Salt and Sanctuary

Shield Bashing and Kicking

By pressing the heavy attack button while blocking, you can perform a shield bash. This is a blunt damage attack with base damage equal to your strength, subject to softcap. It deals very high poise damage and can stagger many enemies in a single hit. Additionally, if you hit an enemy's shield while they are blocking, they will be instantly guard broken and can be riposted. Perhaps most importantly, you continue to block while bashing, so you can perform this attack without lowering your guard.

Shield bashing can be performed with any type of shield. The characteristics are as follows:

  • Buckler: 20 stamina, 60 speed, 1x damage, 100 poise damage
  • Heater: 25 stamina, 50 speed, 1.5x damage, 150 poise damage
  • Kite: 30 stamina, 40 speed, 2x damage, 200 poise damage
  • Tower: 35 stamina, 30 speed, 2.5x damage, 250 poise damage

Additionally, certain shields — the Pendragon Targe, Oppressor's Greatshield, and Iron Rampart — have been given the "bash damage" flag and will deal double damage when used for bashing.

Pressing the heavy attack button while blocking with anything that is not a shield will cause you to instead perform a kick. Kicking costs 10 stamina and has base damage equal to 1.2 times your strength, subject to softcap. Like shield bashing, kicking deals high poise damage (150) and can be used to break an enemy's guard. Unlike shield bashing, kicking benefits from any bonuses that affect your unarmed damage. Kicking also knocks away any enemy that can be launched, making it useful as a "get off me" move.

Enemy HP Scaling in NG+

Old formula: New HP = HP*0.75 + HP*0.25*(NG+ Cycle) + 50*(NG+ Cycle) + 80

New formula: New HP = HP + HP*0.75*(NG+ Cycle) + 50*(NG+ Cycle) + 80

Spell Rebalance

Dragonfire:
  • Damage reduced from 20 to 15
  • Magic balance value increased from 0.2 to 0.4
  • Can now be cast until your stamina runs out

Flame Barrage AND Lightning Barrage
  • Damage changed to 7 (flame was 11, lightning was 8)
  • Class changed to 2 (flame was 3, lightning was 1)
  • Now costs 1 focus per cast (flame was 2)

Dark Coil: Damage reduced from 25 to 10 (back to vanilla; the spell works better now that it doesn't trigger invulnerability on the enemy)

Dark Arrows: Damage reduced from 8 to 6

Static Geist: Focus cost increased from 8 to 16

Boss Changes

Boss phases now start sooner in NG+ and beyond. In NG+, phase 2 starts at 75% HP. In NG+2, phase 3 starts at 50% HP. In NG+3, phase 2 starts at 90% HP and phase 3 starts at 65% HP. Beyond NG+3, both thresholds increase by 5% per NG+ cycle, up to a maximum of 100%. At the maximum level of NG+8, the phase thresholds are phase 2 at 100% and phase 3 at 90%.

The Mad Alchemist has a new minor feature for phases 2 and 3. In phase 2, his fireball attack will spawn 6 fireballs instead of 3. In phase 3, this increases to 9 fireballs.

Carsejaw the Cruel now has new features on all of his attacks, some of which only trigger in higher NG+ cycles.
  • In phase 3, his teleport stab extends from 3 stabs to 5. This occurs even in NG.
  • In NG+ and beyond, Carsejaw's basic melee attack has its speed multiplied by a random value between 80% and 120% each time.
  • In NG+ and beyond, Carsejaw's blade summoning attack covers a wider area around the player. In NG+2 and beyond, he also summons blades around himself.

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