Elden Ring Dissected #5 - Resistance Correction Explained

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  • Опубліковано 22 чер 2024
  • Today's video is all about Resistance Correction, the hidden mechanic behind deepening enemy resistances. Every time you trigger a status effect like bleed, poison, scarlet rot, etc, the enemy will gain a higher resistance to that status effect.
    (why bleeding an enemy repeatedly gets harder)
    0:00 Introduction
    1:09 The Basics
    3:10 How far does it go?
    7:05 Effect on gameplay
    9:56 Soft Constraints
    12:17 Surprise Immunities
    15:25 Closing Words
    Here's a link to my pateron, any amount helps!
    / illusorywall
    Friends who helped with datamining for this video:
    / king_bore_haha
    / jerpdoesgames
  • Ігри

КОМЕНТАРІ • 557

  • @illusorywall
    @illusorywall  2 роки тому +365

    ONE IMPORTANT DETAIL LEFT OUT:
    Some multi-phase boss fights reset their resistances when you get to their next phase. So far I've confirmed this happening for Maliketh and the Fire Giant. It DOES NOT reset for Malenia.
    Here's a few bonus fun facts now that Kingbore got his hands on 1.00 and is datamining some comparisons. So these are differences between the fully unpatched version and the day 1 patch:
    [ResistCorrectParam][ID 1010] ROW ADDED
    [ResistCorrectParam][ID 2010] ROW ADDED
    [ResistCorrectParam][ID 3010] ROW ADDED
    [ResistCorrectParam][ID 4010] ROW ADDED
    [ResistCorrectParam][ID 5010] ROW ADDED
    [ResistCorrectParam][ID 6010] ROW ADDED
    [ResistCorrectParam][ID 7010] ROW ADDED
    All ID "10s" were added in 1.02.1, apparently? However, some enemies already had a growth pattern of xx10 set to begin with. So it's like that setting got wiped by accident earlier and had to be added back in, perhaps? I wonder what this means for all resistances that were set to it in the unpatched version, they probably didn't grow correctly (at all), but I'd have to double check. Here's another difference:
    [ResistCorrectParam][ID 1004]["" -> "Poison"] [] addPoint1: 845 -> 290
    [ResistCorrectParam][ID 2004]["" -> "Scarlet Rot"] [] addPoint1: 845 -> 290
    [ResistCorrectParam][ID 3004]["" -> "Hemorrhage"] [] addPoint1: 845 -> 290
    [ResistCorrectParam][ID 4004]["" -> "Blight"] [] addPoint1: 845 -> 290
    [ResistCorrectParam][ID 5004]["" -> "Frostbite"] [] addPoint1: 845 -> 290
    [ResistCorrectParam][ID 6004]["" -> "Sleep"] [] addPoint1: 845 -> 290
    [ResistCorrectParam][ID 7004]["" -> "Madness"] [] addPoint1: 845 -> 290
    This means all growth patterns using xx04 had the 2nd tier increase by 845 instead of 290, previously. Oops! That means the first increase would've been huge for certain things. That's clearly out of line with how the rest of them work so I don't think this was nerfing something that originally intended to be much harsher, it was almost certainly just a mistake of some kind.
    edit: What other fun facts can I throw in here... So uh, yes, this whole mechanic even applies to death blight, which is lol. If you can SOMEHOW land death blight on an enemy NPC (good luck), their resistance for that will jump up to a 2nd tier as they die. Really hammers home how this system is turned on "by default" and doesn't always make sense, but I figured I'd save that for a future video if I get deeper into the individual status effects sometime.

    • @jeffb-c
      @jeffb-c 2 роки тому +14

      Yes I understand all of this

    • @kingborehaha
      @kingborehaha 2 роки тому +34

      Bonus addendum: Snake-men being immune to poison was also patched in between v1.0.0 and 1.02's public release, so that helps account for why the resistance value wasn't 999 as expected.

    • @CodeHK
      @CodeHK 2 роки тому +16

      Just as an anecdote, trying to Death Blight an NPC can be hard... Unless it's the encounter with Dung Eater. He completely ignores the giant Death Blight Crab in that area, so all you have to do is get him lined up with a bubble spray. It's easier than you'd expect because you're simply kiting two bumbling muscle-brains.

    • @artemaniaco293
      @artemaniaco293 2 роки тому +8

      one question, did you explain poise and posture in Elden ring already or will you do a video about it? thanks and keep up the great content!

    • @CocoNut-yd1ri
      @CocoNut-yd1ri 2 роки тому +5

      Since you're talking about patches, I have a question: I've seen a lot of people talk about a "Death resist" mechanic, but not death resist like the status effect. I've seen people say that they've had 1-2 attacks left to kill them, but they seem to survive with 1 HP.
      I have been fighting bosses with the Black Knife, and I've noticed that if I hit the boss with it, even if the death fire is still active, they will not die unless I hit them 1 more time. Was there a mechanic added in the most recent patch that gives bosses a sort of Tears of Denial?

