Hey all,
Right now I'm working on a spreadsheet that includes stats for every piece of armor at every upgrade level. I fully intend to share it with the community here as soon as it is finished. Keep in mind that all stats will be XBox, US version. That matters because, for instance, my Knight Armor and Elite Knight Armor have 20 poise.
Why bother? For a couple of reasons.
1) I want to. I love number crunching, and I love Dark Souls. It's like mixing my Coke with my Hefeweizen.
2) Although the armor listing on the wiki is helpful, it isn't easy to copy nor is it thorough. For example, knowing an armor's stats at +5 and +10 is inefficient. The "break points", as I call them, occur at +3, +6, and +9. These are the points where armor requires a new material to upgrade, and therefore are logical stopping points on the way to max. Also, most folks will stop upgrading their armor at +9.
2a) On Darkwraith Covenant runs with no access to Frampt late in the game, I want to know before hand what to spend my precious large shards on. They are easily the least efficient ingredient to farm/purchase.
Why do I need help? There are armor suits that I've already upgraded across all characters, usually the most useful sets, so I need base versions. Also, there are sets I just don't have. I'll keep an updated list here, and if anyone is willing to trade or donate them I'd appreciate it.
Brass Armor
Great Lord Set
Solaire Set
Elite Cleric Set
My GT is Sebastrd, and I have an SL60 and an SL125. Message or friend me anytime and we'll set something up.
Also, as I progress, I'll post any interesting observations or anomalies that I come across.
* For the most part, +10 armors increase stats by 10% each plus. However, the increase from +9 to +10 is usually larger.
* The Painting Guardian set is pretty terrible overall, both in defenses and the point at which you find it in the game. However, the waistcloth is abnormally heavy for the set, and has relatively respectable stats.
* The best sets tend to be those that require special circumstances to acquire. For example, the Dingy and Xanthous sets are two of the best light armors, and only appear under specific circumstances. See also the Antiquated Skirt prior to the latest patch.
* The DWGR is far more useful that any of the other encumbrance bonus rings. For example, at 40 Endurance (80 Encumbrance), Havel's increases fast roll from 20 to 30. DWGR increases fast roll from 20 to 40. Even at 99 Endurance (139 Encumbrance), Havel's only increases fast roll to 52.12. DWGR ups it to 69.5.
* Monsters seem to have different preferred movesets based on their location. For example, the Drake just off the elevator from Darkroot Basin is fairly stationary and pivots. The Drake in the middle of the bridge flies around a lot and moves in straight lines.
* Metal armors tend to have low strike and high slash defense. Soft armors tend to have high strike, but sometimes low pierce defense.
* Weapons can deal any of four types of damage - regular, strike, slash, or thrust. These correspond to the four basic defenses - physical, strike, slash, and thrust.
* Based on their armors - hollow warriors are vulnerable to strike, thrust, and fire; hollow soldiers are vulnerable to thrust and lightning; hollow thieves are vulnerable to fire; balder knights are vulnerable to strike and thrust; tower knights are vulnerable to strike and lightning; silver knights are vulnerable to strike and (possibly) magic; black knights are vulnerable to strike and lightning; giant knights are vulnerable to strike and (possible) magic.
* Based on their armors - hollow warriors are strong against slash and lightning; hollow soldiers are strong against slash and fire; hollow thieves are strong against strike and magic; balder knights are strong against slash and fire; tower knights are strong against slash and magic; silver knights are strong against slash and lightning; black knights are strong against slash and fire; giant knights are strong against slash and fire.
* Based on armors, the most effective weapons are those that deal strike (hammers or fists) or magic damage (magic, enchanted, MLGS).
Right now I'm working on a spreadsheet that includes stats for every piece of armor at every upgrade level. I fully intend to share it with the community here as soon as it is finished. Keep in mind that all stats will be XBox, US version. That matters because, for instance, my Knight Armor and Elite Knight Armor have 20 poise.
Why bother? For a couple of reasons.
1) I want to. I love number crunching, and I love Dark Souls. It's like mixing my Coke with my Hefeweizen.
2) Although the armor listing on the wiki is helpful, it isn't easy to copy nor is it thorough. For example, knowing an armor's stats at +5 and +10 is inefficient. The "break points", as I call them, occur at +3, +6, and +9. These are the points where armor requires a new material to upgrade, and therefore are logical stopping points on the way to max. Also, most folks will stop upgrading their armor at +9.
2a) On Darkwraith Covenant runs with no access to Frampt late in the game, I want to know before hand what to spend my precious large shards on. They are easily the least efficient ingredient to farm/purchase.
Why do I need help? There are armor suits that I've already upgraded across all characters, usually the most useful sets, so I need base versions. Also, there are sets I just don't have. I'll keep an updated list here, and if anyone is willing to trade or donate them I'd appreciate it.
Brass Armor
Great Lord Set
Solaire Set
Elite Cleric Set
My GT is Sebastrd, and I have an SL60 and an SL125. Message or friend me anytime and we'll set something up.
Also, as I progress, I'll post any interesting observations or anomalies that I come across.
* For the most part, +10 armors increase stats by 10% each plus. However, the increase from +9 to +10 is usually larger.
* The Painting Guardian set is pretty terrible overall, both in defenses and the point at which you find it in the game. However, the waistcloth is abnormally heavy for the set, and has relatively respectable stats.
* The best sets tend to be those that require special circumstances to acquire. For example, the Dingy and Xanthous sets are two of the best light armors, and only appear under specific circumstances. See also the Antiquated Skirt prior to the latest patch.
* The DWGR is far more useful that any of the other encumbrance bonus rings. For example, at 40 Endurance (80 Encumbrance), Havel's increases fast roll from 20 to 30. DWGR increases fast roll from 20 to 40. Even at 99 Endurance (139 Encumbrance), Havel's only increases fast roll to 52.12. DWGR ups it to 69.5.
* Monsters seem to have different preferred movesets based on their location. For example, the Drake just off the elevator from Darkroot Basin is fairly stationary and pivots. The Drake in the middle of the bridge flies around a lot and moves in straight lines.
* Metal armors tend to have low strike and high slash defense. Soft armors tend to have high strike, but sometimes low pierce defense.
* Weapons can deal any of four types of damage - regular, strike, slash, or thrust. These correspond to the four basic defenses - physical, strike, slash, and thrust.
* Based on their armors - hollow warriors are vulnerable to strike, thrust, and fire; hollow soldiers are vulnerable to thrust and lightning; hollow thieves are vulnerable to fire; balder knights are vulnerable to strike and thrust; tower knights are vulnerable to strike and lightning; silver knights are vulnerable to strike and (possibly) magic; black knights are vulnerable to strike and lightning; giant knights are vulnerable to strike and (possible) magic.
* Based on their armors - hollow warriors are strong against slash and lightning; hollow soldiers are strong against slash and fire; hollow thieves are strong against strike and magic; balder knights are strong against slash and fire; tower knights are strong against slash and magic; silver knights are strong against slash and lightning; black knights are strong against slash and fire; giant knights are strong against slash and fire.
* Based on armors, the most effective weapons are those that deal strike (hammers or fists) or magic damage (magic, enchanted, MLGS).
Last edited by Sebastrd on Wed May 16, 2012 11:06 pm; edited 8 times in total