Affinities in Elden Ring determine an armament's attribute scaling, attack power, guard boost, guarded damage negation, and passives. Affinities are represented by both an icon in the inventory and as a prefix to the armament's name.
- See Damage Types to identify the best sources and resistances for all damage types.
- See Status Effects for all status buildups and other effects applied to your character.
- See the Weapons Comparison Tables or the Shields Comparison Tables to see armaments at their maximum upgrade level and for each affinity.
Choosing an Affinity in Elden Ring
Affinities are granted when using an Ash of War at a Site of Grace or while speaking to Smithing Master Hewg.
Players can expand their selection of affinities by obtaining Whetblades.
Ashes of War Types in Elden Ring
The affinity an Ash of War provides to an armament determines its type:
- Physical
- Standard
- Heavy
- Keen
- Quality
- Magic
- Magic
- Frost
- Flame
- Fire
- Flame Art
- Golden
- Lightning
- Sacred
- Occult
- Poison
- Blood
- Occult
These types determine which other affinities could be applied when selecting an Ash of War, assuming you have the required whetblade.
Below is an example of how to know which affinities are available with your Ash of War:
| Name | Description |
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This Ash of War grants an armament the Lightning affinity [...] |
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When applying an affinity using physical or golden-type ashes of war, an additional affinity of sacred or lightning can be chosen. |
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When applying an affinity using ashes of war, an additional affinity of heavy, keen, or quality can be chosen. |
Simple Table
Detailed Table
Elden Ring Affinities Simplified Guide
| Types | Whetblades | Affinities | What it Does | When to Take |
Physical |
- | ![]() Standard |
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![]() Heavy |
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![]() Keen |
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![]() Quality |
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Magic |
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![]() Magic |
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![]() Cold |
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Flame |
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![]() Fire |
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![]() Flame Art |
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Golden |
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![]() Lightning |
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![]() Sacred |
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Occult |
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![]() Poison |
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![]() Blood |
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![]() Occult |
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Elden Ring Affinities Detailed Guide
| Types | Whetblades | Affinities | Positive Effects | Negative Effects |
Physical |
- | ![]() Standard |
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![]() Heavy |
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![]() Keen |
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![]() Quality |
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Magic |
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![]() Magic |
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![]() Cold |
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Flame |
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![]() Fire |
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![]() Flame Art |
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Golden |
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![]() Lightning |
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![]() Sacred |
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Occult |
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![]() Poison |
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![]() Blood |
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![]() Occult |
Affinities Notes & Tips in Elden Ring
- What does "Improves [Attribute] scaling upgrade multiplier" mean?
For the Cold, Poison, and Blood affinities, the armament's base attribute scaling is reduced, but its scaling upgrade multiplier is increased, making its upgrades more important (e.g., A Standard Zweihander +25 has a Str/Dex scaling of D/C, but a Cold Zweihander +25 has a Str/Dex scaling of C/C). - All Occult type affinities added by the Black Whetblade have several counterintuitive interactions with status effects, so here is a break down:
- All Occult Type affinities will lower all native Status buildups on the weapon they are applied to, but will allow these buildups to scale with the Arcane attribute.
- Poison and Bleed affinities will add Arcane scaling Blood Loss or Poison buildup to a weapon if applied, respectively. This added Blood Loss buildup will override any Bleed buildup the weapon might have natively, they do not stack! Same thing for native Poison and the Poison affinity.
- The Bleed Affinity will not override native Poison buildup, or vice versa.
- Native Status Effect buildups, such as Madness, Scarlet Rot, or Sleep will never be overwritten by any Occult Type affinity.
- The Occult affinity will result in better AR but lower status buildup for most weapons on builds that invest in Arcane primarily. For most weapons the AR gained by this is significantly higher than the loss in buildup.
- A weapon can inflict multiple status effects as a result of having an Occult Type Affinity applied to it, e.g. a Blood Infused Venomous Fang will inflict both Bleed and Poison with each strike and both buildups will scale with Arcane.
- With point 1. and 5. in mind the following general rule can be formed. Weapons with native Bleed buildup prefer the Occult Affinity for maximizing AR at the cost of slightly lower buildup. But weapons without native status effects, or native non-Blood Loss buildups will benefit from having Blood Loss buildup added by the Blood affinity. E.g. On a build aiming to make use the Curved Sword Power Stance moveset, an Occult Scavenger's Curved Sword (native Bleed) and a Blood Bandit's Curved Sword (no native bleed) would be ideal to maximize both AR and Blood Loss buildup simultaneously.
- All armaments can be buffed by Skills (e.g., Flaming Strike), but only armaments with Physical Affinities can be buffed with Sorceries, Incantations, or Greases (e.g., Scholar's Armament, Order's Blade or Drawstring Magic Grease). However, remember that certain armaments cannot be buffed, regardless of their affinity (e.g., Sacred Seals, Glintstone Staves, Bows, etc.).
Anonymous
Anonymousthere is scaling for str + dex. Would be nice to have int+faith, int+arc and faith+arc scalings too.

