practising parrying on skeletons and can get it off more than 1/2 the time. I guess parrying/backstabbing is a necessity when you don't use Drake Sword early on... Buuut... I saw people doing run attacks, jump attacks, and kicking. Now I can pretty much figure out the run/jump attacks but how to kick a shield? Do I have to have a 2h weapon to do that, or is it doable with a sword/board too? Is it a replacement for parry since some shields can't do that? Could someone help me fix my FPS by streamligning my DSFix.ini? I've noticed that what really kills me in boss fights is not really the bosses' move sets, but suddenly dropping from say 40+ fps down to 10/15 when it starts going like a slideshow. My DSfix.ini is: + Show Spoiler + ############################################################################### # Graphics Options ############################################################################### # internal rendering resolution of the game # higher values will decrease performance renderWidth 1920 renderHeight 1080 # The display width/height # 0 means use the same resolution as renderWidth/Height # (use for downscaling - if in doubt, leave at 0) presentWidth 0 presentHeight 0 ############# Anti Aliasing # AA toggle and quality setting # 0 = off (best performance, worst IQ) # 1 = low # 2 = medium # 3 = high # 4 = ultra (worst performance, best IQ) aaQuality 0 # AA type # either "SMAA" or "FXAA" aaType SMAA ############# Ambient Occlusion # Enable and set the strength of the SSAO effect (all 3 settings have the same performance impact!) # 0 = off # 1 = low # 2 = medium # 3 = high ssaoStrength 0 # Set SSAO scale # 1 = high quality (default) # 2 = lower quality, lower impact on performance # 3 = lowest quality, lowest impact on performance ssaoScale 3 # Determine the type of AO used # "VSSAO" = Volumetric SSAO (default, only option pre-1.9) # "HBAO" = Horizon-Based Ambient Occlusion # "SCAO" = VSSAO + HBAO # "VSSAO2" = Volumetric SSAO with more samples (tweaked by Asmodean) # VSSAO and HBAO types have a slightly different effect. and similar performance # SCAO combines both, with a higher performance impact # VSSAO2 is generally more accurate, but also requires more performance ssaoType VSSAO ############# Depth of field # Depth of Field resolution override, possible values: # 0 = no change from default (DoF pyramid starts at 512x360) # 540 = DoF pyramid starts at 960x540 # 810 = DoF pyramid starts at 1440x810 # 1080 = DoF pyramid starts at 1920x1080 # 2160 = DoF pyramid starts at 3840x2160 # higher values will decrease performance # do NOT set this to the same value as your vertical rendering resolution! dofOverrideResolution 540 # Depth of Field scaling override (NOT RECOMMENDED) # 0 = DoF scaling enabled (default, recommended) # 1 = DoF scaling disabled (sharper, worse performance, not as originally intended) disableDofScaling 0 # Depth of field additional blur # allows you to use high DoF resolutions and still get the originally intended effect # suggested values: # o (off) at default DoF resolution # 0 or 1 at 540 DoF resolution # 1 or 2 above that # 3 or 4 at 2160 DoF resolution (if you're running a 680+) dofBlurAmount 0 ############# Framerate # Enable variable framerate (up to 60) # NOTE: # - this requires in-memory modification of game code, and may get you banned from GFWL # - there may be unintended side-effects in terms of gameplay # - you need a very powerful system (especially CPU) in order to maintain 60 FPS # - in some instances, collision detection may fail. Avoid sliding down ladders # Use this at your own risk! # 0 = no changes to game code # 1 = unlock the frame rate unlockFPS 0 # FPS limit, only used with unlocked framerate # do not set this much higher than 60, this will lead to various issues with the engine FPSlimit 60 # FPS threshold # DSfix will dynamically disable AA if your framerate drops below this value # and re-enable it once it has normalized (with a bit of hysteresis thresholding) FPSthreshold 28 ############# Filtering # texture filtering override # 0 = no change # 1 = enable some bilinear filtering (use only if you need it!) # 2 = full AF override (may degrade performance) # if in doubt, leave this at 0 filteringOverride 0 ############################################################################### # HUD options ############################################################################### # Enable HUD modifications # 0 = off (default) - none of the options below will do anything! # 1 = on enableHudMod 0 # Remove the weapon icons from the HUD # (you can see which weapons you have equipped from your character model) enableMinimalHud 1 # Scale down HuD, examples: # 1.0 = original scale # 0.75 = 75% of the original size hudScaleFactor 0.75 # Set opacity for different elements of the HUD # 1.0 = fully opaque # 0.0 = fully transparent # Top left: health bars, stamina bar, humanity counter, status indicators hudTopLeftOpacity 0.8f # Bottom left: item indicators & counts hudBottomLeftOpacity 0.75f # Bottom right: soul