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Damage type is an important gameplay mechanic of Dark Souls 3. Damage is divided into two groups Elemental and Physical.

All damage types are reflected in your AR (Attack Rating), which shows an average damage that the player may inflict on a target. However several other things are taken into account to calculate actual dealt damage:

  • Weakness/Resistance/Immunity to specific type of damage (more informations on pages with specfic type of damage);
  • Type of attack (strong/weak/critical strike/weapon art);
  • Hitting weak spots

 

Elemental damage in DKS3

MagicMagic Damage

Fire Damage

Lightning Damage

Dark Damage

 

Physical damage

Standard Damage

Strike Damage

  • Effective against: Skeletons, Armored enemies
  • Ineffective against: Wyverns, enemies resistant to Physical-type damage
  • Protective items: Ring of Steel Protection

Slash damage

  • Effective against: Enemies without armour
  • Ineffective against: Armored enemies
  • Protective items: Ring of Steel Protection

Thrust Damage

  • Effective against: Serpent kind, Dragons, Drakes, Wyverns
  • Ineffective against: Knights
  • Protective items: Ring of Steel Protection

Notes

  • If player does not meet the requirements, he still can use such weapon, but will deal lower damage and in case of few weapons won't be able to use weapon art.

 




    • Anonymous

      27 Sep 2018 19:44  

      Does anyone know (or know how to find) which physical damage type is most popular? I.E. it seems like there are more enemies weak to thrust damage than there are to strike damage, but then the quantity of those enemies weak to strike outnumber those weak to thrust (you'll find more knights in the game than dragons).

      • Anonymous

        27 Sep 2018 19:41  

        Magic is only good against one type of enemy while the other damage types have a whole list, put some respect on my name Miyazaki! Lol!

        • Anonymous

          10 Apr 2018 21:32  

          Enlighten me anons, because while everyone is whining about split damage, as far as I know, it often can be a good thing. If every damage type you deal goes through it's respective absorption meter of opponent's armour, then when you're using, let's say, 100 physical dmg and 100 lightning dmg dealing weapon, and enemy in metal trash can on his head absorbs more phys than light type, an 200 phys dmg weapon would be much worse. Am I missing something? Thanks.

          • Anonymous

            17 Feb 2018 22:56  

            There should really be listings of what resistances scale with what stats here, since it's useful for deciding upon buffs and damage types in PvP and since some of the sub-pages are actually wrong anyway. For those who are curious, the defense/stat paired scalings are: Fire = strength, Lightning = endurance, Magic = intelligence, Dark = faith, Physical = vitality. All these resistances impart a flat reduction to that type of damage. This is why fire buffs are generally less effective in PvP (strength in the 40-70 range is fairly common which can really nerf a fire buff), why buffs are more effective against dex builds (high dex does very little for any resistance increases), and why high vitality with high physical absorption armor can tank so much physical damage (large flat reduction of physical damage and then high % reduction of what's left from armor absorption).

            • Anonymous

              02 Aug 2017 15:24  

              "Fire damage is an only elemental damage, which has directly killable enemy with immunity to that element."

              Uh...what does this mean?

              • Anonymous

                13 May 2017 21:33  

                But what's good against what? All I know is lightning is good against dragons, fire against beasts(???) And magic against armored(??????)

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