AnonymousUnfortunately as it stands, and as many others have pointed out, Dex has no identity and is almost always just a worse Str or Arc. The ONE thing Dex does that's notable (since this is L2den Ring after all) is give you the ability to hit hard with Beast's Roar or Thunderbolt, but most players prefer Storm Blade as a ranged ash of war which also scaled with strength (personally I think it's overrated and the other two are worth trying if you're doing a dex build it's basically the only cool thing you have.) But then get this, on weapons with really good Dex scaling on a Keen infusion, like the Scythe, for some reason bullet type ashes of war do ~15% less damage. Why specifically NERF dex scaling ashes on high dex scaling weapons? It's like they wanted them to feel weak and be disregarded immediately by dex players. If "dexterous", "skillful" ashes of war that displayed a high level of mastery over your weapon scaled better with dexterity that would be a sensible way to give it an identity. But no, Strength builds can grab an unsheathe katana, hit their softcap 26 levels earlier, and do the dramatic weeaboo drawing cut for the same damage.

AnonymousDoes the added Dex scaling from Lightning Affinity scale just the physical damage, or does it affect the Lightning damage too?
(Haven't played in a while and don't have game installed to check)
AnonymousCan you change a normal weapon's affinity WITHOUT changing/removing/updating the Ash of War?
Basically, I want to test several different weapons (of the same class) to see which does the highest damage output for a specific affinity I like. But given that every weapon has a random normal affinity applied to them, this means that I must apply a random Ash of War for each individual one... JUST so I can set them all as the same affinity.
I have dozens of different Ashes of War to use anyway. But it seems like an unnecessary extra step when all you want to do is change the affinity.
Maybe it's there to balance the very early game. But I think they really should have added another option called "Affinity" so we could immediately alter them.
AnonymousA fair warning.
In Brasil, you should NEVER say "occult day".
Bad things will happen to you, if you're a straight guy
Anonymous
AnonymousDoes keen affinity reduce stance damage I doubt it but sometimes it really feels like it

AnonymousWhat are the best affinities for PvP? For example, is occult affinity better than blood/poison? Or lighting than keen? Or fire than heavy? I'm so undecided

AnonymousOccult is better than heavy and keen without bleed either. It just gets more attack rating.

AnonymousI was told there was something called a "Frenzied" Affinity which granted a weapon Madness buildup. Where would that be?

AnonymousMagic - int
Fire/lightning - faith
Holy - int/faith
That's how it should've been. Ghostflame magic also should do holy damage if it's supposed to be used on int/faith builds
Anonymous
AnonymousAfter some not very extensive research I'm still not very sure how I want to pull a frost and fire damage build off. I'm using scavenger's curved swords because I just like curved swords and everything points to NOT using these two affinities at the same time because fire is strength/strength+faith and cold is dexterity+intelligence which means I would have to split my stats either three or four ways. Am I reading too hard into this? Do I just pump strength or dex and forget about levelling faith and int?

AnonymousI wanna be able to infuse any weapon with madness and sleep. Imagine wielding a weapon that deals 45 madness buildup and 50 sleep buildup for example. The enemy would feint by sleep and scream in agony by madness in sequence. Imagine the torture.