count hudBottomRightOpacity 0.5f ############################################################################### # Window & Mouse Cursor Options ############################################################################### # borderless fullscreen mode # make sure to select windowed mode in the game settings for this to work! # 0 = disable # 1 = enable borderlessFullscreen 1 # disable cursor at startup # 0 = no change # 1 = off at start disableCursor 0 # capture cursor (do not allow it to leave the window) # 0 = don't capture # 1 = capture # (this also works if the cursor is not visible) captureCursor 0 ############################################################################### # Save Game Backup Options ############################################################################### # enables save game backups # 0 = no backups # 1 = backups enabled # backups are stored in the save folder, as "[timestamp]_[original name].bak" enableBackups 0 # backup interval in seconds (1500 = 25 minutes) # (minimum setting 600) backupInterval 1500 # maximum amount of backups, older ones will be deleted maxBackups 10 ############################################################################### # Texture Override Options ############################################################################### # enables texture dumping # you *only* need this if you want to create your own override textures # textures will be dumped to "dsfix\tex_override\[hash].tga" enableTextureDumping 0 # enables texture override # textures in "dsfix\tex_override\[hash].png" will replace the corresponding originals # will cause a small slowdown during texture loading! enableTextureOverride 1 ############################################################################### # Other Options ############################################################################### # skip the intro logos # this should now be slightly more stable, but should still be # the first thing to disable in case you experience any problems skipIntro 1 # change the screenshot directory # default: . (current directory) # example: C:\Users\Peter\Pictures # directory must exist! screenshotDir . # override the in-game language # none = no override # en-GB = English, fr = French, it = Italian, de = German, es = Spanish # ko = Korean, zh-tw = Chinese, pl = Polish, ru = Russian # this does not work in Windows XP! overrideLanguage en-GB # Dinput dll chaining # if you want to use another dinput8.dll wrapper together # with DSfix, rename it (e.g. "dinputwrapper.dll") and put the new name here dinput8dllWrapper dsmfix.dll # dsmfix.dll # D3D adapter override # -1 = no override # N = use adapter N # this setting is for multiple (non-SLI/crossfire) GPUs # everyone else should leave it at -1 d3dAdapterOverride -1 # Log level - 0 to 11, higher numbers mean more logging # only enable for debugging logLevel 0 I have installed: DSfix, new DSmfix that somebody posted a link to 2 pages ago, SweetFX, Hi-Res UI & fonts, Dark Souls HD Texture Pack | ||
ViperPL
Poland1775 Posts
2. Drake sword - don't upgrade it. It doesn't scale so the stronger you get the weaker this weapon is. It's fine to use it, I used it early on to kill the bridge dragon, but don't invest too much into the thing. If you like it it's best to use it until your other weapons get better dmg. 3. For weapons in general try as many as you can and see what moves you like. Just because it has high number in it's dmg stat doesn't mean it's good for you. For eg. I really dislike heavy weapons and their slow swing times, I always go for fast ones so those are the ones I upgrade. You can put as many weapons as you like at +5, and try them out, since the shards only cost 800 at Andre the blacksmith. Boss weapons, special weapons, demon weapons etc. all require special titanites which aren't as common, so you probably want to be more conservative with upgrading those. 4. Fast rolling in heavier armor - it's all about items and endurance. With 40 endurance you can carry 80, Havel's Ring increases that to 120, while Ring of Favor and Protection (fap ring) gives another 20 if I recall. That means as long as the stuff you have equipped weighs less than 45 you will get fast roll. That gives you more room to manouver, however keep in mind that if you take fap ring of it's destroyed and gone. There is also Darkmoon Seance Ring, which changes your fast roll into awesome flip, that's really awesome. 