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Elden Ring
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Kill-speed simulator

How many hits your build needs against a boss as it's actually placed: your attack rating through its flat defense and negations, move by move, with bleed, frost and the other statuses proccing as their thresholds grow.

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How a hit is worked out

For each damage type, the attack is your AR for that type times the move's motion value. The boss's flat defense then keeps back a share that depends on attack ÷ defense: only 10% gets through when your attack is under an eighth of its defense, 90% when it's over eight times it, with smooth steps between. What's left is multiplied by the boss's negation for that type, and the types are added up, which is why split-damage weapons lose more to defense. The boss's HP, defense and resistances come from its placement (the area's scaling) and, in new game plus, that journey's multipliers.

Status buildup per hit comes from the weapon's own effects (Arcane raises bleed, poison, sleep and madness on weapons that scale with it). When buildup reaches the boss's threshold it procs and resets; each proc raises the next threshold, up to the fifth. More in the methodology.