By JJR0244: miracle that uses a lightning spear with a regular spear animation as miracle version of Farron Flashsword to that effect, additional spells, miracles, or pyromancies that are simply translucent weapons with particle effects, like Farron Flashsword or Lifehunt Scythe, such as halberds, greathammers, bows, axes, etc.
- - Removed the base equip load boost.
- - Removed stamina recovery reduction for heavy armors.
- - Changed Soul Level - Defence Scale: {1:0, 200:25, 400:50, 600:75, 800:100}
- - Changed Endurance - Lightning Defence Scale: {1:0, 25:50, 50:100, 75:150, 99:200}
- - Changed Vitality - Physical Defence Scale: {1:0, 25:25, 50:50, 75:75, 99:100}
- - Changed Strength - Physical Defence Scale: {1:0, 25:25, 50:50, 75:75, 99:100}
- - Changed Strength - Fire Defence Scale: {1:0, 25:50, 50:100, 75:150, 99:200}
- - Changed Intelligence - Magic Defence Scale: {1:0, 25:50, 50:100, 75:150, 99:200}
- - Changed Faith - Dark Defence Scale: {1:0, 25:50, 50:100, 75:150, 99:200}
- # Characters
- - Added the Forge Equipment menu option to Andre. This opens the menu containing the Primordial Titanite trades.
- - Andre and Shrine Handmaid no longer sell any consumables or reinforcement/infusion materials. These are now found under the 'Forge Item' option in bonfire menus.
- - Bonfires now have the following additional menu options:
- - Allot Estus
- - Infuse Weapon
- - Forge Item (Purchase Item)
- - Awestones renamed to Primordial Titanite.
- - Primordial Titanite is used to forge equipment at Andre, or to reinforce weapons beyond +5/+10.
- - Primordial Titanite can drop from most enemies, with varying drop chances based on the enemy.
- - Primordial Titanite is dropped from bosses, with varying drop chances based on the difficulty of the boss.
- - Nightmare bosses always drop Primordial Titanite.
- - Primordial Titanite can be purchased from the bonfire after defeating the Soul of Cinder.
- - The soul cost of Primordial Titanite trades at Andre is now much higher, as the amount of Primordial Titanite needed per item has been reduced.
- # Challenge Modes
- - The Pacts have been combined into one: Champion's Pact.
- - Enabled at Ludleth, this pact is now irreversible.
- - Enemies now have double damage, double absorption, regen HP and have endless stamina when below 50% HP.
- - Boosts soul gain by 100%.
- # No Death Challenge
- - NG+0 - Illusory Ring of a Conqueror
- - NG+0 - Champion's Pact - Illusory Ring of the Vengeful
- - NG+1 - Champion's Pact - Illusory Ring of the Exalted
- - You can now check eligibility at the Fire Keeper using the 'Check Worthiness' option
- # Map
- - Added message near the Dummy that tells you that he can be used for practice.
- - Added messages near the teleport spots, telling you where the commune action takes you.
- - Removed the Yhorm the Giant bonfire.
- - Added the Royal Library bonfire, found in the library part of the Grand Archives.
- - Added the Church of Sin bonfire, found in the church part of the Profaned Capital.
- - Added the Irithyll Cathedral bonfire, found in the upper level of the cathedral in Irithyll.
- - Added the Chamber of the Princess, found in the upper level of the cathedral in Anor Londo.
- # Covenants
- - Covenant items now drop for client players in multiplayer.
- - Changed the Champion's Pact into the Thieves' Pact
- - Rather than covenant materials, equipping the Thieves' Pact emblem will enable any reinforcement material to be dropped from random enemies.
- - Greirat gives you the emblem when you return Loretta's Bone.
- # Status Effects
- - Increased the aux values for all sources of aux effects.
- - Poison:
- - Lasts 30/40/50/60 seconds. Depends on weapon type.
- - Effect: reduces enemy attack by 10% whilst active.
- - Bleed:
- - Deals 100/150/200 + 5% damage on proc. Depends on weapon type.
- - Frost:
- - Deals 50/75/100 + 2.5% damage on proc. Depends on weapon type.
- - Effect: reduces enemy absorption by 10% whilst active, and reduces stamina recovery by 10.
- - Curse:
- - Lasts until death once applied.
- - Effect: Reduces maximum HP/FP/Stamina by 10% on proc. Stacks.
- - Applies a 1 damage per second dot with each stack.
- # Weapons
- - All weapons now have the standard infusion types.
- - Spell Tools no longer have inherent correction applied.