  • @emeraldpichu1
    @emeraldpichu1 2 роки тому +308

    The right answer: The system contains an inbuilt mechanic upon reaching a status effect threshold the next threshold will be at a higher rate with a variability based on the parameters of the enemy.
    The correct answer: there is less blood to reap from your enemy's veins

  • @Poki3
    @Poki3 2 роки тому +254

    When you mentioned the wolves, the first thing that came to my mind was that removed moonshine quest and how a sleeping wolf is likely to be one of your first sources of it. Maybe that's a reason for that oversight, but who knows...

    • @illusorywall
      @illusorywall  2 роки тому +60

      I wondered this too, but wasn't sure if there's any way to connect the two things! There's probably not any evidence that can link these two mechanics but it did strike me as an accident that might've resulted after experimenting with and scrapping that system, perhaps.

  • @amberhernandez
    @amberhernandez 2 роки тому +103

    Draconic Tree Sentinel requiring two Poison Mist after being poisoned twice is how I learned of this mechanic. Surprisingly, he never got to a point where he required more than that.

    • @allstarwoo4
      @allstarwoo4 2 роки тому +14

      It maybe because poison is the most potent status. For clarification, when I say potent I mean fastest to proc. I didn't use the many other status effects because I tend to do dex builds.

  • @AnarchyIsLove
    @AnarchyIsLove Рік тому +11

    I think this system is a balancing compromise mostly for bleed. Since bleed does a %hp value in damage and hp pools get bigger between ngs and during boss co-op, bleed would be relatively irreplaceable as health pools grow. Seeing as 6 bleed procs (15% each) would take 90% of their hp and the other 10% would probably be made up by your weapon's actual damage (7 procs to kill if it didn't), this is probably why there are 6 stages of resist correct. Similar logic applies to frostbite too, although frost effectively has a cooldown and much less %hp damage on proc, and can't be reapplied so quickly. In almost all typical gameplay situations, bleed is the only one that would proc more than 1-3 times, and won't proc more than 6 times unless your base damage is relatively too low to cover the other 10% hp while applying the procs. This system might be weird because it might have been a fix rather than something they initially planned, because bleed balance has always been a hard thing to tackle in the past.

  • @ephremcortvrint2376
    @ephremcortvrint2376 2 роки тому +29

    Oh that explains so much, I had a combo that bled and staggered the draconic knight before he finished his ‘posing animation’ so I knew exactly how many hits it took to bleed and stagger, I would go for risky plays being sure that he would bleed, stagger and it would interrupt his attack. Yeah I died a lot.

  • @robinbackrud89
    @robinbackrud89 2 роки тому +63

    It's funny how I discovered this just yesterday when fighting Rennela with my astrologer character. Since she is magic resistant I had to switch my sorceries for something else and I went with a blood infused short sword. Now, not 24 hours later, Illusory Wall enlightens me with his divine knowledge. Guess he sees through not only walls. Thank you.

    • @thefishgolder
      @thefishgolder 2 роки тому +3

      I had a similar issue but I noticed that rock sling seemed to due immense damage so I just spammed that and melted her

    • @robinbackrud89
      @robinbackrud89 2 роки тому +1

      @@thefishgolder that's true. Why didn't I think of that. My intelligence is truly lacking.

  • @Lexsed
    @Lexsed 2 роки тому +53

    02:06 I was hoping you'd mention the Crystal Dart mind control on the "golem" type enemies, as I'm pretty sure that resistance also increases even though it's not a traditional status effect.

    • @illusorywall
      @illusorywall  2 роки тому +40

      Ah so that whole system is a confusing can of worms and I'm not totally sure anyone fully knows all the specifics yet. But it's not treated like one of the main status effects and isn't included in this system. While I can't see yet how its buildup works exactly, I just tested taking control of the same golem about 10 different times and it never got any harder. :)

    • @Lexsed
      @Lexsed 2 роки тому +8

      @@illusorywall Fascinating. I'm guessing it works similarly to the "mind control" mechanics already in the games like Rapport, Blade from Bloodborne and even the Branch from Elden Ring, by changing the faction of an enemy as an on/off type deal.

