There are two in-game concepts called Poise.
- The player has the stat Poise, aka "armor poise", which is obtained from Armor, the Lothric Knight Long Spear, Yhorm's Greatshield and the Wolf Ring. Max poise 50.15 - 67.45.
- And the hidden value "poise health" that determines when your "hyperarmor frames" are interrupted, goes from 100 to 0.
The visible stat Poise acts as a defense stat for this poise health, reducing how much poise damage is inflicted by enemy attacks.
The stagger resistance given by the skills Unfaltering Prayer, Perseverance, Stone Flesh, and the pyromancy Iron Flesh are unaffected by your Poise stat. These have their own independent "poise health". The Great Hammer version of Perseverance, however, does activate the player's poise.
The ability to withstand attacks without breaking form
How Poise Works
In a nutshell, the Poise stat (aka armor poise) reduce the poise damage taken by hits by that number percentage, still if you don't attack or attack with "small and fast weapons" you will be no matter what stunned, you are only able to resist stagger during attacks with "hyperarmor" frames (Ultra Greatswords, Great Hammers, 2 handed Greatswords and certain WA ), and your Poise stat determines how many attacks you can take before you can be staggered out of hyperarmor frames. Because hyperarmor frames are not fully uninterruptible and use Poise to determine whether or not you can be interrupted, it would be more accurate to call them "active poise". In the game's code, the supposedly deactivated value for poise is in fact activated during animations with active poise.
All characters using the player model, including the player character, most NPCs, and non-player invaders, have a hidden poise health of 100. All attacks that hit the character will reduce this value, and when the value reaches 0 the character will be staggered regardless of whether or not they are in the middle of an attack with poise frames. The stat Poise will reduce how much poise damage a weapon inflicts to this poise health, by a percentage equal to the amount of Poise. Your Poise stat is always passively reducing incoming poise damage, whether or not you are using an attack with active poise. However, you are only able to resist stagger during active poise, and at any other time you can be staggered regardless of how much poise health you have left.
Furthermore, all attacks and actions with active poise will give a multiplier to your current poise health (usually negative), allowing you to take more or fewer hits before being staggered. The modifiers for normal R1 and R2 attacks on weapons with active poise were greatly reduced in the 1.08 patch, to the point where characters need very high poise to resist stagger from one or two attacks now. However, as of the 1.08 patch, attacks with active poise will now automatically refresh your poise health back to 80% of full after modifiers. For example, if you are using a Greataxe weapon (maximum poise health for R1 is 27) and you have 0.1 poise health before the attack, then as soon as your attack starts your poise will instantly reset to 21.6. What this means is you can now resist stagger from one or two attacks every time you attack, which allows tanky, high poise builds to play much more aggressively. Weapon arts with active poise have much higher modifiers than normal attacks do, being anywhere from 0.30 to 2.00 vs 0.10 to 0.27, and weapon arts will refresh your poise health back to 100% of full instead of 80%. Attacks that are blocked by a shield do not reduce your poise health at all.
Your poise health does not regenerate, but will immediately refresh back to 100% every 30 seconds or when it's reduced to 0, whichever comes first. In addition, the 1.08 patch made it so that your poise health resets to 80% of full whenever you use a normal attack with active poise and to 100% of its full value whenever you use a weapon art with active poise.
To use poise, you need to know these things: how much poise damage your opponent's attacks deal, what the poise health of your attacks is, and how much Poise from armor you need to reduce your opponent's poise damage far enough to not drop your poise health to zero. In addition, since your poise health resets back to 80% with every normal attack, it would also be helpful to have enough poise so that 20.01% of your poise health is left over, as this will allow you to resist stagger through your opponent's attack every time you attack. For weapons that only have active poise during their weapon arts, this is less important since weapon arts reset poise health back to 100% instead of 80%.
Active poise is found on certain weapon attacks including, but not limited to, Ultra Greatsword, Greathammer, and Greataxe R1s, Greatsword two-handed R1s, fully charged R2 attacks, most Weapon Skills, and the medium and heavy rolls. The 1.08 patch also gave active poise to two-handed Hammer attacks. Testing is still ongoing to determine which attacks have poise frames and what their poise multipliers are.
If You Could See Poise In Dark Souls 3 - Poise Visually Explained (Part 1)
Dark Souls 3 - Poise Guide (1.08)
Stat Poise Information
Each piece of armor has a Poise rating, and your total Poise is the sum of each of your armor pieces. Naked characters have 0 Poise. In general, wearing heavier or more protective armor increases Poise.
The max poise armor is Havel set with 50.15, with Wolf Ring+3 and Yhorm Greatshield the poise is 61.44 and also equipping Lothric spear will give you the maximum possible of 67.45.
As of patch 1.07. the Poise formula seems to reduce the effects of poise for armor and rings added once the player has any poise. Every piece added that increases poise will be subjected to the following formula:
So if adding the Wolf Ring+3 (9 poise) on a character with 10 poise:
Weapons Poise Damage
Information via Gamefaqs (Some values were changed in the 1.08 patch and may no longer be accurate. They will be updated as soon as the new values are found.)