- - Ascension is now done via reinforcement rather than a separate infusion.
- - Restored original Torch and Follower Torch.
- - Crossbows are now non-scaling, but have higher than normal base damage.
- - Added Scholar's Bow, an Enchanted bow, tranposed from the Crystal Sage.
- - Witch's Staff: reduces the FP consumption of pyromancies by 20%
- - Longstaff of Rosaria: increases Item Discovery by 100
- - Ancient Dragon Halberd: prevents stagger from weak attacks.
- - Lothric's Scythe: now regens 1% HP every second + has bleed to match other scythes.
- - Obsidian Greatsword: now deals abnormally high poise damage for its tier. Now transposed from Midir's soul.
- - Grant: reduces the FP consumption of miracles by 20%
- - Golem Axe: now deals abnormally high poise damage for its tier.
- - Crystal Straight Sword: reduces the FP consumption of sorceries by 20%
- - Blueblood Sword: absorb 1% FP on hit
- - Blind: temporarily reduces enemy defences to zero on hit, lasts 5 seconds.
- - Firelink Dagger: increases max HP, FP and Stamina by 5%
- - Firelink Spear: increases max HP, FP and Stamina by 5%
- - Firelink Sword: increases max HP, FP and Stamina by 5%
- - Firelink Rapier: increases max HP, FP and Stamina by 5%
- - Firelink Greatsword: increases max HP, FP and Stamina by 5%
- - Needle of Eternal Agony: inflicts Curse.
- - Abyssal Blade: inflicts Curse.
- - Nil Blade: inflicts Curse.
- - Locust Arm: inflicts Curse.
- - Improved the parry frames of the Parrying Dagger: they start earlier and last longer.
- # Armor
- - Changed the absorption balance on armor. The highest ABS is now lower, but there is more variance between the physical types, and the values are more properly curved to follow the weight of armor sets.
- - Changed the poise balance on armor. The highest poise is now 80 (from 100), but the values are more properly curved to follow the weight of armor sets.
- - Poise now blocks more damage levels, making it more consistent (only pushes ignore poise now).
- - Havel's Set: Increases Magic, Fire and Dark defence by 75 [10, 35, 10, 20]
- - Crown of the Great Lord: increases max HP, FP, Stamina and bestows the ability to perform a backflip.
- # Rings
- - Carthus Bloodring: Shifts evasion class downwards and obscures rolling, but
- - Band of Stone: Boosts physical defence by 100.
- - Band of Flame: Boosts fire defence by 100.
- - Band of Sparks: Boosts lightning defence by 100.
- - Londor Tincture: Boosts all defences by 75.
- - Old Pygmy Ring: Boosts defences by 25 and prevents staggering whilst at full health.
- - Darkmoon Faithful: Boosts Magic damage by 5%.
- - Aldrich Faithful: Boosts Dark damage by 5%.
- - Warriors of Sunlight: Boosts Lightning damage by 5%.
- - Rosaria's Fingers: Reduces FP consumption for spells and weapons arts by 10%.
- - Ring of Favor: Grants 10% increased Max HP, Max Stamina and Max. Equip Load but reduces soul gain by 20%
- - Ring of Steel Protection: Grants 15% Physical Absorption
- - Flame Stoneplate Ring: Grants 15% Fire Absorption
- - Thunder Stoneplate Ring: Grants 15% Lightning Absorption
- - Magic Stoneplate Ring: Grants 15% Magic Absorption
- - Dark Stoneplate Ring: Grants 15% Dark Absorption
- - Young Dragon Ring: Grants 7.5% boost to the power of Sorceries.
- - Bellowing Dragoncrest Ring: Grants 12.5% boost to the power of Sorceries.
- - Great Swamp Ring: Grants 7.5% boost to the power of Pyromancies.
- - Witch's Ring: Grants 12.5% boost to the power of Pyromancies.
- - Morne's Ring: Grants 7.5% boost to the power of Miracles.
- - Ring of the Sun's First Born: Grants 12.5% boost to the power of Miracles.
- - Deep Ring: Grants 7.5% boost to the power of Dark spells.
- - Unholy Remains: Grants 12.5% boost to the power of Dark spells.
- - Ring of the Evil Eye: Grants 5% HP on enemy kills.
- - Aldrich's Ruby: Restores 50% of max HP on a successful critical hit.
- - Aldrich's Sapphire: Restores 50% of max FP on a successful critical hit.
- - Lloyd's Shield Ring: Grants 40% absorption when at 100% HP
- - Greatwood Remnants: Increases absorption by 15% but doubles evasion stamina consumption.