    • @agnacore
      @agnacore 2 роки тому +6

      @@Lexsed I've been interested in these mind-control items for the longest time, because they always seem to show up with the same amount of emphasis -- that is to say, barely any. Puppeteer Ninjutsu is likely the most prominent example, as it's the only version that's required for 100% completion (you need the Senpou Assassin to fly the kite). Rapport gets a close second, as it's not hidden, but it isn't required (also found it weird that it's been a Pyromancy).
      I love the Shaman Bone Blades for two reasons: one, because the only enemy that drops them is the Brainsucker, which raises many questions; and two, because they make earning the Rakuyo bearable. Shark Week is over.
      As for the Branch? I dunno, I've only ever used them against Niall and his two goons, hah. If they had more pre-recipe sources than the starting item and one merchant in Liurnia, I'd feel better about playing with them... but imo as of now they're Too Rare to Use™.

    • @Kekistani_Insurgent
      @Kekistani_Insurgent Рік тому +4

      @@agnacore the original Undead Rapport was a pyromancy so that lorewise it could link Quelana (who is the only person who knows it) to mind-controlling Eingyi to poison the Fair Lady if I remember correctly.

  • @Rezuaq
    @Rezuaq 2 роки тому +43

    I assume the simple explanation for the inconsistencies you mention at the end is this:
    In the enemy configurations, developers were /encouraged/ to put in the symbolic value "999" to suggest that the enemy is configured to be immune (which would be further down the list) to other developers reading the configs. Towards the end of development then, as minor changes got made to immunities, some developers forgot/didn't bother anymore to put in the dummy values.
    So basically just a case of "forgetting to dot the i's" at a point in development when it was less important to do so.

    • @robbybevard8034
      @robbybevard8034 2 роки тому +9

      Similar reason there were "breakable" wall with 999HP. It was a mistake oversight where the thing was just coded wrong for whatever reason. aybe they once upon a tie intended it to be breakable then changed their minds... but every intended breakable wall in the game has a dissolve trigger put in for the first hit so normally you don't know it has all that HP.

    • @illusorywall
      @illusorywall  2 роки тому +12

      This seems very likely. KingBore recently got his hands on 1.00 and was datamining some of the comparisons to the day 1 patch; He found that the poison immunity for the Snake-Men was added in 1.02.1. Being one of these examples, it definitely adds to the idea that these were probably later changes, where all of the conventions from earlier on didn't feel necessary.

  • @bunchacolors1501
    @bunchacolors1501 2 роки тому +832

    You're a cutie for posting this

  • @betacyanine
    @betacyanine 2 роки тому +27

    I was pleasantly surprised when I encountered this mechanic in my initial playthrough. Up until Elden Ring's release I haven't see any other games utilize a mechanic like this outside of the Monster Hunter series. I personally think its a good way to balance out status effects without making them less effective.

    • @Buglin_Burger7878
      @Buglin_Burger7878 Рік тому +18

      Except it does make them less effective. These status tools are typically weaker and rely on their status to keep up with other tools. By making things become resistant to their benefit not only do weak tools become weaker as a fight progresses but it discourages trying to us them as the enemy might be immune in the first place.

    • @Adoochi
      @Adoochi Рік тому +3

      Etrian Odyssey is another series that's done something similar since the third game, and starting with EOU it can wear off over time. It's also the only series I can think of that makes it apply to the player as well, meaning that bosses that rely on statuses to be dangerous can become a bit easier later in the fight as your characters build up their resistance.

    • @tylerlackey1175
      @tylerlackey1175 Рік тому

      @@Buglin_Burger7878 you're replying to what is essentially a bot

    • @betacyanine
      @betacyanine 11 місяців тому +3

      @@tylerlackey1175 Hello, bot reporting. I'm not sure what lead to this response but I feel the need to clarify my original comment, so I will use this as an excuse.
      When I said "less effective" I was referring to a direct nerf, like reducing the damage of bleed or duration of poison. Yes, technically by causing enemies to become more resistant to a status after multiple applications, said status does become "less effective." Despite this I think the game is more interesting by making you take this downside into consideration rather then nerfing damage and therefore hurting builds that may only rely on triggering a status once for effects like the Lord of Blood's Exultation.

    • @OtakuUnitedStudio
      @OtakuUnitedStudio 10 місяців тому +2

      As far as mechanics, Monster Hunter is probably the most similar to FromSoftware's library of games that isn't a direct homage. Just less focus on parry and riposte.

  • @darkmatterpancake9824
    @darkmatterpancake9824 2 роки тому +12

    Oh my god, this is why bleeding out Greyoll takes so fucking long at the end. I was wondering...

  • @Ram-fu6sy
    @Ram-fu6sy 2 роки тому +6

    Regarding mistakes with status immunity. There is a miniboss under the waterfall in lake of rot that can strangely get scarlet rot and die without the player doing anything

    • @ryanvandoren1519
      @ryanvandoren1519 10 місяців тому +2

      Plus you can rot the dragonkin soldier even thought he sleeping in the lake of rot itself. Like what..?