5. Parrying and backstabing - backstabing is really easy, just get behind your target. Best time to do it is during their swing time. Havel is very easy to kill because of his time consuming and easily telegraphed attacks. Just roll past him during his attacks and stab. Parrying is all about experience and practice. I think I played about 60h before I pulled of my first intentional parry. Now I can do it with about 85% accuracy, depending on the enemy. The easiest enemies to practice on are black and silver knights, they are all super easy to parry once you get some experiance with the game. 6. Magic - I feel like spells are generally for players with some experiance, but once you know what you are doing they are great help. You can try going for pure caster, which is fun and viable or you can go for melee/caster hybrid. There are miracles and sorceries that allow you to buff your weapon the same way gold pine resin works, adding more dmg based on your talisman/catalyst and faith/int stat, but that only works on normal weapons (you can buff longsword but not Astora's straight sword). Plus if you want really early access to sorcereries you need to do a trick jump to get through a shortcut, which may not be the best thing to do on your first playthrough. 7. Different attack types - they are just a matter of what buttons you press. Hints at the start of the game in Asylum tell you about different options. Kick is single push of left stick forward plus RB on 360 controller. Kicking doesn't depend on weapon, you can kick even if unarmed, just press the button combo and you'll kick. The only exception is scimitar and falchion, they have jump back attack instead of kick. 8. Weapon upgrade paths - all that normal, raw, divine, enchanted etc. can be really confusing, especially for beginners. Generally you want your weapons to go down the regular +15 path. It offers the best scaling and really good dmg and are the only ones that can be buffed by spells and resins. However depending on your stats and enemies you might want some additional arsenal. For eg. longsword has C/C scaling in str and dex all the way during +15 path, however if you go divine it changes to D/D/-/B in str/dex/int/fth, so if you go really high in faith that upgrade path can be better for you. Lighting and fire paths don't scale, so if you plan to build a character with low str and dex they are the better choice. As you can see, everything can be viable, depending on what you want and how you build your character so there is no best way. You don't want any raw weapons though, whatever your build is other options are always better. I hope that helps a bit ![]() | ||
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Excalibur_Z
United States12235 Posts
On January 04 2015 00:57 Latham wrote: A small update: I finally found a weapon I am comfortable with! It's the Halberd (the good old plain one). The light attack basic thrust is quick, has reach and does respectable damage while the heavy sweeping attack is excellent for a mass of rats or skeletons. I'll definitely be upgrading it! I have more questions: Weapon scaling... A/B/C/D/E ... does the scale go like the grades? With A/B being best and D/E being worst? or is E for Excellent and possible / S / SS like we had in good old Starleague? :p Also I have been practising parrying on skeletons and can get it off more than 1/2 the time. I guess parrying/backstabbing is a necessity when you don't use Drake Sword early on... Buuut... I saw people doing run attacks, jump attacks, and kicking. Now I can pretty much figure out the run/jump attacks but how to kick a shield? Do I have to have a 2h weapon to do that, or is it doable with a sword/board too? Is it a replacement for parry since some shields can't do that? Could someone help me fix my FPS by streamligning my DSFix.ini? I've noticed that what really kills me in boss fights is not really the bosses' move sets, but suddenly dropping from say 40+ fps down to 10/15 when it starts going like a slideshow. My DSfix.ini is: + Show Spoiler + ############################################################################### # Graphics Options ############################################################################### # internal rendering resolution of the game # higher values will decrease performance renderWidth 1920 renderHeight 1080 # The display width/height # 0 means use the same resolution as renderWidth/Height # (use for downscaling - if in doubt, leave at 0) presentWidth 0 presentHeight 0 ############# Anti Aliasing # AA toggle and quality setting # 0 = off (best performance, worst IQ) # 1 = low # 2 = medium # 3 = high # 4 = ultra (worst performance, best IQ) aaQuality 0 # AA type # either "SMAA" or "FXAA" aaType SMAA ############# Ambient Occlusion # Enable and set the strength of the SSAO effect (all 3 settings have the same performance impact!) # 0 = off # 1 = low # 2 = medium # 3 = high ssaoStrength 0 # Set SSAO scale # 1 = high quality (default) # 2 = lower quality, lower impact on performance # 3 = lowest quality, lowest impact on performance ssaoScale 3 # Determine the type of AO used # "VSSAO" = Volumetric SSAO (default, only option pre-1.9) # "HBAO" = Horizon-Based Ambient Occlusion # "SCAO" = VSSAO + HBAO # "VSSAO2" = Volumetric SSAO with more samples (tweaked by Asmodean) # VSSAO and HBAO types have a slightly different effect. and similar performance # SCAO combines both, with a higher performance impact # VSSAO2 is generally more accurate, but also requires more performance ssaoType VSSAO ############# Depth of field # Depth of Field resolution override, possible values: # 0 = no change from default (DoF pyramid starts at 512x360) # 540 = DoF pyramid starts at 960x540 # 810 = DoF pyramid starts at 1440x810 # 1080 = DoF pyramid starts at 1920x1080 # 2160 = DoF pyramid starts at 3840x2160 # higher values will decrease performance # do NOT set this to the same value as your vertical rendering resolution! dofOverrideResolution 540 # Depth of Field scaling override (NOT RECOMMENDED) # 0 = DoF scaling enabled (default, recommended) # 1 = DoF scaling disabled (sharper, worse performance, not as originally intended) disableDofScaling 0 # Depth of field additional blur # allows you to use high DoF resolutions and still get the originally intended effect # suggested values: # o (off) at default DoF resolution # 0 or 1 at 540 DoF resolution # 1 or 2 above that # 3 or 4 at 2160 DoF resolution (if you're running a 680+) dofBlurAmount 0 ############# Framerate # Enable variable framerate (up to 60) # NOTE: # - this requires in-memory modification of game code, and may get you banned from GFWL # - there may be unintended side-effects in terms of gameplay # - you need a very powerful system (especially CPU) in order to maintain 60 FPS # - in some instances, collision detection may fail. Avoid sliding down ladders # Use this at your own risk! # 0 = no changes to game code # 1 = unlock the frame rate unlockFPS 0 # FPS limit, only used with unlocked framerate # do not set this much higher than 60, this will lead to various issues with the engine FPSlimit 60 # FPS threshold # DSfix will dynamically disable AA if your framerate drops below this value # and re-enable it once it has normalized (with a bit of hysteresis thresholding) FPSthreshold 28 ############# Filtering # texture filtering override # 0 = no change # 1 = enable some bilinear filtering (use only if you need it!) # 2 = full AF override (may degrade performance) # if in doubt, leave this at 0 filteringOverride 0 ############################################################################### # HUD options ############################################################################### # Enable HUD modifications # 0 = off (default) - none of the options below will do anything! # 1 = on enableHudMod 0 # Remove the weapon icons from the HUD # (you can see which weapons you have equipped from your character model) enableMinimalHud 1 # Scale down HuD, examples: # 1.0 = original scale # 0.75 = 75% of the original size hudScaleFactor 0.75 # Set opacity for different elements of the HUD # 1.0 = fully opaque # 0.0 = fully transparent # Top left: health bars, stamina bar, humanity counter, status indicators hudTopLeftOpacity 0.8f # Bottom left: item indicators & counts hudBottomLeftOpacity 0.75f # Bottom right: soul count hudBottomRightOpacity 0.5f ############################################################################### # Window & Mouse Cursor Options ############################################################################### # borderless fullscreen mode # make sure to select windowed mode in the game settings for this to work! # 0 = disable # 1 = enable borderlessFullscreen 1 # disable cursor at startup # 0 = no change # 1 = off at start disableCursor 0 # capture cursor (do not allow it to leave the window) # 0 = don't capture # 1 = capture # (this also works if the cursor is not visible) captureCursor 0 ############################################################################### # Save Game Backup Options ############################################################################### # enables save game backups # 0 = no backups # 1 = backups enabled # backups are stored in the save folder, as "[timestamp]_[original name].bak" enableBackups 0 # backup interval in seconds (1500 = 25 minutes) # (minimum setting 600) backupInterval 1500 # maximum amount of backups, older ones will be deleted maxBackups 10 ############################################################################### # Texture Override Options ############################################################################### # enables texture dumping # you *only* need this if you want to create your own override textures # textures will be dumped to "dsfix\tex_override\[hash].tga" enableTextureDumping 0 # enables texture override # textures in "dsfix\tex_override\[hash].png" will replace the corresponding originals # will cause a small slowdown during texture loading! enableTextureOverride 1 ############################################################################### # Other Options ############################################################################### # skip the intro logos # this should now be slightly more stable, but should still be # the first thing to disable in case you experience any problems skipIntro 1 # change the screenshot directory # default: . (current directory) # example: C:\Users\Peter\Pictures # directory must exist! screenshotDir . # override the in-game language # none = no override # en-GB = English, fr = French, it = Italian, de = German, es = Spanish # ko = Korean, zh-tw = Chinese, pl = Polish, ru = Russian # this does not work in Windows XP! overrideLanguage en-GB # Dinput dll chaining # if you want to use another dinput8.dll wrapper together # with DSfix, rename it (e.g. "dinputwrapper.dll") and put the new name here dinput8dllWrapper dsmfix.dll # dsmfix.dll # D3D adapter override # -1 = no override # N = use adapter N # this setting is for multiple (non-SLI/crossfire) GPUs # everyone else should leave it at -1 d3dAdapterOverride -1 # Log level - 0 to 11, higher numbers mean more logging # only enable for debugging logLevel 0 I have installed: DSfix, new DSmfix that somebody posted a link to 2 pages ago, SweetFX, Hi-Res UI & fonts, Dark Souls HD Texture Pack That's great man. Scaling does go E/D/C/B/A/S from worst to best, but those grades are just broad indicators. You know how in school, a B is anywhere from 80-89% and an A is 90-100%? If a weapon has B scaling at +0 and B at +1 and B at +2 and A at +3, it didn't all of a sudden get dramatically better going from +2 to +3, the scaling coefficient had been improving steadily at each upgrade level and happened to cross into the A region after +3. Kick is forward+basic attack, leap attack is forward+strong attack, running attack is basic attack while dashing (holding B/circle on a 360/PS3 controller), and of course a plunging attack is basic attack while falling. A kick doesn't actually do any damage, but it does cause a lot of stamina damage which can crush the opponent's guard and leave him open. Leap attacks cannot be parried. To be honest you can complete the entire game never using any of them. | ||
Latham
9558 Posts
I did a clean reinstall of DS and only reinstalled dsfix and mousefix. FPS problems are gone. I guess either HD texture pack or SweetFX were fucking up my framerate. Or both together. Anyway, I got a nice chunk done since the last update - went back to the asylum, killed both BKs (asshats didn't drop their weapons) and the Stray Demon, got the wolf ring, completed the Depths and whole Blighttown (entering from both ways, Depths and Valley of Drakes)... and then came Sen's Fortress and my first rude awakening in this game. Serpent Warriors... and Mages... these fuckers... I couldn't get past the first two at the gate. My weapons frankly tickled them while their swipes tore huge chunks out of my stamina when I had my shield up. Needless to say I could not trade blows with them. So far the game has been relatively easy in the sense that it did not punish weapon choice. Balder SS, longsword, halberd, claymore, zwei, iaito, they were all pretty much effective. I tried all of these on the serpent warriors and only one proved to be effective - Zweihander. It was the only weapon, held either sword/board style or 2Handed that actually dealt with these asshats accordingly. So with little choice, I went all-in on the Zwei taking it to +10 in one sitting. Wish me luck on my new way of life as I make pancakes out of every serpent I encounter. My armor also changed - from crimson cloth to elite knight's. The dodge rolls aren't all that worse (I didn't even have the best ones with crimson armor) but the physical defense went up. This really made me reflect on my build; I've decided to go for a quality 45VIT 40EN 40STR 40DEX build at SL120. No bullshit magic, straight up manly courage, honor, heavy armor and cold steel in my hands. I'm also gonna put a few more points into STR to wield both the 2 giant clubs I found. | ||
Koshi
Belgium38797 Posts
I went 15 intel to use the magic missiles. And they are total utter crap. I don't get why they would ever be useful. | ||
OsaX Nymloth
Poland3244 Posts
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Latham
9558 Posts
On January 05 2015 10:08 OsaX Nymloth wrote: Sounds like you're having fun. Waiting for next reports :D Oh man you don't know half of it :D the corpse runs during bosses can get frustrating but exploring zones on my own is exhilarating. Going down from the Depths to Blighttown was amazing. Died like 3x on the toxic pea-shooters, moving bridges and suddenly the floor colapsing, but the feeling I got when I touched solid ground in Blighttown and checking-in at the bonfire was one of intense relief. And then I wanted another thrill like that again. | ||
Simberto
Germany11406 Posts
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OsaX Nymloth
Poland3244 Posts
On January 05 2015 10:25 Latham wrote: Oh man you don't know half of it :D the corpse runs during bosses can get frustrating but exploring zones on my own is exhilarating. Going down from the Depths to Blighttown was amazing. Died like 3x on the toxic pea-shooters, moving bridges and suddenly the floor colapsing, but the feeling I got when I touched solid ground in Blighttown and checking-in at the bonfire was one of intense relief. And then I wanted another thrill like that again. Continue with these - really fun to read fresh experiences as someone who beat the game many times. And really cool you're having such "relief" moments, tells the best how much you actually enjoy the game. ![]() | ||
