I suspect uncapping FPS would break physics and damage calculations. FromSoft are fond of tying those to FPS.
I’m not surprised about the rest either, though they really should start getting criticized for it in my opinion. No DLSS in 2024 is especially hard to excuse.
<span style="color:#323232;">- Decreased the damage and damage animation of the shearing vacuum effect of the “Swift Slash” Skill.
</span>
General balance adjustments
<span style="color:#323232;">- Increased the Intelligence scaling of the Carian Sorcery Sword and slightly decreased the base damage.
</span><span style="color:#323232;">- Extended the throwing attacks range for the following weapons:
</span><span style="color:#323232;">- Smithscript Dagger / Smithscript Cirque
</span><span style="color:#323232;">- Changed the placement of the bosses in the re-fight against the Golden Hippopotamus and Commander Gaius bosses to be in the same position as in the first fight.
</span>
Bug Fixes
<span style="color:#323232;">- Fixed a bug that caused the Rolling Sparks Skill to deal more damage than expected.
</span><span style="color:#323232;">- Fixed a bug that caused the Rolling Sparks and Wall of Sparks Skills to deal no damage while some special effects were applied to the player.
</span><span style="color:#323232;">- Fixed a bug where some special effects of a right-handed weapon would also be applied to the following Weapon Skills when cast with the left hand:
</span><span style="color:#323232;"> Feeble Lord's Frenzied Flame
</span><span style="color:#323232;"> Discus Hurl
</span><span style="color:#323232;">- Fixed a bug where successfully guarding while attacking using the Thrusting Shield weapon type would consume less stamina than intended.
</span><span style="color:#323232;">- Fixed a bug that prevented players from cancelling the attack recovery of two-handed strong attacks by rolling for certain weapons of the Backhand Blades weapon type.
</span><span style="color:#323232;">- Fixed a bug that caused the Lightning Perfume Bottle and Frenzyflame Perfume Bottle weapons to deal double damage under certain circumstances.
</span><span style="color:#323232;">- Fixed a bug where the Arcane scaling of the Bloodfiend's Arm weapon was higher than intended when setting an affinity. The status buildup of the heavy attack was also reduced.
</span><span style="color:#323232;">- Fixed a bug where the Faith scaling of the Gazing Finger weapon was not being applied correctly.
</span><span style="color:#323232;">- Fixed a bug where the damage animation of some attacks of the Fire Knight's Greatsword against players was different than expected.
</span><span style="color:#323232;">- Fixed a bug where the attack affinity of some attacks of the Fire Knight's Greatsword were different than expected.
</span><span style="color:#323232;">- Fixed a bug that caused some affinities for the following weapons to be higher than intended:
</span><span style="color:#323232;"> Smithscript Dagger
</span><span style="color:#323232;"> Smithscript Cirque
</span><span style="color:#323232;"> Smithscript Axe
</span><span style="color:#323232;"> Smithscript Greathammer
</span><span style="color:#323232;"> Smithscript Spear
</span><span style="color:#323232;"> Golem Fist
</span><span style="color:#323232;"> Smithscript Shield
</span><span style="color:#323232;">- Fixed a bug that caused enemies to heal when the Maximum HP reduction gradual HP reduction effect applied by Black Knife Tiche wore off.
</span><span style="color:#323232;">- Fixed a bug that caused summoned NPCs to behave differently than expected under certain circumstances.
</span><span style="color:#323232;">- Fixed a bug that where the unblockable bite attack of the Golden Hippopotamus boss would connect with players more easily than intended.
</span><span style="color:#323232;">- Fixed a bug that caused text to display differently than expected.
</span><span style="color:#323232;">- Several other performance improvements and bug fixes.
</span>
Possible unstable performance fixes
<span style="color:#323232;">- For the PS5 version of the game, unstable framerate may be improved by using the "Rebuild Database" option from the device’s safe mode.
</span><span style="color:#323232;">- In some PC versions, Ray Tracing may be unintentionally enabled and cause unstable performance. Please check the Ray Tracing setting in the "System" > "Graphics Settings" > "Raytracing Quality" from the title screen or in-game menu.
</span><span style="color:#323232;">- In the PC Version, the message "Inappropriate activity detected" may appear without cheating. To fix this issue, please verify the integrity of the game's files before restarting the game.
</span><span style="color:#323232;">- In the PC version, unstable framerate may be caused by third party applications that control mouse behavior. Deactivating these third party applications may improve performance.
</span>
You should see an increase, but likely small. Since the end point increased and since the curve only increases between upgrades, that means that all points before the end point must also increase. However, most of the benefit is now granted in the first half of the upgrades possible, so at your level the increase per level will be smaller than it was before.
Yeah, that’s what I was thinking would happen. I’ll find out when I get home from work and have a chance to test it. Luckily I was farming armor and testing amulets last night, so I have a baseline damage number on an enemy already for what I was before.
