Elden Ring

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Introduction of a completely remade Deflection system. Sekiro Deflects In Elden Ring was a good prototype, but the entire thing had exactly zero growth potential due to compatibility being its highest priority. Now that it is remade with zero regard to compatibility, the mod can finally spread its wings.

To a casual observer, it may look like things are the same as before, but the Deflect system has been completely changed, functionality-wise.

The new Deflect system does not increase Guard Stability, but rather, upon successive Deflects, there is a period of heightened stamina regeneration. This prevents players from Deflecting everything, such as very heavy attacks in rapid succession. Maliketh under the previous Deflect system would have been totally trivialized due to the player effortlessly Deflecting away a sword as large as their body. However, with the new system, you can only Deflect Maliketh's attacks once before he guardbreaks you.

Deflect time is symbolized by the "Buff Body" (Baldachin's Blessing) icon. To modify how much Deflect time you get before your Deflective stance turns into a guard stance, edit the duration of spEffect 6202004.

During the swings of some (see below) weapons when two-handed, you may notice the "Buff Body" icon in your upper left. That means that during that time, your attack has guard frames. This is especially useful on slower swinging weapons, who may use the timing of their swings as an added defensive measure.

Deflections also block 70% of any negative status buildup and 100% physical damage.



There is now a much wider variety of Deflections. There are now 6 different types of Deflects.

1. Light short-handle weapons (daggers, katanas, swords, etc). The Deflects here are light and quick to get out of, but do not have many forgiving post-Deflect guard frames. Deflecting a very heavy attack (not Perilous) will result in great pushback. Deflecting normal attacks will not result in a guard counter but will result in a Combotinuation (see below).

2. Light pole weapons (spears). The Deflects here are fancy and take a bit to get out of but have quite forgiving post-Deflect guard frames. Deflecting a very heavy attack will result in a normal amount of pushback.

3. Heavy short-handle weapons (greatswords, some colossal swords, curved greatswords etc). The Deflects here are fancy and take a long time to get out of but have extremely generous post-Deflect guard frames. Deflecting a very heavy attack will result in almost no pushback.

4. Heavy pole weapons (halberds, greathammers, etc). The Deflects here are straight to the point and quick to get out of but have lacklustre post-Deflect guard frames. Deflecting a very heavy attack will result in some pushback.

5. Heavy mid-handle weapons (greataxes, some axes, some colossal swords etc). The Deflects here are very quick, but do not have a lot of post-Deflect guard frames. Deflecting a very heavy attack will result in almost no pushback.

6. Left-handed light weapons (occult infused weapons when 2H'ed with another occult weapon, small and medium shields). The Deflects here are light and quick to get out of, but do not have many forgiving post-Deflect guard frames. Deflecting a very heavy attack will result in a normal amount of pushback.

Note that greatshields are not allowed to Deflect. It is also important to note that shields and catalysts are no longer allowed to be wielded in two hands.



True Perilous Attacks. Before, when facing a Perilous attack, as long as it hit you, it would chunk all your stamina and 20% of your max HP. This led to complications where players would die instantly to Radagon, and face random guardbreaks and all sorts of buggy behaviors. Now Perilous Attacks are impossible to Deflect, and players will be notified of a Perilous Attack by them glowing white shortly before the boss swings/shoots. Upon successful dodge of a Perilous Attack, one may chain into a Guard Counter by using R2 or Shift Left Click.



Step-Dodges. Dodging has been reworked slightly. Light dodge forwards is a Sekiro Step, sideways dodges are Bloodborne steps, and backwards dodging is a Quickstep. Light class dodging forwards and backwards nets you ~14.5 iframes, side to side ~12 iframes. Mid class dodging is the same, but forwards dodge is a roll that gives ~13.3 iframes. Heavy dodge and overencumbered are untouched.



Dynamic Boss Cameras. The bosses included in the mod, Beast Clergyman, Maliketh, Malenia, Godfrey, Hoarah Loux, Radagon (dynamic camera not functioning on him at the moment), and Elden Beast, all have Dynamic Cameras that respond to what the boss does. This increases visibility hugely and adds a level of cinematic flair to the boss fights. Planning to add dragons, both normal and ancient, Morgott, Godrick, Mogh and Fire Giant to the list soon.



Unique infusions effects. There are unique infusions that may change a weapon's playstyle.

