Firelink Greatsword is a Weapon in Dark Souls 3.
The Lords of Cinder linked the First Flame, and this Greatsword was wielded by their deific manifestation. This coiled sword, found thrust in the bonfire, existed long before the throneless lords themselves.
The fading flame momentarily illuminates and launches itself forward.
Notes and Tips:
- Cannot be Infused but can be Buffed by using its Weapon Art.
- Reinforced with Titanite Scale.
- The Weapon Skill is parryable.
- All weapons have motion values assigned to each attack, which are modifiers to AR that are associated with the attack being used.
- The Firelink Greatsword has a range of 33.53xl on the 1h R1 and 36.1846xl on the 2h R1.
- sp, or Shield Pokes, are a unit of measurable distance to determine the range of a weapon. Certain actions create different distances from a wall, allowing one to test the range of certain attacks. While this testing isn't 100% accurate, it is a very good indicator of the ranges of each attack.
- The Firelink Greatsword has Sweeping R2s when 2h.
- Greatswords are a weapon class that utilizes Hyper Armor on the 2h R1, R2, Rolling R1, Rolling R2, Running R1, and Jumping Attack. Hyper Armor prevents you from being staggered during its active frames.
- Note that this information is all measured in 60 frames per second (FPS).
- Less FPS means a faster action. If you play on console at 30 FPS, the displayed values will be halved.
- It is also important to note that while this is not the frame data for attack speed and recovery, those values are fairly similar to the ones listed.
|Attack Type||Attack Startup||Poise Startup||Poise End||Recvovery|
|First R2 (Slash)||48||26||78||6|
|Rolling R1 (Slash)||28||16||42||18|
- Poise is a modifier to how effective Hyper Armor can be at preventing stagger.
- Poise health is another component of Hyper Armor. Most standard attacks reset your poise health to 80%, most weapon arts reset it to 100%, and waiting around 30 seconds without getting hit will also reset to 100%. What this means is that there are two different poise breakpoints that you need to keep in mind; there is an "infinite trade" breakpoint and a "trade once with reset" breakpoint, both of which are displayed in the poise calculator. As I mentioned above, most weapon arts reset your poise health to full, but not all.
- The poise required for Greatswords to avoid being staggered by certain attacks is as follows:
7.26: infinite trades vs small weapons 2h R1
13.89: infinite trades vs small weapons 2h WDR1
14.58: single trade vs Halberd 2h R1
31.67: infinite trades vs Halberd 2h R1
37.58: single trade vs GS 2h R1
39.72: infinite trades vs all small weapons WA
42.04: single trade vs GS 2h WDR1 (single trade vs small weapons 2h R1 with 2h running and rolling attacks)
47.65: single trade vs UGS 2h R1
50.07: infinite trades vs GS 2h R1
Softcaps & Scaling:
- 20/10/10/10 = 437 AR = Base Stats
- 40/10/10/10 = 483 AR = Str Softcap
- 20/40/10/10 = 498 AR = Dex Softcap
- 40/40/10/10 = 543 AR = Combined Softcaps
Location/Where to Find:
Moveset and Videos:
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|Attack ValuesBonus||Parameter Bonus||Auxiliary Effects||Damage Reduction (%)|
|Requirement||Parameter Bonus||Attack Values||Damage Reduction %||Auxiliary Effects||Others|
| Spell Buff
Parameter Bonus: Strength, Dexterity,Magic, Fire, Lightning and Dark bonuses - The scaling multiplier applied to the [Attack: stat]. Scaling quality is from highest to lowest as follows: S/A/B/C/D/E.The higher the player's [Str, Dex, Mag, Fire, Light] stat, the higher the [Attack Bonus: Stat] is (found on the player status screen). The higher the scaling letter, the higher the percent multiplier applied to the [Attack: Stat].This resulting bonus damage is added to the base physical damage of the weapon and is shown in the equipment screen in blue numbers as a "+ X".
Durability: The weapon's HP, when the durability hits 0, the effectiveness of its attacks become weakened to the point of almost uselessness. When an items durability is low, a message will come up saying "Weapon At Risk!" at this point the weapon does not perform at it's best.
Weight: How much the item weights when equipped.
Stability: How well the player keeps stance after being hit
Attack Type: Defines what kind of swing set the weapon has: Regular(R), Thrust(T), Slash(Sl), Strike(St)