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Excalibur_Z
United States12235 Posts
On January 05 2015 10:30 Simberto wrote: Imagine missing that bonfire down there for the first 10 times you go down, then dying somewhere in the swamp and having to redo all of Blighttown again. That experience made me look up all of the bonfire locations in the game afterwards. I still have no idea how i missed it, but i somehow even started fighting against quelaag without finding it. That was horrible. hahahahahahahahaha, that was me too. I had heard horror stories about Blighttown but nothing specific, so I just thought the extra long run from the middle-tier to Quelaag was part of the expected Blighttown frustration. Latham cool stories, keep em coming, and set up a stream if you can so we can follow along in real time! As for the Man-Serpents, those are the first really tough enemies in the sense that they have a lot of poise, unlike most other enemies that reel back each time you strike them. The best way to deal with them is to backstab or parry, and you'll notice a lot of their attacks are vertical or thrusting which makes it easy to wrap around to their back. | ||
PassiveAce
United States18076 Posts
those serpent guys are annoying because they are hard to stagger without a huge weapon but many of them can be knocked off ledges in the fortress itself. also the magic serpents have a good deal less health iirc + Show Spoiler + once you get the elevator going youl be able to bypass most of them | ||
Nimix
France1809 Posts
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Cynry
810 Posts
On January 05 2015 10:01 Koshi wrote: Yeah, magic is shitty. I went 15 intel to use the magic missiles. And they are total utter crap. I don't get why they would ever be useful. So you got 15 int, probably a shitty catalyst, used the very basic spell and decided that magic altogether is shitty ? Alright... I mean, you're completely wrong, but alright. Magic only playthrough was the easiest of all the one I did, by far. Shit is imba. | ||
Koshi
Belgium38797 Posts
On January 05 2015 21:41 Cynry wrote: So you got 15 int, probably a shitty catalyst, used the very basic spell and decided that magic altogether is shitty ? Alright... I mean, you're completely wrong, but alright. Magic only playthrough was the easiest of all the one I did, by far. Shit is imba. Hmm. Well. I am probably a bit fast on the trigger. But I got 15 intel, used the 15 req intel heavy soul beam spell, and it does like 45 damage... I am talking about magic on the side. Maybe it scales better if you have a lot of intel. More attunement slots. Maybe I need to get better stuff. Use other gear. I don't know. But it was quite underwhelming. I was hoping for a beam that would actually kill dudes. | ||
Cynry
810 Posts
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maartendq
Belgium3115 Posts
On January 05 2015 21:53 Koshi wrote: Hmm. Well. I am probably a bit fast on the trigger. But I got 15 intel, used the 15 req intel heavy soul beam spell, and it does like 45 damage... I am talking about magic on the side. Maybe it scales better if you have a lot of intel. More attunement slots. Maybe I need to get better stuff. Use other gear. I don't know. But it was quite underwhelming. I was hoping for a beam that would actually kill dudes. If you want easy, one-hit-kills, then Dark Souls is not a game you should be playing. | ||
Koshi
Belgium38797 Posts
On January 06 2015 01:02 maartendq wrote: If you want easy, one-hit-kills, then Dark Souls is not a game you should be playing. Your point being? | ||
PassiveAce
United States18076 Posts
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Koshi
Belgium38797 Posts
On January 05 2015 09:53 Latham wrote: This really made me reflect on my build; I've decided to go for a quality 45VIT 40EN 40STR 40DEX build at SL120. No bullshit magic, straight up manly courage, honor, heavy armor and cold steel in my hands. I'm also gonna put a few more points into STR to wield both the 2 giant clubs I found. I was replying to the bolded line. > I just took down Ornstien & Smoug. > Decided to level up to 15 intel, which costed me 60k souls :/, to use the spells Logain teaches you. Who you free during/after Sen Fortress. > I use the strongest possible spell available on 15 intel on a foe. > It barely tickles him for 50 damage when he isn't blocking. > I am disappointed. My conclusion. When you go a 45VIT 40EN 40STR 40DEX build. Do not bother/rely on any damage from spell. Because it is SHITTY. Now, I could have looked up everything on spellcasting before speccing, but I guessed that the base damage from a spell that you can learn after 15 intel from a dude you meet pretty late game would actually do something. Especially because you can only use it 16 times or so before it is depleted. That the base damage would be 150 damage unblocked and then + x times your intel. So yeah, I was pretty underwhelmed. | ||
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