  • @blakebailey22
    @blakebailey22 2 роки тому +75

    I would love a comprehensive list of things affected by Sleep, as well as the spells/abilities affected by the Roar Medallion!

  • @Veerorith
    @Veerorith 2 роки тому +9

    So this is why last night Malenia would take more and more bleed arrows later on! I thought maybe some were missing or she had higher resistances in later phases but this explains a lot!

  • @SgtSnowballs
    @SgtSnowballs 2 роки тому +12

    Love the fact you mentioned the dog gag 😂😂😂👍

  • @cordyceps182
    @cordyceps182 2 роки тому +9

    I noticed this when talking to a friend about using Frost Pots against Malenia. Nice to hear that it's a universal thing.

  • @FarhanH1
    @FarhanH1 5 місяців тому +5

    Resistance correction as a mechanic was totally normal for me. It’s in monster Hunter too, so working “harder” to apply subsequent status effects made total sense.

  • @Bathezid
    @Bathezid 2 роки тому +26

    Thanks for the information! Your videos are always a very interesting look under the hood of these games that not enough channels provide. Reminds me of what hellkite used to upload.

    • @illusorywall
      @illusorywall  2 роки тому +10

      Thank you! I actually co-scripted one of their videos way back in the day. I always loved what hellkite did and working with them was great. The good old days! :p

  • @TheNickofTime
    @TheNickofTime 2 роки тому +122

    1:39 I’m in love with how underplayed this joke is. For anyone not already in the know, it would seem like he’s just talking about a dog example while playing footage of other animals. No reason to think anything of it.
    “Could this be a dog?”

    • @arsenii_yavorskyi
      @arsenii_yavorskyi 2 роки тому +11

      no, it's entirely deliberate. calling turtles dogs is something of a running joke in Elden Ring community.

    • @Archimedes.5000
      @Archimedes.5000 2 роки тому +7

      @@arsenii_yavorskyi I disagree, the joke in the comment is not running, it's flying

    • @pidiev
      @pidiev 2 роки тому +8

      you explaining one of the most fameous joke makes it even funnier. thanks a lot of explaining the joke. thanks a lot

    • @nachalnik5738
      @nachalnik5738 2 роки тому

      Thank you, Peter Griffin!

    • @X9Z17
      @X9Z17 2 роки тому +2

      Nothing makes me feel more like Borat than seeing a turtle and calling it a dog.

  • @Lady-V
    @Lady-V 2 роки тому +9

    This explains why the stun lock madness build I tried to test against NPCs back when that build was still a thing would eventually stop working on them. I had no idea they didn't work like player characters. I thought I just built it wrong or something.

    • @Garl_Vinland
      @Garl_Vinland Рік тому +1

      I mean, if you cause madness to an NPC, it instantly kills them anyway now

    • @Lady-V
      @Lady-V Рік тому +1

      @@Garl_Vinland Oh they did that in a patch then? That's pretty cool!

  • @JackQNielsen
    @JackQNielsen 2 роки тому +5

    It’s like you specifically chose the exact moment I was sitting down to eat dinner, looking for something interesting to watch to upload. Good looking out!

  • @klefthoofrobert787
    @klefthoofrobert787 2 роки тому +4

    I joined the channel when it was about 15k subs..can't believe it's grown so much :) 100% deserved.

  • @thelog3309
    @thelog3309 2 роки тому +115

    Perhaps you can't sleep dire wolves due to them being rideable by Latenna if you summon her in the area? Are there any other instances of sleep working on a rideable creature? Could be some sort of engine limitation/not wanting to make special animations for that specific scenario.

    • @Nick154999
      @Nick154999 2 роки тому +7

      wait she can ride the wolves there if you summon her? i wanna see that

    • @Pantaker
      @Pantaker 2 роки тому +48

      @@Nick154999 It's a cool interaction until she starts to shoot the wolf she's riding while ignoring the rest of the enemies

    • @maht.8016
      @maht.8016 2 роки тому +39

      The horses that the Kaidenian knights ride can get sleep while the knight is riding on them, causing them to fall off, so I don't think it is associated by "rideable or not rideable".

  • @Tackitt
    @Tackitt 2 роки тому +1

    Interesting stuff Illusory. Can’t wait for the next one.

  • @themattbat999
    @themattbat999 Рік тому +2

    I hope to see more out of you! I love your channel, your souls dives are amazing watches!

  • @HeavenlyHavoc
    @HeavenlyHavoc 2 роки тому +1

    Fascinating stuff as always! I'm amazed at your dedication to analyzing all these numbers and data. I always find it super interesting yet I never retain it. Reason to rewatch I suppose!

