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Elden Ring Night Train: Perfect Analysis of Consecutive Attack Cut Rate Increase Effect and Activation ConditionsThis video delves into the precise activation conditions for the 'Attack Speed Increase' effect in Elden Ring's Night Train. We'll thoroughly analyze cases where this effect stacks and where it doesn't, providing practical insights for your gameplay.
Elden Ring Night Train: Perfect Analysis of Consecutive Attack Cut Rate Increase Effect and Activation Conditions
1. ⚔️ Basic Mechanics of the 'Attack Speed Increase' Effect
· The 'Attack Speed Increase' effect activates with consecutive hits from melee weapons or certain weapon arts.
· Effects with the same scaling value do not stack, but effects with different scaling values can stack.
· The activation condition is 'reaching a certain threshold of an internally accumulating stat that increases with each attack,' which can be explained by the 'Leaky Bucket Model.' When you hit an enemy, water (stat) fills the bucket; over time, the water leaks out (stat decreases), and the effect triggers when the bucket is sufficiently full.
· The rate at which water (stat) decreases is constant. It doesn't decrease during an attack animation, and the delay before it starts decreasing after you stop attacking is very short.
00:00 - 01:53
1. ⚔️ Basic Mechanics of the 'Attack Speed Increase' Effect
· The 'Attack Speed Increase' effect activates with consecutive hits from melee weapons or certain weapon arts.
· Effects with the same scaling value do not stack, but effects with different scaling values can stack.
· The activation condition is 'reaching a certain threshold of an internally accumulating stat that increases with each attack,' which can be explained by the 'Leaky Bucket Model.' When you hit an enemy, water (stat) fills the bucket; over time, the water leaks out (stat decreases), and the effect triggers when the bucket is sufficiently full.
· The rate at which water (stat) decreases is constant. It doesn't decrease during an attack animation, and the delay before it starts decreasing after you stop attacking is very short.
02:38 - 03:41
2. 📊 Specific Values and Measurement Methods for Consecutive Attack Activation
· Every attack has a unique accumulation point value, and the consecutive attack condition is met when this total reaches 1800 points.
· For example, the Giant's Hunt weapon art grants 108 points per hit, while a standard light attack grants 325 points.
· To accurately calculate the accumulation values, it's recommended to equip the 'FP Recovery on Consecutive Attacks' effect, go to the training ground, hit enemies, and adjust your attack speed to collect sample data.
03:43 - 06:21
3. ❌ The 'Two Gauges Theory' is Incorrect; It's a Single Gauge Mechanism
· The 'Two Gauges Theory' is based on the assumption that you can refresh the effect's duration using a separate gauge even while the effect is active, but this is an incorrect explanation.
· In reality, a single gauge mechanism explains it perfectly: when one gauge reaches 1800 points, it immediately activates and resets.
· The assumption of a separate gauge for the effect's countdown during consecutive attacks is unnecessary. According to Occam's Razor, the simplest explanation is the most plausible.
06:49 - 08:42
4. 📈 Analysis of Activation Condition Changes When Stacking Consecutive Attack Effects
· While the 'Attack Speed Increase' effect can stack if it has different scaling values, there's a perception that stacking multiple effects makes activation conditions stricter.
· This isn't because the total points required for activation (1800) increase, but because the points that decrease per second (the leak rate of the water) also increase.
· In other words, it's like the bucket's hole getting bigger, not the bucket itself getting larger.
08:54 - 10:22
5. ⚔️ Stacking Efficiency of Consecutive Attack Effects Based on Weapon Characteristics
· Weapons that activate the effect quickly (e.g., Giant's Hunt) experience minimal efficiency loss even when stacking multiple 'Attack Speed Increase' effects. For Giant's Hunt, holding one effect requires 18 hits to activate, while holding two requires 19 hits – not a significant difference.
· Conversely, for weapons with longer attack intervals, or playstyles that frequently dodge or move, the increased water leak rate makes meeting the activation conditions extremely difficult.
· Holding three effects causes approximately 200 points to be lost per second, making it incredibly hard to meet the activation conditions.
10:23 - 11:35
6. 🤝 Combinations Where Activation Conditions Don't Become Stricter
· Consecutive attack effects with the same scaling value do not stack, and in this case, there's no penalty of increased point decay.
· Effects like 'Kindred of Rot's Exultation,' 'Winged Sword Insignia,' and 'Lord of Blood's Exultation' do not interfere with the 'Attack Speed Increase' effect, so their activation conditions don't become stricter.
· However, 'HP Recovery on Consecutive Attacks' or 'FP Recovery on Consecutive Attacks' effects do interfere with the 'Attack Speed Increase' effect, making its activation conditions more difficult.
11:36 - 12:06
7. 💡 Final Summary: Considerations When Stacking Consecutive Attack Effects
· Holding multiple consecutive attack effects increases the rate at which the activation gauge depletes. This makes the conditions significantly stricter for weapons that take longer to activate the effect.
· If you're using a weapon that activates the effect quickly, stacking multiple might be worth considering. Otherwise, it's wiser to stick to just one.
· Unless you're using weapons that synergize well, it's best to avoid holding three effects.
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