If you wanna know the poise value of other attack just multiply :
1h R2 & 2h R1 by 1,3; 1h fullR2 & 2h R2 by 1,55; 2h fullR2 by 1,65; Run, backstep, jump 1h, 2h attack by 1.1 & 1.4 (Run) Dual L1 by 0,8 per hit Roll Dual L1 by 0,7 per hit
Poise damage 1hR1
|3, 5 or 7||Bows, Crossbows*, most lesser Sorceries|
|10||Daggers, Torch, most Throwing Items, some Miracles|
|11||Thrusting swords, Caestus|
|14||Straight Swords, Curved Swords, Katanas, Axes, Spears, Pikes, Reapers, Whips, Claws & Fists, Pyromancy Flame, Bare fists, Staves, most Sorcereries|
|19||Halberds, most Pyromancy|
|25||Hammers, Follower Torch, Small Shields, Great Chaos Orb|
|26||Greatswords, Standard Shields|
|27||(Great)Heavy Soul Arrow, (Crystal)Souls Spears, Souls Greatswords|
|30||Lifehunt Scythe, Dead Again, Black Fire Orb|
|31||Ultra Greatswords, Curved Greatswords, Greataxes, Greatshields|
|35||Great Hammers, Greatbows*|
|40||Dark Edge, Boulder Heave,|
*Avelin halves the single value, Headshot deals 1,5 times more (ex. 5 does 7,5)
*Dragonslayer Arrow have knockdown
Enemies Stance, Stagger & Riposte
Entities have their own poise, depleting it will stagger them (some of them may let you riposte them), if you do not hit them for 10 second they will instantly refill their poise.
DO NOT CONFUSE Poise-break Riposte with Weak Spot-break Riposte or with Counterattack riposte,
The first critical is triggered by bring the enemies poise to 0 with enough hit, the second one is triggered by dealing enough damage (20%-45% enemy's HP, no timer reset) to the creature's weak spot (usually the head) and the third one is triggered by hitting the creature at its right attack moment.
ENEMIES & MINI BOSSES
|0||Mostly human type enemies, Rats, Dog, Skeletons, Follower, Corvian- Millwood- Ringed - and Harald Knights, Centipede, Ghru, Slug, Thrall, ecc...|
|60||Demon Cleric, Irithill Small Giant|
|62||Boreal Beast Knight*, Evangelist*, Great Snakeman|
|85||Black Knight, Fat (Winged) Lothric Knight|
|90||Deep Accursed, Tree Woman|
|110||Elder Ghru, Lothric Gargoyle|
|140||Sullyvan Dog Beast, Great Crab (double claw slam)|
|∞||Cathedral Big Giant, Pus of Man, Monstrosity of Sin (grab)|
*Heavy hitstun will always stagger them
|0||Friede, Crystal Sage|
|98||Gael (1st phase also instastaggered by knowdowns, 2nd phase by headshot, instastunned when he pulls out crossbow )|
|120||Oceiros, Fire Demon|
|170||Boreal Dancer , Demon King, Gravetender Wolf, Soul of Cinder (some of his attack will weaken him to poise damage by 1.5)|
|200||Vordt (during breath)|
|210||Twin Princess, Demon Princes (the body in 2nd phase has poise damage reduction to 0.9)|
|250||Ariandel (shares poise with Friede)|
|300||Dragonslayer Armor (dont confuse with 2nd phase stagger)|
|∞||Greatwood, Wolnir, Aldrich, King of the Storm, Midir|
Video Source: Bosses poise comparison - Dark Souls 3
PVE Poise Damage
Usually enemies tend to do from 15 to 45 for fast attack and 70 to 130 for strong attack and 5 for spell and arrow , this are poise damage value while having 0 armor poise (being naked or wearing stripes) , equipping armor reduce the poise damage by that percentage (Ex. 30 armor poise reduce eneny poise damage by 30% , so an attack of 30 PM will be reduce to 21 PM).
The max poise is Havel set with 50.15, with Wolf Ring+3 and Yhorm Greatshield the max poise is 61.44 and also equipping Lothric spear will give you 67.45.
Here there's a list of Bosses' poise damage attack
GUNDYR: fast attacks 10, 12, 15, 20, 25 ; strong attacks 70
VORDT: fast attacks 45, 55 ; strong attacks & charge 70
DEACON: candlestick 15, fire orb 25
ABYSS WATCHERS: all slash 25, knife 5, 50 slam , 25 flames
SULYVAHN: paired slash 15, single slash 30
ALDRICH: projectiles 12 , 30, 35
DEMON KING: 25, 30 ,50 fire ring, 70 meteor
YHORM: always 30
DANCER: 25; 30, 45 ; 70
OCEIROS: 35 ; 70
DRAGONSLAYER: 30 ; 70
LORIAN.: 30 ; 70 LOTHRIC.: projectile 30 ; small orbs 10 x hit
SOUL OF CINDER: every move has different value 45, 12, 20, 25, 30. 55 ,70 ,100, magic 10, 30, 45
NAMELESS KING: main slashes 55, 70 , minor slashes 10, 15
FRIEDE:15, 25, ice 30 , Slam 55, ARIANDEL 70, black flame 130
GAEL: 1st phase 15, grab 45 ;
2nd phase 20+5 mantle ,explosion 50, lighting 0
MIDIR: 130, fire n laser 999
For a long time, it was believed that the poise stat either didn't work or was intentionally disabled on release, due to a player finding a value in the game's code that determined whether or not poise was active and seeing that the value was 'off' by default. It was later discovered by other people that this value was only turned on during what was thought to be hyperarmor frames at the time, and that poise damage is constantly being calculated at all times but you are only able to resist stagger during attacks or actions with hyperarmor frames.
Boulder Heave is unique among spells in that it also inflicts poise damage. If an opponent is struck by the debris, it will deal a large amount of poise damage. However, spells and skills that cause knockdown do not take poise into account.
Enemies that do not use the player model, such as Darkwraiths, Silver Knights, and Black Knights, do not follow the same rules for poise that the player character and NPCs do.