AnonymousDEX scaling be like: actually dexterous looking skills + random bullshit (lightning scaling by default + magic scaling for cold AoW + beast roar + fire scaling for perfumes + ...)
You either love it or hate it.
AnonymousThere should've been a Bolt infusion with str/dex/fai scaling for hybrid builds, like how Cold is the infusion for str/dex/int hybrids.

Anonymous
AnonymousI have not seen this mentioned much, but seeing its most relevant here, I will mention it: quality builds have received a buff in scaling, so it now starts out damaging pure str/dex much sooner. Not tested this much, but from my experience most weapons I maxed out have quality as its best physical option two handed, and I had 40str 54dex.

Fire and Lightning affinities consistently have highter total attack power than their Heavy and Keen counterparts (and Flame Art and Sacred are equal).
The tradeoff is that they can't use elemental buffs from grease and spells, but they still can from ashes of war. Unfortunately Lightning Slash is hot garbage (I wish Blinkbolt gave a buff too to make up for it), but the new Flame Spear skill is quite good.
Fire and Lightning damage suffer from then grass is greener effect when they look at each other. They cover each other's weaknesses and virtually nothing resists both. Fire gets weaker in the rain and on water while Lightning gets stronger, but in exchange there are many more ways to get access to Fire damage such as two differently scaling affinities and overall far more somber weapons, spells, and skills in terms of both quantity and variety.
I was hoping the DLC would give us at least one of two things: (1) a somber lightning sword of some kind, be it a katana, greatsword, or anything else, since I'm not super crazy about the Dragon King's Cragblade or the Dragonscale Katana; (2) a close range incantation with a fast cast time.
The main things we got instead were: Blinkbolt, which is a skill and I wish it gave a lightning enchantment like Flame Spear got a fire one | Yet two more axes to go with the existing Dragon Halberd and Stormhawk Axe | The Flowerstone Gavel which is a really good hammer but an Arcane weapon | An even stronger Lightning Spear, the spell from the base game that was so good that it was boring | The Death Knight set which I like but wanted some more variety in Dragon Cult incants to go with it.
AnonymousCurse you Michael Zaki...
It pisses me off to no end that lightning doesn't scale with faith. Fromsoft had it correct with the other games but they HAD to be quirky and make a decision that makes zero ****ing sense. As if dex users are an oppressed minority that deserves lightning weapons over the faith users.
ON WHAT EARTH DOES EVERY SINGLE LIGHTNING INCANTATION IN THE GAME SCALE WITH FAITH BUT THE WEAPON AFFINITY IS PURE DEX?
WHAT THE **** AM I SUPPOSED TO DO WITH A HOLY INFUSED WEAPON? KILL A GODDAMN DEATHBIRD?
"B-b-but you also have the flame art infusi-" I'll BLOW MY DAD BEFORE I USE A SPLIT DAMAGE BUILD
CURSE YOU MICHAEL ZAKI!!!!!
AnonymousI really don't understand weapon buffs without the existence of raw infusion/affinity. If you put enough points into faith or intelligence to be worth anything, you'd be better off committing to sacred, flame-art, magic, or cold affinity, but that prevents you from buffing your weapon. I guess they're only for niche mixed stat builds, but again, I'd rather just focus on faith or int, then have 25 or so points in them just to use weapon buffs.

AnonymousHow come my uchigatana, +25 has 83 blood loss buildup when set to bleed affinity, but doesn't go up with arcane

AnonymousWhats this "AR" that shows up so much in the text? Is a short for "Arcane"? It doesnt seems so, by the context.