  • @superintendent9329
    @superintendent9329 2 роки тому +2

    love your videos man. theyre super in depth and interesting when I'm awake, but they also help me sleep. you're awesome dude keep it up

  • @deadbeat008
    @deadbeat008 2 роки тому +1

    this intro is slick, it look absolutely pro. great job my dude. great script read!

  • @StarvingGecko
    @StarvingGecko Рік тому +3

    Monster Hunter has a similar system in place for status effects like Paralysis, Poison, Stun, and so on, so it makes sense to me that this was how Elden Ring status effects worked; it's just much faster to apply in ER since combat encounters go much faster.

  • @xxANBUxx
    @xxANBUxx 2 роки тому +43

    This system is pretty much exactly the same as the system introduced in Monster Hunters 3rd Generation, obviously the numbers are different, but the idea of enemies growing more and more resistant to status is pretty much the same.

    • @pedroscoponi4905
      @pedroscoponi4905 2 роки тому +13

      I was thinking exactly the same thing. Anyone who's played MHW:I is already familiar with this kind of stuff at this point, it's a nice system

    • @FlaskFlash
      @FlaskFlash 2 роки тому +1

      @@pedroscoponi4905 MHW x'DDDDDDDDDDDDDD

    • @fulltimeslackerii8229
      @fulltimeslackerii8229 2 роки тому +4

      i’m pretty sure that in FU it was also a thing. not sure about earlier entries

    • @MettanAtem
      @MettanAtem 2 роки тому +5

      @@fulltimeslackerii8229 If it was in older generations, then 3U is where it became most noticeable since that's when they introduced Blast.

    • @Corrodias
      @Corrodias 2 роки тому

      I initially thought this was in every Souls game, but now I realize I had been thinking of Monster Hunter all along. Wouldn't be at all surprised if Souls has taken a little inspiration from MH, and to good effect.

  • @Fishmeaker
    @Fishmeaker 2 роки тому +1

    These technical videos are so interesting. I can't wait to see more of them

  • @Friendlyleprosy
    @Friendlyleprosy 2 роки тому +1

    Started an arcane dagger&bow run a few days ago, utilizing all status effects and items.
    Needless to say, this video popped up at a good time!
    Cheers

  • @sammace7169
    @sammace7169 Рік тому +1

    Great video! I personally realized this mechanic existed when trying to Scarlet Rot the dragons in Caelid at level 20, haha.

  • @szalyn8849
    @szalyn8849 2 роки тому +1

    Great video! Thank you illusory wall!

  • @folkerputt3781
    @folkerputt3781 Рік тому +2

    Very interesting. Your style how you explain is very smart and easY to understand.

  • @X9Z17
    @X9Z17 2 роки тому +1

    Woohoo, it's finally here 😁😁 have been anxiously anticipating this video to drop 🐊🐊

    • @X9Z17
      @X9Z17 2 роки тому

      @illusory wall is there a list or spreadsheet somewhere we can use to see these numbers of the games enemies? For instance, knowing the growth of the Draconic Sentinel to know how many casts of poison mists are needed, as the wiki just says Poison Resist: 154; which obviously don't include the growth pattern so it's a bit of a rough guess to know what it goes up by 😅😅

  • @andresdelvalle2672
    @andresdelvalle2672 2 роки тому +1

    always love this kind of stuff!

  • @infernotitan1158
    @infernotitan1158 2 роки тому +1

    Was wondering when you were gonna drop another dissection vid, I've missed you! 💙

  • @86fifty
    @86fifty 2 роки тому +1

    So much responsibility, handled with such grace! Thank you for bringing all of this data-mining data to YT!

  • @OscarGreenworth
    @OscarGreenworth 2 роки тому +3

    I’m upset with the latest map changes lol. It broke my theory for Jarburg.

  • @jonnyblade3234
    @jonnyblade3234 2 роки тому +7

    I think the resistance buffs should slowly return to base levels, maybe 1 or 2 points a second. The growth patterns would still trigger the next buff, no matter what it had decayed to.

  • @jeanfrancozaratemarcial7916
    @jeanfrancozaratemarcial7916 2 роки тому +33

    Yo IW, I noticed some changes on these particular bosses: Morgott and Maliketh, Morgott got a health boost but his speedy combos and damage got reduced significantly, and Maliketh is no longer extremely fast in his Beast Clergyman phase, and also the damage of his destined death attacks are much more reduced.
    Edit worth mentioning: I'm not bothered with the changes done to Morgott, but I would liked for Maliketh that despite having his speed reduced, he would still do massive damage, idk If I can consider it a nerf on the level on Radahn post 1.2, but still.

    • @ryzenwick120
      @ryzenwick120 2 роки тому +14

      thank god. Beast clergyman has 0 gaps and his flurrys are unavoidable sometimes

    • @skelettman
      @skelettman 2 роки тому +4

      in 1.05?