Heavy infusions now increase the weapon class of a weapon. Dagger -> sword, sword -> greatsword, greatsword -> colossal sword, curved sword -> curved greatsword, etc...

Keen infusions enable a Iaijutsu Quickdraw, where if a Keen weapon is held in the left hand, and a weapon of a different class, such as a catalyst or a whip, is held in the right, the player performs a Iaijutsu Quickdraw that can Deflect an incoming attack. After the quickdraw, the player will be two-handing the Keen weapon.

Quality infusions now enable certain weapons to become Blocking Left Hand weapons. These weapons may only be held in the left hand and can enable certain special 1H combos on weapons such as swords, curved swords, and hammers. These weapons can also be used with some of the curved greatsword's 2H combos.

Fire infusions now change the heavy attacks of some weapons (spears, daggers, swords, greatswords) to be a flaming thrust, where the weapon emits flames while thrusting. For weapons where it would be impractical for that to happen, such as maces and greataxes, the heavy attack is now a flame breath.

Flame Art infusions now stack damage. For every Deflect and attack you do, you lose 20 points of physical damage but gain 40 points of fire damage. This effect stacks and lasts for 7 seconds. The added fire damage is also present when Deflecting, thus making it Malenia, Blade of Miquella's natural enemy, as she attacks very quickly.

Lightning infusions now always have the weapon glow like lightning grease or Lightning Slash has been applied to it. If you don't like this look, just use Lightning Slash or a lightning grease and when that effect expires, the weapon returns to normal. Cycle the weapon away and back and the visual effect will return.

Sacred infusions will make you explode upon reaching below 30% health.

Magic weapons will now regenerate 3% of your FP over 3 seconds upon a successful Deflect or attack.

Cold weapons will now emit a Chilling Mist if your character is struck by an attack that deals bleed. This feature is a bit bugged at the moment.

Certain Occult weapons are able to use an enhanced two-handing moveset that contains three combos in one (see below).

Planned infusions:

Poison infusion will emit a Poisonous Mist if your character drinks their flask.

Bleed infusion will lose slivers of health on successive attacks at above 60% health but will have lifesteal at below 60% health.



Comboing and Weapon Moveset Replacements. A lot of weapons have been fundamentally altered in their movesets. If you experience any issues such as there not being swing noise on certain attacks, then please let me know. For KB + M users I heavily recommend binding your weapon art button (Shift Left Click) to Left Ctrl.



Key:

If your right-hand glows red during an attack, that means that you can press heavy attack (R2 or Shift Right Click) and initiate a combo branch. Generally, the first and third attack of a moveset leads to combo branch A (abbv. CBA) and the second attack of a moveset leads to combo branch B (abbv. CBB). If your hand continues to glow, that means you can use a follow through attack. Initiating a combo branch must be done shortly after you finish swinging.

Certain combo branches can only be activated with a Quality weapon or a Small/Medium shield in your left. They will have a Q after them.

Some combo branches have instant or near-instant guard frames. They will have a D1 after them.

Some normal attacks have instant or near-instant guard frames. They will have a D2 after them.

Some combo branches have attacks that do higher posture damage than normal. They will have an S after them.

Some combo branches have attacks with parry frames. They will have a P after them. Attacks with parry frames and guard frames are mutually exclusive.

Some combo branches have attacks that travel further than others. They will have a C after them.

Some combo branches have attacks that are delayed. They will have an R after them.



Documentation (unfinished):

Straight Swords

1H Combo: (CBA QP) (CBB QP) (CBA QP) () ()

Running attack: (CBA QP)

CBA Length: 1 move. CBB Length: 1 move.

2H Combo: (CBA) (CBB) (CBA) () ()

Running attack: (CBA)

CBA1: (R) CBA2: (C R)


General Changes.

Seppuku actually kills you. The benefit is that you get to keep your runes.

Cragblade has been massively buffed for more damage and posture damage.

Barbaric Roar and War Cry will cease to function properly. This is collateral for the combo system.

Flaming Strike and Lightning Slash have been buffed for extra damage.

Blessed Dew Talisman enables easy mode, where you get a huge amount of Equip Load as well as the Assassin's Crimson Dagger and Malenia's Great Rune effect.

Assassin's Crimson Dagger has been massively buffed.