AnonymousThe ideal infusion system:
Physical Infusions
HEAVY (STR scaling)
KEEN (DEX scaling)
QUALITY (STR+DEX scaling)
GRAVITY (STR+INT scaling, bonus effect of increased poise dmg)
OCCULT (ARC scaling)
Elemental Infusions
MAGIC (INT scaling)
HOLY (FAI scaling)
FIRE (STR+FAI scaling)
LIGHTNING (DEX+FAI scaling)
DARK (INT+FAI scaling)
Status Infusions
POISON (STR+ARC scaling, adds poison buildup)
COLD (DEX+INT scaling, adds magic damage and frostbite buildup)
BLOOD (DEX+ARC scaling, adds bleed buildup)
SLEEP (INT+ARC scaling, adds magic damage and sleep buildup)
FRENZY (FAI+ARC scaling, adds fire damage and madness buildup)
Anonymous
AnonymousAffinity vs enchanting tutorial for anyone that needs it:
-Elemental affinities like Magic are good when your attacks are innately powerful, like with a Colossal Weapon (big weapon), or using charged attacks, or using the Lion's Claw Ash of War. The elemental damage they provide is affected by the damage multipliers of powerful attacks (in layperson's terms, it works), and the defense system rewards you in this situation because, in essence, it discriminates weak attacks (it works per element, so if you have two elements it's gonna discriminate twice as much, that's why elemental weapons have way higher Attack Power numbers, because otherwise they're useless). If you have an attack that SHOULD deal 100 damage, and an attack that SHOULD deal 200 damage, the enemy's defenses will reduce it to something like 50 and 150 respectively, meaning the first attack is disproportionately pathetic and the second is disproportionately crazy (if it seems like that's bad game balance design THAT'S BECAUSE IT IS). Not the exact math, but similar proportions. When the damage you deal increases, it increases exponentially (in layperson's terms, higher damage is always surprisingly higher). It's good to use elemental affinity (e.g. Lightning) weapons with a stagger strategy, using powerful Ashes of War or jumping heavy attacks and charged attacks to stagger the enemy as much as possible, which also maximizes the effective damage of your weapon.
-Enchanting is good for a fast playstyle. When you enchant a weapon, it gains more damage, but it's "flat", meaning it cannot be increased in any way, like with charged attacks. If your fast attack gains 100 damage (or status build-up) from the enchant, your charged attack will gain 100 damage (or status build-up) from the enchant. This renders powerful attacks unoptimal or even very useless, including critical hits. Enchants are most helpful when the only way you attack the enemy is with fast and many attacks, like after rolling, attacking while dual wielding weapons, using Ashes of War that hit multiple times, or using weapons with animations that attack multiple times. For smaller weapons, enchants are more effective than normal, because they're usually faster. At the same time, enchants don't add more damage to heavier weapons, so if it's 100 more damage, it's 100 more to a Dagger and 100 more to a Colossal Sword, so proportionally, smaller weapons benefit way more. Let's say a Dagger normally has 50 damage, and a Colossal Sword has 200, by adding the enchant, the Dagger's damage is (seems) increased by +200% (300% total), while the Colossal Sword's damage is (seems) only increased by +50% (150% total).
Also physical-only affinities by themselves are terrible, get yourself some affinities or enchants. Even the Cragblade Ash of War works. And yes, regular (non-somber) weapons by default are (usually) using a physical-only affinity.
Non-enchant status ailments are weird, they often don't increase when you do relatively powerful attacks. They only sometimes are increased, so to maximize status build-up you should attack more frequently or with multi-hit attacks.
AnonymousHonestly still want some more unique affinities for the dlc that have interesting scaling. Gravity for Str/int, fundamentalist for int/fai, sleep for int/arc. Doesn’t matter, let us customise any weapon to complement all the builds

AnonymousHonestly still want some more unique affinities for the dlc that have interesting scaling. Gravity for Str/int, fundamentalist for int/fai, sleep for int/arc. Doesn’t matter, let us customise any weapon to complement all the builds

AnonymousY'know what, I think the ash of war/affinities systems are a perfect way to make weapon catalysts and I'm really hoping From Software's added that in the dlc. It could make sense as to why some of the magic schools are a bit obtuse, and give some fun opportunity for tooling your own weapon catalysts.
(Carian Whetblade, Dragon Cult Whetblade, etc) Even if it's just select spells! Feels like it wouldn't take much to do, but I don't know how balance is affected there.
-Slight Confusion
AnonymousI feel like we should've got more affinities considering ds3 had more. For example something like Holy affinity, separate from Sacred but scales w/ FTH to slightly increase physical attack w/ passive health regen as the benefit. Basically blessed infusion just reskinned as Holy. A Raw infusion would've been great and they could've named it Pale infusion, just a play on the word tarnished since it's a synonym for it. After making builds for 2 years everything reached a plateau for me.