    • @crackededge9351
      @crackededge9351 2 роки тому +2

      @@ryzenwick120 Beast Clergyman was a fucking nightmare to try to no hit without magic. The game almost forces you to level 60 vigor just to trade with him.

    • @PeeDoggyy
      @PeeDoggyy 2 роки тому +1

      This would be interesting to look at

    • @jeanfrancozaratemarcial7916
      @jeanfrancozaratemarcial7916 2 роки тому

      @@skelettman Yes

  • @ThePhantomRenegade
    @ThePhantomRenegade 2 роки тому +1

    Thanks for the solid vids!

  • @jiffylou98
    @jiffylou98 Рік тому +4

    “Resist correct” sounds like a podcast that one uncle of yours keeps recommending you

  • @stevenpollock3653
    @stevenpollock3653 Рік тому

    Always interesting! Thank you!

  • @Ceb773
    @Ceb773 2 роки тому +3

    1:38 "... random Dog"
    I see what you have done there monsieur

  • @psdpinion
    @psdpinion 2 роки тому +1

    Love your videos man

  • @chris949
    @chris949 2 роки тому +2

    dude, i love your indepth content for the souls stuff. could you PLEASE make one for elden ring regarding weapon scaling and damage resistance? the videos i find are laughably shallow and dont even mention resistances. i'd love to watch this explained in your calm and thorough style! keep doing what you are doing, great content!

  • @Leafeye7942
    @Leafeye7942 2 роки тому +8

    You make me so relaxed and interested man, thank you for your service.

  • @brandonmorales8615
    @brandonmorales8615 2 роки тому +2

    I felt like this was happening; thanks for breaking it down!

  • @VarmitCoyote
    @VarmitCoyote 2 роки тому +22

    Nice timing, I just finished a build that duel wields the bouquet maces, so I got very familiar with this mechanic. The maces do relatively low raw damage but major bloodloss buildup to compensate, and this mechanic made my DPS immediately tank during every boss fight. It was glaringly obvious how much it nerfed my potential damage after playing the whole game this way.

    • @Furigou
      @Furigou 2 роки тому

      How did you deal with enemies that are immune to bleed?

    • @VarmitCoyote
      @VarmitCoyote 2 роки тому +1

      @@Furigou Well I had a few secondary options. Obviously this was on a NG+ cycle, so I mainly used Morgott's Cursed Sword whenever I needed more raw damage. Plus it kept the bloodloss buildup with enemies who weren't immune but just resistant.

  • @jackgerhardt3243
    @jackgerhardt3243 2 роки тому +4

    I love your videos so much, I’ve re watched all of them tens of times. A new upload is like Christmas morning

  • @KarmaSpaz12
    @KarmaSpaz12 2 роки тому +6

    There was that cut sleepweed feature right? Perhaps this wolf had something to do with it, such as already being asleep, waking up and then being immune to further sleep.

  • @Bungowumperpuss
    @Bungowumperpuss 2 роки тому +2

    I can’t believe you harmed those dogs! You can’t keep getting away with this!!!

  • @sage8148
    @sage8148 2 роки тому +2

    At the begininning I was like "this is new?" but realized I was thinking of monster hunter. Good video!

  • @PounderWorshipper
    @PounderWorshipper 2 роки тому +2

    thank you for existing

  • @DUES_EX
    @DUES_EX Рік тому

    I knew this innately. You notice it as a status player. Glad there’s a video to prove it

  • @maskedsonja5722
    @maskedsonja5722 2 роки тому +1

    I was just thinking "its been a while since he posted a vid" thank you sir-and yes this bleeding has driven a bit me a bit mad. Thank you for this!

  • @StanleyG23
    @StanleyG23 2 роки тому +1

    Great dissection!
    On a side note, it's nice how they added a red marker that marks the entrance to Nokron once you defeat Radahn. There's also a summon (gold summon sign near grace) for the Commander O'Neil boss fight who appear as one of Millicent's sisters that went mainly unnoticed.

  • @blankblank4949
    @blankblank4949 2 роки тому +1

    i seriously love these vids. How (if at all) does this apply to PVP? Also a deep dive into PVP would be an awesome video.

  • @ChevalierdeJohnstone
    @ChevalierdeJohnstone Рік тому +1

    Such a good channel

  • @hardgay7537
    @hardgay7537 2 роки тому +11

    I like this mechanic even if it's a little underbaked because it's still leagues ahead of other games. I love the status and elemental interactions in this game.
    I remember when Darkest Dungeon patched in Stun resistance buffs for each time an enemy recovered from Stun. This was because players were abusing Stun to heal in battles in a very obviously meta way. On paper it was harsh. In practice, it turned an 85% Stun shot into a 60% if you tried it again, a bit closer to a wasted turn if you were relying solely on it.