- - Green Tearstone Ring: Boosts stamina recovery by 50 whilst below 25% health
- - Dragonscale Ring: Grants 20% increased Max FP
- - Symbol of the Penitent: Grants 20% increased Max Stamina
- - Aldrich's Ruby: Increases max HP by 20%, scaling with Hollowing.
- - Aldrich's Sapphire: Increases max FP by 20%, scaling with Hollowing.
- - Renamed Ring of the Exalted to Illusory Ring of a Conqueror.
- - Added Illusory Ring of the Guilty.
- - Illusory Ring of a Conqueror: Evasive movements no longer cost stamina
- - Illusory Ring of the Vengeful: Imbues weapon with Curse, reducing max HP, FP and Stamina of
- - Illusory Ring of the Guilty: Automatically deflects spells.
- - Illusory Ring of the Exalted: Emits a potent charm, making nearby enemies temporary allies.
- # Spells
- - Dark Sorceries now scale damage on INT only.
- - All dark spells have higher than normal damage, but inflict Curse on the caster.
- - Dark spells now apply Curse to enemies (except the Gnaw spells).
- - Adjusted Dark Sorcery and Dark Miracle stat requirements.
- - Great Magic Weapon: +4 FP per second
- - Hidden Weapon: +10 stamina recovery
- - Carthus Flame Arc: reduces weapon stamina consumption by 25%
- - Lighting Blade: increases stamina damage by 100%
- - Dark Blade: +5 HP per second
- - Emit Force: now costs 20
- - Heal Aid: uses the normal Healing miracle cast animation
- - Farron Flashsword: automatically staggers enemy on hit.
- - Heal: costs 50 FP, heals 200 HP.
- - Great Heal: costs 70 FP, heals 400 HP.
- - Replenishment: costs 40 FP, heals 600 HP over 120 seconds.
- - Bountiful Light: heals 1200 HP over 120 seconds.
- - Bountiful Sunlight: costs 80 FP, heals 1800 HP over 120 seconds.
- - Dark spell tools now grant Curse resist, to help Dark casters.
- # Items
- - The Dragonform tools now scale with STR/DEX/INT/FTH equally.
- - Kukri now uses the fast throwing animation.
- # Enemies
- - Adjusted NPC attack and absorption.
- - Adjusted the poise of normal enemies and bosses.
- - Nightmare Bosses now have additional poise, making staggering them much harder.
- - Increased the defences of summons so they last longer.
- - Nightmare bosses now have lower HP and soul gain multipliers.
- - Many enemies are now vunerable to Charm that weren't previously.
- # Bugfixes
- - Nightmare modifiers no longer boost resistances above 999 for bosses.
- - Boss soul items now sell for the amount of souls the boss awards.
- - NPC Enemy status effects now mirror the player inflicted effects.
Will Greatswords be nerfed or buffed or just less likely to cause dropped frames? We’re on the edge of our seats.
Dark Souls 3 will see several weapon balance changes in a patch due sometime on April 18, US time.
Farron Flashsword Do Poise Dmg Open
Patch 1.04 (PS4 and Xbox One) and 1.03.1 (PC) will roll out with no server downtime, so make sure you manually check for updates before launching the game today.
From Software tends to play its cards close and leave it up to the community to figure out what exactly it’s done with each update, so we have only these mysterious patch notes to go by:
- Performance adjustment for Greatsword.
- Battle performance adjustment for Dancer’s Enchanted Sword and Winged Knight Twinaxes.
- Performance adjustments for Soul’s Greatsword and Farron Flashsword.
- Fix for issue where multiple items become impossible to use at Road of Sacrifices, Farron Keep, Cathedral of the Deep after clearing the game.
The Greatsword fiddling is especially interesting in the context of the current meta, which is dominated by the arguably over-powered Dark Sword. The Dark Sword is the only blade besides Greatswords and Ultra Greatswords with access to the Stomp weapon art, so any changes to this weapon art may also effect the Dark Sword, possibly nerfing it. On the other hand, perhaps Greatswords and Ultra Greatswords are being buffed to make them more viable contenders.
The notes make no mention of fixes for multiplayer problems, but From Software did apologise for an issue related to password matchmaking, which may take longer than you’d expect:
“Password matching done under the following conditions may result in an extended amount of time required for the match to complete,” the developer said.
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“Many players are signed in the corresponding area. There is a large gap between the levels of the players who are using the password.”
It sounds like you just need to be extra patient in these situations. Souls players know all about that, hmm?