AnonymousFor everyone out here who do not know this.
You can Infuse the poison stingers with a BLOOD infusion. Making it a 2 affiniti weapon. Its one of the very small number of weapons with wich already posses a passive afiniti wich you can infuse with another. The other 2 that come to me are the Rotten Battle Hammer and Rotten Greataxe. Both have passive Rot but can be Infused AND buffed.
You can check each weapon on this wiki or ingame for the complete list.
AnonymousAffinities have been considerably retooled from their workings in Dark Souls III. Let's look at the Uchigatana across each game as an example.
In DS3, 66 strength two-handed was hardcapped Heavy scaling - functionally 99 strength, and heavy scales only with strength. The Uchigatana was a poor choice - at 66 str, +10, two-handed, it achieves 389 attack power. A Sharp uchigatana with the same stat investment (+57 levels from Knight start) reaches 431 - a roughly 10% difference for the same number of stats. This kind of difference made it clear that the uchigatana was meant for dexterity builds, while not outright preventing strength characters from using it.
Now let's compare the performances in Elden Ring. We'll use the same numbers to start. At 66 strength and minimum dexterity (1 point lower than DS3), max refinement, two-handed, and heavy, the Uchigatana has 610 attack power. But at 70 dexterity and minimum strength, maxed, two-handed, and keen, the Uchigatana has 571 attack power. This is a ~7% loss in power for similar stat investment. Furthermore, strength can continue to scale past 99 in Elden Ring while two-handing. Keen uchigatana does not catch up to 66 strength Heavy until 91 dexterity.
Now, it is true that From Software gives us no guidelines on when to stop leveling up, and we players decide that on our own. But the typical player will finish the game between levels 100 and 150, and as such are unlikely to have any attribute at level 91 or higher, and most players stop playing the game after completing it once / obtaining all achievements. It's hard to conceive of a reason *not* to play a strength build if you primarily use infusible weapons - you just get so much more bang for your buck.
AnonymousCrazy that the sanctified and black whetblades are really out of the way when the iron, glintstone and red-hot whetblades are available early game.
At least the sanctified whetblade's affinities have alternatives (flame art for holy, keen for lightning), but black whetblade? You got nothing.
Anonymous
AnonymousWhy is this locked behind Ash of War?
What if i want a Heavy something but no current AoW is to my liking?
"Yeah you can have a Heavy Club, but only with the option to roar like a Troll."
AnonymousWhy is this locked behind Ash of War?
What if i want a Heavy something but no current AoW is to my liking?
"Yeah you can have a Heavy Club, but only with the option to roar like a Troll."
AnonymousI have a level 30 character who started prisoner and levelled nothing but Vigor. I thought Lightning would end up being the best infusion because Radagon's soreseal raises Dex, but even at just 14 int, Cold does about the same or sometimes more damage. Trading the bonus damage in water for frost buildup is almost always worth it.

Anonymoushopefully theres a Frost for faith and Blackflame/Godslayer in the upcoming dlc.

AnonymousDoes frost buildup depend on damage output or amount of times hit?

Anonymous
Anonymous"A weapon can inflict multiple status effects as a result of having an Occult Type Affinity applied to it, e.g. a Blood Infused Venomous Fang will inflict both Bleed and Poison with each strike and both buildups will scale with Arcane."
I don't understand, if Venomous Fang is blood infused, then how can it benefit from Occult Affinity? Doesn't blood infused mean it's already been "assigned" the Blood Affinity, and therefore can't also be assigned Occult Affinity?....Asking for a friend.
AnonymousFromSoftware please make it easier to understand. This feels like reading technical literature.

AnonymousCold infusion is so insane to me. I thought it was crazy enough that Fire and Lightning infusion have scaling at all (in DS1 they didn't, in DS3 Lightning had high Faith scaling but we had Deep as a zero-scaling infusion instead) but oftentimes Cold will compete with or outperform them, even with starting intelligence. The base damage values are just insane to also have a status effect aux, AND retain good scaling. Imagine if Blood infusion was exactly as it is right now but added 40% base damage as Fire. It would be insane, right? But that's basically Cold.

