

The types of enemies now susceptible to Madness include anything that could be considering to have a mind, large beasts, and spirit type enemies.ĭamage Scale: 1% + 5 min up to 10% + 50 max Previously most enemies were immune to Madness. Another hit from any attack is required to trigger a stagger.Īdjusted multiple enemies to be vulnerable to Madness. The activation of Madness will not stagger an enemy, even if it sets their poise to 0. While a regular mob can now take 30% damage from a bleed proc, a boss may only take 6% or so.ĭamage Scale: 2% + 20 min up to 20% + 100 maxĪdded 4 0 poise damage to Madness activation on enemies.

This change can make these statuses more useful against weaker enemies. The intent of all these changes to stagger is to provide more meaningful choices when it comes to how attacks stagger enemies.ĭamage now scales depending on the enemy.ĭamage Scale: 3% + 15 min up to 30% + 150 maxīlood Loss, Madness, and Frost will now deal different amounts of damage to different types of enemies. Some enemies like the Bell Bearing Hunters have had their damage level resistances adjusted, allowing them to be very briefly staggered from powerful attacks despite being bosses. This change has a large impact on combat against mobs and enemies that can be staggered without being stance-broken. Increased damage level of some charged spell variants that didn't already increase damage level. Increased damage level of fully charged R2 attacks.

Increased damage level of R1 combo finishers.

The main changes to damage level include: Some enemies can only be staggered with a high enough damage level and will ignore attacks with low damage levels. Updated the "damage level" parameters for multiple player attacksĭamage level is a property of attacks that determines what knockback animation it triggers on enemies, like staggering them, knocking them back, or launching them upwards. Improved the player's poise recovery timer from 30 seconds to recover after being hit to 12 seconds. This has a minimal effect on gameplay, but it makes jumps feel so much smoother. This means you can instantly perform any action after swapping weapons or when swapping between one and two-handed stances.ĭecreased the startup of jump animations. The i nput buffer now begins 3-30 frames after the stagger starts depending on the length of the animation.Īdjusted the sprinting pivot animation to be cancellable on the first possible frame.Īdjusted weapon swapping and stance swapping animations to be cancellable on the first possible frames. Removed the instant input buffer for rolls on most player stagger animations.