  • @Avrysatos
    @Avrysatos 2 роки тому +1

    Thank you for the video!

  • @elementalguy2
    @elementalguy2 2 роки тому +11

    Similar to the monster hunter system of status aliments, some have different rates of increase depending on how susceptible they are to the aliment so some have more resistance to sleep compared to blast compared to other monsters that might use those aliments themselves to bring with.

    • @AutistiCat2406
      @AutistiCat2406 2 роки тому +1

      exactly my thoughts as someone with a crippling monster hunting addiction

  • @Bernkastel1983
    @Bernkastel1983 2 роки тому +4

    "Burning slugs of limbgrave" how the hell did i miss those after 200h of playing

    • @cgull1234
      @cgull1234 2 роки тому +4

      They are on the cliff area to the right of the coliseum near the giant golem.
      There are only 2 of them and the render distance in the game can be poor in the stormhill area so unless you explored every point on the map it’s not hard to miss them.

  • @TheZ92
    @TheZ92 2 роки тому +1

    Hell yeah new illusory wall video

  • @dafire9634
    @dafire9634 2 роки тому +1

    Great video!.

  • @ncpolley
    @ncpolley 2 роки тому +1

    The high numbers might have been markers.
    For example, in the backend during development, someone could have established the working convention that "resistance at 999 means we are going to add immunity to this later. Maybe next week." Etc.

  • @evbvini
    @evbvini 2 роки тому +1

    love your videos! A fan from brazil!

  • @BigHatLoganGaming
    @BigHatLoganGaming 2 роки тому +1

    12:10
    "so are we going to fight, orrrrr...."
    'do you have any idea how long it took to get here? give me a break, Juno'

  • @brunoprata8052
    @brunoprata8052 2 роки тому +1

    love your videos

  • @novessel6822
    @novessel6822 2 роки тому +2

    Great video! Would love an Elden Ring Dissected on the night/day cycles and how they can alter the game

    • @Xandros999
      @Xandros999 2 роки тому

      Something I've been wondering is why sometimes time seems to pass quickly like when coming out of a dungeon. It's a cool effect but I don't see it very consistently.

  • @jonathannewby697
    @jonathannewby697 2 роки тому +1

    I will not put you down on anything you've said or covered here my friend. Being married with three kids I damn sure dont have the time to dissect the things you are covering. I highly appreciate the time and effort though brother. In my opinion your diving into the best game I have ever played. Keep up the great work.

  • @TeckTheBlooded
    @TeckTheBlooded 2 роки тому +3

    Something tells me the way this is graphed out is maybe lowkey for modders when making characters so the stats can more systematically fit within the game's functionalities

  • @ericsbuds
    @ericsbuds 2 роки тому +1

    interesting mechanic
    pretty funny there is an animation for the wolf sleeping. cool find.

  • @sofija1996
    @sofija1996 Рік тому +1

    Bit late to this party but this mechanic reminds me of Darkest Dungeon including a special "Stun resist" buff for enemies recovering from the Stunned status effect - in short, Stun causes the afflicted character to lose their next turn in combat, which used to be exploited in earlier builds of the game (for example by repeatedly stunning the last enemy in a combat encounter with one party member, then spamming healing abilities with another to restore the party to full HP). You can technically still stun a buffed enemy and IIRC the buff only lasts 2 turns, but it'll take a lot more effort and increase the odds of your party getting hammered with a nasty damage roll or lasting debuff, punishing you for not prioritizing killing the enemy instead.

  • @Daeyae
    @Daeyae Рік тому +1

    I have been saying this since launch and people always call it BS and ask for a source, thank god I can actually link a video now.

  • @KKKuma
    @KKKuma 2 роки тому +3

    I believe there is a cut content about dream collecting and the wolf was one of the possible target. May be they put the sleep res in for some of the enemies that they intended to be able to put to sleep for dream collection but when they discarded it, they only changed the status effect to be immune instead of the number.
    Not sure about the basilik in Lake of Rot though. It may as well be copy paste and then change to immune

  • @drinkwater3453
    @drinkwater3453 2 роки тому +1

    great job

  • @kuroazrael2069
    @kuroazrael2069 2 роки тому +1

    Well time to share everywhere I can

  • @chimpanzzzgamer
    @chimpanzzzgamer 2 роки тому +1

    i love your vids bro

  • @Xx_Gam3r_xX
    @Xx_Gam3r_xX 2 роки тому +1

    Fantastic series! Could you do a video on poise?

    • @illusorywall
      @illusorywall  2 роки тому

      Thank you! I do plan on doing poise!