Yeah. I grabbed all of them now and I’m at the grace before the final boss. Just snagged the last of the armors and weapons I’d missed and killed the furnace golems last night. I think I’m just about 100% on it now. Gonna wipe up the boss tonight and put it aside while I get back to real life for a bit.
Edit: I said “wipe up the boss.” That was a mistake, and I understand that now. I apologize for my hubris.
Been having fun and happy to see a gameplay balance patch so soon. That said, the technical side of this game is what really needs work and according to everything I’ve been seeing from Digital Foundry and others there’s some serious low hanging fruit that could improve the frame rate and pacing that is still pretty poor on all systems. Hopefully they bring some attention to that side of things soon. Game is certainly playable in the current state in my opinion but would be much more enjoyable if it actually stuck to something close to 60 FPS in most situations on XSX/PS5.
Well the Curtis rifle is hardly forgotten-about, it’s just that high ROF weapons that can charge are super tedious to wield in this dual-wielding meta.
I mean, I am going to be a gatekeeping little shit and brag about how I got all the endings without needing that.
But it is a really good idea. Because there are very clear “meta” weapons and builds. And a lot of late game encounters and AC/HC battles more or less require them because of all the adds and attrition (especially on the NG+ missions). You either go “meta” or you are fighting bullet sponges and may not even have enough ammo to finish the encounter
And especially in Chapter 1, your arm weapons very much feel like they exist for adds and bubble popping with all your DPS coming from shoulders. We could even see that in the PvP showcase stream. Which is kind of the opposite of the rest of the game where weapon bay to carry 3-4 arm weapons is the way to go.
And it fits with the style of the game. Screw up once and the enemy will chain you for like 4000 AP.
When I first loaded in on my steam deck, the game was actually rendering the full 16:10 aspect ratio. I couldn’t believe it so I screenshotted. Maybe 30 seconds later, the screen went white and the black bars came. Back. What in the world.
Holy crap I had no idea this was announced. What a wonderful game, I can’t wait to play this DLC (no preorders!). Without spoiling anything, I’ve been curious to see what the world is like after the events of the main story. Tales of Arise has a particular ending that raised a few questions and my curiosity. I eagerly await to see what new story Bamco will flesh out.
The man who can’t feel pain, and the woman who inflicts it.
If you haven’t played Tales of Arise (or any “Tales of” game in the series), this one is incredibly emotional and tackles heavy themes centered on liberation. It’s one of my favorite RPGs ever, and not sure if it’s my favorite Tales of, but certainly up there. The second act is a bit long and grindy, but the whole journey, the relationships along the way, and the story beats solidified it. Gameplay differentiation, music, art direction, graphics, etc is also fantastic in my opinion. It’s not a perfect game, but a great game, so I’d consider it a 9/10. Others may disagree because of the lengthy and grindy second act, and that’s okay.
I beat him with the heal the golem method combined with rotting him using aonia (first time that spell was useful for me but its a one strike rot and you can pretty much come up behind him with the golem)
This patch probably makes that fight slightly easier since some of the changes are buffs to that fight’s summons as well as standard ashes and revered ash bonuses.
If you are 1v1ing him then you may not get any relief, haha.
I did the same, had +20 blessing but otherwise no summons or ashes. Still took four hours of grinding before I got the run. I did use a black steel shield +4 which negates holy damage, though you can still run out of stamina. Tough fight.
Thanks ill keep at it. So far I’m dancing around phase 1 but some of his moves of phase 2 habe these stupid light explosions in the precise places where I’m used to dodge the combo.
When his pattern goes easy on me I’ll get him to 20-30%, so I’m almost there. Don’t give up skeleton
If you have not found it yet, there is a black knight great shield, not sure if that’s it’s real name, that when infused with holy will give 95÷ physical reduction and 100÷ holy. This really helps you tank his hits in the second phase.
Really good suggestion. So far I’m using the golden lion shield and have marikas hair, so holy reduction is pretty high. So far I’m mostly dying to getting stuck in combos missing a roll cause of those stupid light pillars
I just beat the final dlc boss like 1 hour ago! Somehow I got lucky and the insane move sets were not used. I think cause a couple of my summons kept close to him
I hadn’t played elden ring in like a year since I beat it and boy was I upset when I found out they nerfed the 10 second infinite FP kame-kame-ha strategy. Its SO situational like just give me this one thing, is that too much to ask?!
The key for me was using the pile bunker. The charge attack chunks the spider. And then I went with reverse joint legs. You want to stay right under it as much as possible in the first phase and those legs help greatly with that. Fit high stagger shoulder weapons and whatever you want for the other arm. Then in the second phase the legs allow you to stay in the air much longer and you want to focus on stying above it. Just keep pounding it with that pile bunker. Took me 2 or 3 tries after I figured out that setup
Pile bunker is genuinely my favorite weapon in the game. That charge shot is a pain to land but there’s nothing better than staggering a chunky enemy and just gut punching them into oblivion.
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