I would like for a int/fth infusion but I also don't want a repeat of DS3 meta, where a lot of people ran dark weapons with a pocket chaos dagger. Maybe make it as "bad" as the quality infusion, where you don't do as much damage as you would on a dedicated build, but the amount of weapons you can have (in this case spells) opens up a lot for you.
Alternatively, they should give more weapons int/fth scaling. For example, the Death weapons should have some kind of int/fth scaling, because their respective spells require int and fth to cast.
AnonymousOccult Affinity has to be my fave even as a Faith main, it's fun as hell without any need for Bleed or Poison and does more damage at lower levels with a single stat than Quality does with both Strength and Dexterity combined. Taking AoW's like Sword Dance and RkR, putting them on weapons like the partisan or estoc, and slapping the occult affinity on them is one of the best builds i've tried.

AnonymousNeed an affinity that gives weapon both magic/fire damage and scaling from INT/faith. Also people who think that we need scarlet rot Ash of Wars and corresponding affinity don't understand that it will utterly ruin the balance, because everyone will just switch from poison to rot. Unless the rot buildup per hit will be extremely low and doesn't scale with anything, then you may actually add that to the game.

Anonymouscold might be the most overtuned infusion of them all. you get a negligible base damage reduction, access to magic damage, a status effect, and in most cases INCREASED physical scaling. its like the accidentally flipped the parameters for quality and cold in the code

AnonymousI refuse to stay at a meta level where Quality isn't viable

Anonymousquality can be good if you're trying to balance between weapon art damage and AR, since some weapon arts like bestial roar or thunderbolt notably scale better with dex over heavy, even if your str outweighs your dex.

AnonymousThe Blood affinity usually gives the prefix "Blood", but on only a few specific weapons it instead changes the name to "Bloody". This includes, but may not be limited to, the Longsword, Lance, and Twinblade. If I put Bloody Slash on my Lordsworn's Straight Sword, it becomes Lordsworn's Blood Straight Sword, but my Longsword becomes Bloody Longsword. I wonder why that is. I think the Bloody prefix makes for better names.

AnonymousI appreciate the apparent effort to make more weapons viable for more builds, it precludes a lot of build identity. In DS3 strength characters had no business using a katana, and faith players could not just put Lightning infusion on whatever and expect it to work well.
Heavy is straight up too efficient in this game. Considering Str also scales up your physical defense, if you're planning on making a dexterity character, critically ask yourself why. Run damage calcs and see if heavy wouldn't do more damage or if occult would be comparable but with far more bleed, etc. Unless you're planning on using hand of malenia, you might be surprised at how much better heavy is for virtually everything.
Dark Souls as a series had weapons good for certain builds and ones that weren't, and sometimes the lines crossed a bit and that was interesting. Big heavy Ultra Greatswords would surely be a strength character's thing, right? That made the Astora and Lothric Knight Greatswords so much more interesting: they weren't. Katana, like I said, were not great for strength, but the Black Blade could uniquely compete under heavy infusion unlike the others. It still did better Sharp, but the gap between Sharp and Heavy was lower for it.
Point is, there's no such build identity or fun little outlier weapons in ER. Watch the pvp content creators' videos. Faith build, sacred cleanrot sword, dismounter, claymore. Str build, heavy cleanrot sword, dismounter, claymore. Dex build, keen or lightning infusions on the same stuff. Watch Chase's weapon showcases and see how often he uses heavy even on katana and curved swords, the very symbols of dexterity builds. Weapons should be more responsive to certain affinities and less so to others, I think. Limitation invites creativity.
Anonymousthe base damage hit that you take when infusing quality is just too high on most weapons to be useful, which is a shame. thankfully other innately quality weapons are good

AnonymousWish hybrids had infusions. In an ideal world, I'd have weapons allow 2 infusions--so you put 2 heavy infusions to get A scaling, but rather than "quality", you'd infuse heavy/keen, or heavy/magic for a str/int build.
On the other hand, if that makes the game too complex (we already have a lot of numbers to juggle), they kind of missed an opportunity to make fire into a str/faith "quality" infusion, and lightning into dex/faith infusion. Turn cold into a dex/int infusion, and replace flame art with something like a "magma" str/int infusion, and it starts to feel pretty balanced. Give me something like a 'ghostflame' int/faith infusion, and the hybrid builds at least have SOMETHING that doesn't waste their stats.
AnonymousQuality infusion honestly needs a buff. On most weapons with relatively balanced scalings, even at 50/50 str/dex going quality over the standard infusion only gives you an extra 15-40 AR, which is absurd.
If you're playing quality at low levels or before 125, you're pretty much forced to use the few decent quality-ish somber weapons, because the infusion itself is absolutely worthless at that point.
AnonymousIt would be nice if the occult infusion had some extra effects on charged r2. Like, a physical wind-like wave attack on fully charged r2, or poison/rot/bleed/frost wave depending on the innate aux of the weapon infused on occult. Thought it would make sense, since arcane seems most related to the likes of mohg, godwyn, etc.