  • @mrECMAScript
    @mrECMAScript 2 роки тому +1

    Great job :)

  • @MostEnvious
    @MostEnvious 2 роки тому +3

    I've noticed this with Radahn, I had like 45 rot arrows, got him rotted with 5 arrows. After it wore off, he didn't get rotted again with the remaining arrows.

  • @Defensive_Dwarf
    @Defensive_Dwarf 2 місяці тому +1

    It’s possible the snakes in the manor being immune to poison is to stop them from getting accidentally hit by the guys on the roof and their poison pots

  • @Quizerno
    @Quizerno 2 роки тому +1

    Love your work. This got me thinking. Could you take a look at Sekiro's resistances?

  • @alliebonesVODs
    @alliebonesVODs 2 роки тому +9

    Something that I would love to see looked into is the "magic pixel" mechanic - i.e. when you or an enemy survives an attack that would have killed you with a tiny amount of health left. I've seen claims that it's influenced by Vitality, and can only activate once per loading screen, but I'm curious how exactly it works!

    • @Xandros999
      @Xandros999 2 роки тому +3

      I don't see any evidence of that. Sure, it happens, but I think it's just down to luck and remembering the instances where it did happen.

    • @alliebonesVODs
      @alliebonesVODs 2 роки тому +4

      @@Xandros999 It happens WAY too often for it to be pure chance and confirmation bias. Having put hundreds of hours into playing and watching LPs of Fromsoft's previous games, I've seen a pixel left on a boss health bar a handful of times, but while playing Elden Ring I've already seen it dozens on times.

    • @handtomouth4690
      @handtomouth4690 Рік тому

      @@alliebonesVODs If you're talking about Melania, she in particular seems to have a specific mechanic where she won't phase transition if attacked at certain moments.

  • @PieMan2014
    @PieMan2014 2 роки тому +2

    You’re unflinching ability to say “dog” and continue is astounding

  • @voidgivenfocus
    @voidgivenfocus 2 роки тому +3

    Great vid, although I found it funny when you mentioned non player character NPCs in the immunities section. Maybe a better phrase would be non player model based NPCs?

  • @RengokuGS
    @RengokuGS Рік тому

    Can't wait for your next video : "Resistance Correction- Corrections"

  • @simpl456
    @simpl456 2 роки тому +1

    that poor basilisk, they didn't need to pick the one man with the worst eye-to-body size ratio to use the sleepy pots on. man's was barely holding on.

  • @hugoandre96
    @hugoandre96 2 роки тому +1

    This could explain why I thought I kept missing throwing sleep jars at the godskin duo at the ruins and I had to use 2 each

  • @y2kyle89
    @y2kyle89 2 роки тому +10

    Great video! Your ending card thing reminded me of something I was wondering: are the skulls with runes in them tided to anything? They felt random, like they should be bloodstains or something, but I wasn't sure if that was true or if I'm just seeing something that's not there.

    • @Shmethan
      @Shmethan 2 роки тому +2

      I'd always assumed it was fully random but considering how vagrants and the miracle boost rings in ds1 worked I wouldn't be surprised if there was some weird oblique mechanic attached to the skulls

    • @EnvyMachinery
      @EnvyMachinery 2 роки тому +2

      @@Shmethan It's usually more of a trapezius mechanic.

    • @michaelwerkov3438
      @michaelwerkov3438 2 роки тому

      @@EnvyMachinery bruh. delts and lats first and the rest falls into place

    • @EnvyMachinery
      @EnvyMachinery 2 роки тому

      @@michaelwerkov3438 Well yes, but we're strictly discussing attachment to the skull.

  • @d1943i
    @d1943i 2 роки тому +2

    would be great for pvp if this applied to players as well

  • @hobojoe9717
    @hobojoe9717 2 роки тому +2

    Tbh I really think they should have done something like this for PvP. Could really help with the OPness of certain affects like bleed/madness

  • @allinairhanson6886
    @allinairhanson6886 10 місяців тому +1

    14:10
    i would guess that the dire wolf's model is scaled up version of the regular wolf, or at least the skeleton, it's possible that they didn't bother to program in a sleep stagger for them

  • @JazzyUnderscoreTrumpeter
    @JazzyUnderscoreTrumpeter 2 роки тому +1

    Fascinating

  • @TheFinagle
    @TheFinagle Рік тому +1

    The immunities that were not set 999 were probably planned to be susceptible early in dev. They got values when they were created and the immunity flag was changed later, but the values were not updated because - why bother it wont affect the players anyway?

  • @juniperbelmont
    @juniperbelmont 2 роки тому +1

    I love the work you put into these videos. I'd love to see some data visualizations to go with the raw numbers.