Combat

# Battle Arts

Battle Arts are expressed through Skills common to a variety of weapons. The Battle Arts feature allows players to use special attacks with weapons and boost the damage of spells.

Using a weapon's Skill will consume Focus Points, which is displayed through the blue gauge on the HUD. Skills can still be performed without the requisite Focus Points, but the skill will not yield any of the enhanced properties it provides.

A list of Battle Arts is available here

# Hyper Mode

Attack power boosted when HP is low by equipping certain items. Red Tearstone ring and Morion Blade both activate hypermode and the effect stacks for both items including an additional Morion Blade (but not another Red Tearstone Ring).

# Projectile Deflection

If timed right, one can, with the right weapon, deflect an incoming projectile like a Throwing Knife by swinging a melee weapon.

# Types of Damage

## Counter Damage

Counter hits occur when one is attacked mid-attack animation, dealing additional counter damage. This is due to the counter state, wherein one's physical absorption VS thrust is temporarily reduced during an offensive action such as attacking or kicking, making them more vulnerable against thrust attacks.

In Cinders, all damage types can deal Counter Damage and benefit from the Leo Ring.

## Supercounters

Supercounters are triggered when one is hit during a few specific animations. A special "thunk" sound will play to indicate the difference from a normal counter hit.
Valid animations: within certain frames in normal attacks, parried, guard-broken, poise-broken (certain bosses and enemies), during jumping attacks, recoiling after striking a solid object, changing direction suddenly when dashing, recovering after dropping from sufficiently high altitude.

## Critical Damage

Critical damage can be dealt by either riposting or backstabbing an enemy. A riposte can be done through parrying; guard breaking; or attacking after having dealt a sufficient amount of damage to a few select, non-player enemies' heads (the last form of riposte often referred to as a "visceral attack").

The weapon's Critical modifier will be applied to the weapon's damage during any of these attacks, increasing damage dealt.

Critical attacks with Dark damage is reduced against other players (but still functions normally for mobs.)

If an enemy is shot in the head by an enemy projectile (i.e. with a bow/crossbow), its poise will be broken and will be temporarily stunned.
The damage applied is also increased by 50%. This also applies to many humanoid enemies with little or no protection on their head.
The scythe skill Neck Swipe also counts as a headshot.

## Falling Damage

Falling is gravity calling your name for either a safe fall, a proportionate amount of damage, or death.

Falling damage is calculated as a percentage with respect to your embered max HP and how long you have been falling, as well as other aspects such as your amount of Dexterity, Vitality and Equipment Load. This means that after a certain point, you will die regardless of anything.

Spook or the Silvercat Ring will completely negate all fall damage as long as the fall is not otherwise lethal for you.

Example: Fall down off the cliff next to Eygon Of Carim (Irina Of Carim's watcher in Undead Settlement) and you'll live with a sliver of health at max health. Fall down much farther than that with falling damage protection on, and you'll automatically die.

# Spells

## Attuning Spells

All spells need to be attuned (i.e. equipped) at a Bonfire, before they can be used in combat. Attuning a spell requires free Attunement Slots, which can be unlocked by raising the Attunement attribute when leveling up.

## Casting Spells

Casting a spell requires an appropriate Spell Tool, as well as sufficient Focus Points, Intelligence and Faith.

## Casting and Movement

Certain spells can be cast whilst moving. These are:

[*] Unique animation while walking including sprinting and rolling attacks.

Casting speed is improved by Dexterity (caps at 50) and some equipment may help boost this. These are:

• Witchtree Branch - Staff that grants +25 pseudo-Dexterity to improve casting speed.
• Saint-tree Bellvine - Chime that grants +25 pseudo-Dexterity to improve casting speed.
• Evangelist Set - Armor Set that grants +20 pseudo-Dexterity to improve casting speed.
• Sunless Set - Armor Set that grants +20 pseudo-Dexterity to improve casting speed.
• Conjurator Set - Armor Set that grants +20 pseudo-Dexterity to improve casting speed.
• Black Witch Set - Armor Set that grants +20 pseudo-Dexterity to improve casting speed.
• Hexer Set - Armor Set that grants +20 pseudo-Dexterity to improve casting speed.
• Sage Ring - Grants +35 pseudo-Dexterity to improve casting speed.
• Hunter's Ring - Grants +5 Dexterity.
• Vine Balm - Grants +5 Dexterity for 5 minutes.

## Spell Scaling

These are the general rules of spell damage scaling for spell types:

Refer to the Spell Tools list for their scalings.

Using battle art abilities like Steady Chant, Chant from the Depths and Awakening will benefit spells casted from another catalyst. e.g. Steady chant from the Sage's Crystal Staff and then casting spells with a Crystal Chime will increase the damage of Crystal Soul Spear.

## Spell buff

Spell Buff is a multiplier applied to your spell's base value. The easiest way to see this in the healing miracles, where the base value is unaffected by other variables.

Consider the miracle Heal Aid. It has a multiplier of x1.00. Let's say you are using a Talisman with a Spell Buff of 150.

To apply your Spell Buff, simply multiply the base value of Heal Aid with your spell buff.

$FinalValue = SpellBuff \cdot Multiplier$

For our example, this would be 150 * 1.00, resulting in 150 HP healed.

However, your actual Spell Buff value is not just the Spell Buff listed for your weapon. It is modified by the amount of INT/FTH you have (depending on the tool) and by the level of reinforcement the tool has.

# Defenses

## Poise and Hyper Armor

When performing certain attacks with specific weapons, you will receive Hyper Armor during a portion of the attack animation that is protected by a hidden health meter (Poise Health) that can be increased with the Poise stat. If an opponent does enough Poise damage to you during Hyper Armor is active they may stagger you.

In Cinders, Poise works like in Dark Souls II, it combines active Poise and Hyper Armor.

## Resistance

Resistance is a damage absorption modifier applied to the elemental damage types upon taking damage. This applies both to the player and to enemies.

As of App 1.10 there's 5 breakpoints for the defenses. The calculation for damage against defense formula are as follows:

• If DEF >8x ATK, deal damage equal to 0.10 * ATK
• If DEF >ATK, deal damage equal to (19.2/49 * (ATK/DEF-0.125)^ 2 +0.1) * ATK
• If DEF >0.4x ATK, deal damage equal to (-0.4/3 * (ATK/DEF-2.5)^ 2 +0.7) * ATK
• If DEF >0.125x ATK, deal damage equal to (-0.8/121 * (ATK/DEF-8)^ 2 +0.9) * ATK
• If DEF <0.125x ATK, deal damage equal to 0.90 * ATK

## Weakness

Weakness is a damage absorption modifier applied to the type of physical damage taken. It can either be Standard, Slash, Strike or Thrust.

page revision: 4, last edited: 15 Nov 2019 20:26