AnonymousPlz From, make the DLC have a Lightning affinity scaling with Faith ! I wish to be grossly incandescent again !

AnonymousFire and Flame are different affinities? Did Dragonforce come up with that idea?

AnonymousI must be missing something. Cold just seems to be far and away the best infusion- it has a very minimal reduction effect on a weapon's base damage and STR/DEX scaling while also adding a HUGE amount of flat and scaling magic damage as well as the Frost effect. Aside from losing the ability to buff, I can't see ANY negative to it. Does split damage cause the DPS to be a lot lower than the flat numbers would suggest or something?

AnonymousAt 50 INT, 22 Dex and 19 STR which is better ? Cold or Magic ?

AnonymousCurious... Does the Heavy Affinity Add any additional Poise damage to the weapon?

AnonymousJust on stream I've noticed that on the current ps5 version, the price for upgrading a weapon changes depending on the affinity applied. Is this normal? Heavy halves the price of at least a +10 Greatsword. If you want to see the specifics, look up the vod for FelixKatt's stream on 1/11/2023 at roughly the 3 hour mark. I've been looking this up for a bit and I can't find anything on this.

Anonymousapologies for the wall of text on my idea for the sacred infusion, I had it formatted but it deleted it once it was sent. I was originally going to just reply to it for this but none of my replies seem to go through

Anonymoussacred infusion should scale with int/faith like the golden order spells/seal, as it stands now flame art and sacred do the same thing, which makes it kind of redundant
either that or they should add a new affinity that has int/faith dual scaling, as right now the only weapons that can have it are
1. cold/magic erdsteel dagger, which isn't good
2. sacred/flame art clayman's harpoon, which also isn't good
3. sword of night and flame, which has a good ash of war, but the sword's stats itself aren't good
the main thing holding all these back is the fact that you're locked into using 3 way split damage, so you're going through so much defenses that the damage you get out of it is pitiful, despite the higher listed ar
AnonymousCould have just put in a ghost flame affinity and made it do quality int/faith scaling.

For a STR/FTH build should I use flame art or sacred for my normal weapons

AnonymousTry putting Ash of War: Blood Tax on the Antspur Rapier with the Poison Affinity.
It makes it scale with Dex as usual, dealing piercing, poison, scarlet rot and bleed all at the same time. Very useful for high dex PvP and PvE
Anonymous
AnonymousSo everything but Standard affinity decrease base Attack Power?

Anonymous
Anonymous
Anonymous
Anonymousmaybe it's just me, but occult doesn't really seem to have a use.

Anonymous
AnonymousWhy can't I apply occult affinity to elemental ashes of war? It just adds arcane scaling, for God's sake. It feels like you're getting locked out of some many options for no real reason.

AnonymousI think we can expect new infusions with the DLC'(s) to come. Obvious ones are missing, E.G. spell quality (INT+FTH) among other dual infusions that would be very much welcome for interesting builds, and alternative damage sources from mono scaling (like INT physical damage scaling or the obvious lightning FTH). Wouldn't say that the system is worse than DS3, it's different in that choices are worse but their use is more flexible.

