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Elden Ring DLC Frame Data is Completely Insane

305K views · Dec 14, 2024 · Education

Comments · 1.1K

  • @Babe1Babe2 · 1 year ago · pinned

    What other games should I crack open?

    147

  • @Joshua_Manriguez · 1 year ago (edited)

    They actually changed the hitboxes for the Hippo's grab attack. It used to be much worse.

    969

  • @shagarumedic · 1 year ago

    Minor correction: the dancing lion isn’t just 2 dudes in a costume, it’s actually the spirit of a divine beast inhabiting their bodies and using them as a puppet to fight you, which is pretty ironic. The puppet masters are the actual puppets

    1K

  • @bernardokaluza684 · 1 year ago

    I kinda like when hitboxes are smaller than the model and I'm not aware of it,  it gives me extra dopamine on a "phew that was super close" moment

    517

  • @taproot0619 · 1 year ago

    Fromsoft really did the meme with Promised Consort.<br><br>He really just went and said &quot;parry this you filthy casual.&quot;

    229

  • @Paddy656 · 1 year ago

    Okay so I have an explanation for dodging the scadutree avatar explosion move. Basically: don&apos;t try to dodge the explosion; run away from the explosion, then dodge right after it happens to avoid the projectiles. The explosion itself is your que to dodge.<br><br>How you&apos;re supposed to figure this out in-game? I don&apos;t know, but here you are. It&apos;s pretty consistent to do once you learn this.

    586

  • @XogoWasTaken · 1 year ago (edited)

    So, fun fact, the Putrescent Knight actually holds two copies of it&apos;s cleaver as an animation shortcut. To make an object move with something else (say, the hand of the person that&apos;s holding it), you parent that object to that other thing, which makes it stick to it. Most of the time, this works fine, but the putrescent knight&apos;s kinda odd in that it can change which hand is holding the weapon depending on what attack it does. Swapping an object&apos;s parent from one hand to the other during an animation can be really messy and awkward to deal with, so the Putrescent Knight actually just has two weapons, one in each hand, and the game just hides the one in whatever hand it wants to let go of the weapon.<br><br>I would&apos;ve thought that when it throws it it hides both and uses a third version that isn&apos;t parented to either hand, though, so that wouldn&apos;t account for it splitting like it does. I certainly wouldn&apos;t expect it to throw both. My assumption is that they <b>are</b> using a third instance, but they accidentally made both the thrown and held version visible at the same time during a section where they were supposed to be blending positions so that the thrown one lands in it&apos;s hand correctly, and they move slightly differently because they don&apos;t have the same movement before their keyframes start matching.

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  • @mammalianmolasses · 1 year ago (edited)

    Not a lot of players know this, but the hippo got shadow-patched. When you fought it during the two days after the dlc released its grab attack was basically impossible to dodge. It did something similar to what you showed with the flame basket man’s grab attack, where you would dodge the attack (didn’t matter which side) and once it’s mouth closed you got teleported back inside. This would happen even if you were past its ear and mid-roll. <br><br>Weirdly I never struggled with the flower’s laser attack. It definitely smoked me a few times, but then I learned the timing. I always thought the more confusing attack was the one where a bunch of glowing circles appear on the ground where you’re standing and then roots erupt from them. It looked like you could stand between them like the fire giant’s flame pillars, but really the roots hit &nbsp;you regardless so you just have to run away. I’d like to see where the hit boxes are on that attack.<br><br>Edit: <br><br>Also they fixed the Rellana exploit you talked about weeks ago. I’m honestly a bit disappointed they fixed it, because while it’s true that it trivialized the attack, it was also freaking hilarious.

    221

  • @deno_dagor · 1 year ago

    Worst part about Putrescent knight&apos;s wave flames is not the hitbox, but how much fire stays on the ground and you can&apos;t tell where one wave starts and ends when they land close together. The lingering fire makes it hard to tell where is the start and hitbox of the next wave

    58

  • @josetomascamposrobledano4618 · 1 year ago

    That silly DLC where you can consistently and easily dodge MULTIPLE TACTICAL NUKES.<br><br>But have trouble with touching the face of a boar or rolling a Spear when it has a slight angle on a swing instead of a thrust.

    201

  • @Sprech41 · 1 year ago

    Rellana&apos;s parry windows are supper forgiving, but the problem is I can never tell which attacks are parryable and which aren&apos;t

    72

  • @externalgills6886 · 1 year ago (edited)

    Regarding Commander Gaius&apos; weird hitboxes on his charge: if I had to guess they&apos;re development artifacts. At some point he likely left a damaging (gravity?) trail behind him when he charges, leaving a line of hitboxes tethered to the ground. This meant he didn&apos;t need a body hitbox: just spawn the trail hitboxes in the front of his model and they do double duty.<br>But then Gaius was changed and the damaging trail was removed. Instead of removing the trail hitboxes entirely and adding a new body hitbox, the developers took the easy way out and simply made the trail hitboxes despawn so quickly they never get longer than his body length. A clever, time saving trick, but one that results in the inconsistency we see in the game.

    23

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