XaiJu
illusorywall
illusorywall

patreon


Taking a closer look at sleep in Elden Ring.

Today I began taking a closer look at the sleep mechanic, and there's a very interesting quirk of resistances that I don't think is well-known yet. Did you know that every time you trigger an effect on an enemy, that their corresponding resistance will increase? So let's say you poison an enemy once, but then it survives and you need to poison it again. The 2nd time will require more poison!

There are 6 levels of resistance (a stating, base value then 5 subsequent iterations where it can increase further).  Though bear in mind that not every enemy will actually use all 6 levels, in some cases it simply caps sooner and just repeats the same number.

Here's a screenshot of a doc I've started on enemies' sleep values:

As you can see, the differences aren't insignificant! Dogs will start with only ~170 sleep resistance, but by the 6th time putting them to sleep it's over 1,000.

I do think the subject of my next video is going to be about unlisted patch changes, but nonetheless I plan on chipping away at these sorts of status effects as possible video topics for the near future as well.

I also find the fact that there's some subtle area multipliers really funny. You mean to tell me that a dog in Northern Limgrave starts with a sleep resist of 169, but if it's in Southern Limgrave it's 170 instead? Then inside Castle Morne it's 172? What even is the point of that??? Maybe for enemies with much larger starting values that might manifest itself in requiring an extra hit or cast of something, but there's going to be a ton of cases where the numbers are slightly tweaked in different areas with no actual impact on anything.

Comments

This certainly explains why during a boss fight, the number of hits to get a boss to bleed gradually increases as the number of bleed procs increases.

Hugsized


More Creators