Stamina is a game mechanic that controls how much activity you can do before needing to rest. It's represented by a green bar on top of the hud. Stamina Recovery is an important part of balancing your combat and gameplay.
- The Endurance stat governs the amount of stamina the character has.
- The maximum stamina of 200 is achieved at 99 Endurance. (You gain 2 stamina going from 98 to 99.)
- Stamina can be increased over the maximum by wearing Dragon Rings.
Stamina will drain when you perform an attack with a weapon, block with a shield or cast a spell. Running, rolling and jumping also consumes stamina. The amount of stamina consumed by blocking is reduced when blocking with a shield or weapon with higher stability.
- Thrown items (consumables) do not consume stamina. Your stamina will actually recover while you use them, which can be used to your advantage.
Stamina recovery is determined by your equipment load, the higher the equip weight the larger the reocery penalty becomes.
- Blocking with a shield has a large negative impact on recovery.
- Standing with a bow drawn will pause stamina recovery all together.
- Base Stamina recovery speed appears to be 52.6 stamina per second. (0% Equipment load)
Stamina Equipment Load
By increasing the equipment load by 10% increments these are the results compared to 0%.
- 0% equipment load: 0% slower stamina recovery => 52.6 base stamina recovery
- 10% equipment load: 3.5% slower stamina recovery => 50.82 base stamina recovery
- 20% equipment load: 5.0% slower stamina recovery => 50.1 base stamina recovery
- 30% equipment load: 10% slower stamina recovery => 47.82 base stamina recovery
- 40% equipment load: 17.5% slower stamina recovery => 44.77 base stamina recovery
- 50% equipment load: 30% slower stamina recovery => 40.46 base stamina recovery
- 60% equipment load: 40% slower stamina recovery => 37.57 base stamina recovery
- 70% equipment load: 55% slower stamina recovery => 33.94 base stamina recovery
- 80% equipment load: 65% slower stamina recovery => 31.88 base stamina recovery
- 90% equipment load: 80% slower stamina recovery => 29.22 base stamina recovery
- 100% equipment load: 100% slower stamina recovery => 26.3 base stamina recovery
- 110% equipment load: 125% slower stamina recovery => 23.38 base stamina recovery
- 120% equipment load: 150% slower stamina recovery => 21.04 base stamina recovery
Stamina Recovery Bonus
- Chloranthy Ring +0/1/2 appears to give a bonus of 12.5%/20%/25%
- All 3 stamina recovery shields give an equal amount at 5%
- Green Blossom
gives a 15% bonus.
Since everything stacks here are the approximate values of each combination of stamina recovery.
- Ring - Shield - ~28% faster stamina recovery
- Ring - Shield - Shield - ~33% faster stamina recovery
- Ring - Shield - Shield - Blossom - ~46% faster stamina recovery
- Ring - Shield - Blossom - ~43% faster stamina recovery
- Ring - Blossom - ~40% faster stamina recovery
- Shield - Blossom - ~20% faster stamina recovery
- Shield - Shield - Blossom - ~25% faster stamina recovery
Stamina Royal Soldier's Ring
Although 20% bonus equipment load from the +2 version of this ring seems to be a good idea for increasing stamina recovery (it is actually). It will unlikely ever beat out the Chloranthy Ring + 2 if you're picking between the 2. If you had a max weight of 100 units and used the Royal Soldier's Ring, you would have to be originally at 70% Weight to get a 25% faster stamina recovery just to be even with the Chloranthy ring + 2.
Needing a lot more testing here but from a quick test I did, it took me just under 13 seconds to recover 100 stamina using no bonus stamina recovery. This is roughly 7.5 stamina per second while holding your shield up but I believe there is a variable with this depending on either the original weight of your shield, the class being either small shield, medium or great shield, or possibly with stability. More testing to come. The Chloranthy Ring does increase how fast stamina recovers while blocking but using a stamina shield did not seem to effect the recovery.
Adaptability ♦ Agility ♦ Attunement ♦ Bonfires ♦ Dexterity ♦ Endurance ♦ Equipment Load ♦ Faith ♦ Intelligence ♦ Soul Memory ♦ Stats ♦ strength ♦ Vigor ♦ Vitality
Love the fact that you have to actually manage your stamina.
Only played ds3 before, and IMO, this game done the system better.
Regarding PVE, it is not actually "better". More so "different".
In ds3 you can attack enemy almost every single opening they give you.
In this game however, you have to purposefully miss some of them. Just to regenerate more stamina for the next one.
At first it felt really awkward to stand there in front of enemy doing nothing. But now I got used to it and actually like it. Not only you need to have good reaction, but you also have to make some extra mid-combat decisions.
It also makes it more rewarding to learn how much of attacks you can dodge by footwork or backsteps.
Don't think it's objectively better tho. In the end of the day, it IS annoying to have extra layer of difficulty, especially with how wonky enemy hitboxes in this game are. I just like it more.
But it does wonders for balancing PVP. In any human-to human-fight, being passive is overall better than being aggressive, since punishing mistakes is easier than landing a successful attack on a prepared enemy. Costly rolls subvert this natural disbalance.
You still can, and absolutely should, play back time to time.
But you can not do so indefinitely. If you choose to exclusively dodge, you now risk having a big stamina deficit. From there on you have to either find an opening to counteratrack quickly, somehow disengage, or take damage since you can roll no more.
On the other hand, attacker also has to play smart:
1) Your moves must be properly spced, so your opponent has to actually dodge them.
2) Enemy might decide to counter-attack at any moment, so keep some stamina at least for one roll.
This all makes for a fun and dynamic PVP combat, where you and your opponent are bound to switch between aggressive and passive playstyles and pay attention on spacing. Even plan your attacks beforehand.
This is so refreshing after ds3, where being defensive is always the winning move. No reason to play agressive, if you know that by playing back you get to punish mistakes AND have more stamina in the process.
Also, why didn't they bring back animation of catching breath after depleting stamia? And weakend attacks if they go past stamina bar? These two were cool indicatots for PVP and made nice realistic experince overall.
Shame that they added stamina cost to spells too, unlike DS1. I mean, you already have a damn limited amount of casts, now some spells cost a frickin ton of stamina. Oh well.
66 endurance. Thats all you need...
For the equipment load stamina recovery, is it tier based (by 10%) or incremental for the changes? I would assume incremental
Blossom Kite Shield, Shield of the Insolent, and Slumbering Dragon Shield all give 5% stamina regen according to their respective wiki pages here.
Be careful as in the Latest sofs version on ps4 the boss can still kill you after you deplete it’s Hp for one of the clones can finish doing an attack as it is vanishing (learned this the hard way)
I noticed that attacks becomes slower if you attacked with almost nothing left in your stamina bar, tested with scythe of want
Listing shields that increase stamina, or recover stamina quicker, is this a bad idea?
Sooooo...how about listing the shields that recover stamina? Good idea? Bad idea?
I miss Dark souls 2