Wednesday, December 20, 2017

Fighting Game Tier Lists: An Objective Look

    Fighting game Tier lists and Tier lists in any game are often a controversial topic. They are hotly debated by top players and casuals alike. Some players like Tier lists, some players hate them. Much of the hate for Tier Lists are based on misconceptions about what Tier lists are and what they are not. I'll try to show some concrete evidence using some modern game Tier lists and some classic game Tier lists as examples. This will demonstrate the importance and uses for tier lists as well as how they are misunderstood.

What Tier Lists Are

    The best definition for Tier lists I can come up with is: a list of current perceived strengths in characters based on objective information and current gameplay applications at a competitive or high level. Perceived is a very important word. Tier lists are fluid, especially in modern games. It's not just because modern games are patched often, it is also because the gameplay application or strategy or meta or however you like to put it is changing regularly. Players are discovering new things all of the time. It is happening at a much more rapid rate than the games before YouTube and the shared resources we have now but new things are discovered regularly. Strategies and meta are changed all of the time. For example, since MenaRD's win at Capcom Cup, Birdie's place on the Tier list has become greatly debated. However, other characters, such as Ryu, FANG, and Juri have stayed toward the bottom of the Tier list for most of the season and Ibuki and Akuma have stayed near the top in the SFV Tier List.
    Older Tier lists change much less frequently. A standard meta is mostly set in stone at a competitive level after 10-20 years of gameplay. That being said, older Tier Lists can be fluid too. Just as an example, the placement of Ken on the Third Strike Tier list can vary from place to place. Not by much, but he can be placed anywhere from Top 3 strongest characters in the game to outside of the top 5 in some areas of Japan. In Super Smash Bros Melee, a 15 year old game, Yoshi has risen up in the Tier list thanks to some new strategies utilized by Amsa. New tools can still be discovered in these games with a generally set meta.
    The other important word used is "objective." Tier lists are subjective, but they are based on objective and observed information. Fighting Games have a vast amount of variables in any given match. However, characters have concrete human designed tools that within the context of a certain way of playing, have more consistent results than others. Therefore, these characters with stronger tools based on the gameplay applications will be perceived higher on the tier list.           
    Without going into too much detail into how Street Fighter V is played, essentially Ibuki and Akuma's "turn" never ends. Part of this is because defensive tools are currently limited within the game. Essentially they have the strongest offense. Much of this has to do with the frame data in their attacks and resources available to them. On another level, the geometry behind their attacks are so that they can can have effective offense at a variety of ranges on the screen. Therefore, the math of the characters is stronger than the math of other characters. Again, this is simplifying things a lot but it is an objective observation that leads to the perceived strength of the characters. A change in the way the game is played could upset this perception and change their place on the tier list, but it is based on objective observation.

What Tier Lists are Not

   Tier lists are not "popularity contests." Many of the strongest characters in a game become popular, but it is not always the case. Ryu is currently very low on the Tier list of SFV characters. However, he is still a very popular character played online. Same with Alex and Chun Li. Their strength is perceived as lower, but online they are extremely popular characters to play.
     At a tournament level, this is very different. These characters are not popular to play because their objective tools are weaker than others making it harder to win. People like winning and there is a lot of money on the line at tournaments. People don't like giving themselves known or perceived disadvantages in match ups. Therefore, the perceived stronger characters are gravitated towards.
    Another misconception is that "the right player hasn't played the character yet" or "the right tech hasn't been discovered yet."  People will often say "If only (place high level player name here) played (place low tier character name here) then they would win and show how good my character is!" Sometimes this is absolutely true. We saw MenaRD win with Birdie against the strongest players in the world at SFV. I still don't think Birdie is that strong but he clearly has the tools. Most of the time however, this is not the case.
    Most of the time top players actually spend a lot of time with many characters and choose their main objectively. They absolutely develope the low tier characters out and decide that their time is better spent on characters that are more likely to win more often and have better tools at their disposal. This is not to say that the lower tier characters don't have the tools to win, but the perceived stronger characters have more consistent or objectively better tools.
  From a personal perspective, I spent maybe a year or two thinking (and hoping) that Ness in Super Smash Bros Melee might be good in my early days of delving into the game. He is not. He literally does not have the tools to compete with the top tier characters. This is just basic geometry too. His limbs are short. Marth essentially erases him from the game. He does very little damage too outside of extremely risky and easy to punish tools. It's not that hard to see if you watch higher level players. You would have to play so much better as Ness against the top tiers that it is not worth the Herculean effort.
    Another great example is Sean in SF Third Strike. He was intentionally designed poorly. He is designed to be weak. A high level player can outplay someone with Sean, but he is literally not designed to be competitive. There is no arguing it either. It was an intention by the designers.
    On the opposite end of the spectrum, Yun and Yang were intentionally designed to be the strongest characters in the game in SFIV Arcade Edition. This is a known fact. They were given better mathematical tools than every other character in the game. Other characters could win against them, but they just had better tools than the other characters.
    These are all extreme examples and modern developers try to make mostly balanced games. I think for the most part the modern ones are. However, they are man made games made by very smart but imperfect people. They can make intentionally and unintentionally strong or weak characters. It happens all the time and it is important for competitive players to have an idea about this going into a competition.
    Thus, tier lists are not meant for everyone. They are based on competitive play. They are not a list of characters with a "win button." If you are super casual, just playing with your friends without implementing strategies used by high level players Tier lists absolutely do not apply to you. This is totally an option. These are video games still, albeit typically punishing ones. You are still allowed to have fun with whatever character you want. You can implement some serious cheese with low tier characters that your friends might not have any idea how to deal with. Don't expect to win a tournament with these strategies but don't get down on yourself if your character just does not have what it takes to win one.