I'm just gonna call them infusions because they are still as lack luster & nearly identical as they were in DS3. All they really do is change the flavor of the damage type you are dealing. Nothing creatively or functionally different about the elements.
Powerstancing is its own can of beans, but the status effects are 'mixed' to say the least, in spite of being easier to proc. Poison is still pathetic. Frost's debuff balance-checks its instant damage. And Bleed is OP because it doesn't have a balance check is just straight up damage.
The exact same stingy cons still apply; lower defensive performance and guard boost/stability. They did give us guard counters, but they aren't all too useful in PvP. And because of the cons, shields can't be anything but standard infusion, because their guard boost gets crippled otherwise.
2-handing gets a raw deal too. In DS3 people 2 handed a weapon because the wanted to use the skill, But since skills are easier to access(quality-of-life, under the hood changes, where DS3 prioritized the skill of the left hand weapon, while Elden Ring prioritizes the skill of the Right hand weapon), and weapon defense was already lackluster, people just go for the offense with powerstancing instead. There is no strategical advantage to 2-handing, even in weapons where it makes sense to 2-hand them like twin blades.
They could have avoided some of this and at least made sense of 2-handiing, if only they removed the defense performance trade-off of infusion.
Blood and Poison Affinity DO NOT improve Strength and Dex scaling, on any weapon. they decrease physical scaling

Anonymoussad that magic affinity doesnt replenish FP like simple infusion in DS3

AnonymousKind of a shame that there is not a dual faith/int scaling infusion, akin to DS3's Dark Gem. Really limits the options for those builds to Sword of Night and Flame and... yeah sword of night and flame. Potentially a Sleep affinity could be such an infusion?

Anonymouswhen it says can't be buffed by spells that would be spells or incantations that buff the weapon itself, like bloodflame blade yes? but a weapon given blood or cold affinity would still do more damage after golden vow was cast, is that right?

AnonymousI've been playing for a while now, but there is still something I'm having some trouble understanding. What I want to know is, does every player using a melee build or a hybrid build of melee and FTH, and have changed a weapon to the cold affinity, just accept the hit they see in damage output by using an affinity that scales to INT, an attribute they wont have invested points into? or is it the same as it is with the weapons, where certain weapons will only be viable for certain builds and players have to make a choice in terms of which weapon they want to use then put points into the attributes needed to get the most out of it? so it would be a case of certain builds not using the cold affinity at all, they would use freezing grease instead? I haven't put a cold affinity on any weapon I've got yet because of the massive difference in damage output I see. I always think that even if an enemy is weak to frostbite, it wont make up for the massive drop I get in base damage. Is that right? or does the damage a cold weapon does to enemies vulnerable to it make up for the drop in base damage?

Anonymous
Anonymouswhy on earth does lightning scale with dexterity?? Or at least not have a faith equivalent like fire + flame art

I've been looking everywhere, and I haven't found an answer to my following question:
Does anyone know of you can buff an Occult Affinitied Weapon, or does it turn off the capacity to use Greases like a large portion of affinities (i.e. can't buff a weapon set to Blood or Flame Art, etc.)?
AnonymousHey Im trying to apply the sacred affinity to a weapon but the option doesnt appear despite the fact that i have the wetblade for sacred. Is this bc some weapons can only take certain affinities or can ALL weapons take ALL affinities. Just to clarify, the weapon can take affinities however it only has the option of Standard, Keen, Heavy, Quality, and Fire. Sacred Magic and whatnot arent shown at all.

AnonymousJust wondering is their any cases to use fire affinity over flame art or in turn as flame art is better for fire builds as fire incantations usually use faith and flame art, in my experience, gives higher damage than basic fire affinity. Any reason why someone would just use fire affinity? Outside of a dex build which lighting affinity would work better for it seems kinda pointless.

AnonymousFire/Flame & Lightning will add some flames or sparks when you attack an enemy, is that just visual or actually some DoT/debuff

AnonymousOccult affinity doesn't prevent skeletons from respawning.
Also cold affinity doesn't lower all non-int scalings, on hammers at least it also slightly increases strength scaling. (more than standard, less than heavy of course)
AnonymousOccult affinity doesn't prevent skeletons from respawning.
Also cold affinity doesn't lower all non-int scalings, on hammers at least it also slightly increases strength scaling. (more than standard, less than heavy of course)
AnonymousDumb question but I'm a little unclear on this, if I use, for example, a flame ash of war with a heavy affinity, what will the special fire move scale with? Will it scale just as well as it would if I kept it as flame affinity?

AnonymousCold adds int scaling and some magic dmg, but does the frost buildup amount scale with arcane?




















and i don't mean the stat i mean that irl
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