   Finally, I'll end on a bit of a subjective note. Tier lists are a tool and can be used as such. You can choose a top tier character to give yourself the biggest advantage or you can choose a low tier character because you think they are the coolest character in the game or the character has tools that you like to use. Most modern fighting games are really balanced. Many high level players have won tournaments with characters people thought no one could win with against players using the best characters in the game. Many high level players stick with these low tier characters and perfect them because they have tools that they understand the best. They might be low tier because they have to take big risks for low reward but knowing when to take those risks is an incredible skill that can be developed. Sometimes those low tier characters do really well against the high tier characters but poorly against everyone else. Tier lists are much more complicated than my little article could explain and I've left out (for brevity) information that could help you understand them. The point is: Tier lists matter, are fun to debate, but they are an imperfect tool at the end of the day. Use them however you see fit.
   

Tuesday, April 18, 2017

Overwatch: Main Tanks Vs Off Tanks

In Overwatch, the tank class of characters can be a bit confusing. You know you need one or 2, but which ones to choose? Whichever one you like playing the best? This can absolutely work, but a team composition can come together much better if you have one of the two "Main Tanks" on your roster. These two heroes are Reinhardt and Winston.

The first hero, Reinhardt, is the easiest to understand. He holds up a giant magic blue rectangle that makes it so that things can't hurt you when you get behind it. Easy. Winston is easier to understand as a main tank when you understand the actual benefit that both characters provide: They both provide space for your team to move into a better position.

Reinhardt is, again, the easier character to understand for this role. When Reinhardt puts up his shield, it creates a safe area for you to move around behind. It also comes creates an area that is UNSAFE for the opposing team to go into. If you alone walk behind a Reinhardt's shield and the entire team is behind it (not flank it, which is a topic for another day) then you are 1v5 and you will die. Even if you attempt to go behind the shield, the enemy Team has the opportunity to fire at you before you have a chance to hit them.

Winston can serve the same purpose as Reinhardt. He creates space. However, he has to to create space in a much more aggressive way. When Winston dives in, he creates a very large and dangerous distraction. Any character around 200 health will die in a few seconds with him around. He is very crucial to eliminate and while the focus is on Winston, this will open up the rest of the team to move in and attack. With coordination, the space created by Winston can actually be even more effective than Reinhardt in certain compositions. 

D. Va can dive into the enemy too, but Winston is typically more effective because of his barrier. His barrier gives him the ability to cut off a large area with an enemy area. This barrier can't be shot through to you or your teammates, and it can cut off healing to those on the other side of it. D. Va's defense matrix effectively has more health than Winston's barrier, but it doesn't cover a wide area and D. Va can't shoot while using it.

You don't always need a main tank, but it can really glue a team composition together. They can essentially carry a team if played properly and the rest of the team comp builds accordingly. Next time you are playing QP or Ranked, consider Reinhardt or Winston.

Sunday, February 26, 2017

Overwatch: Basic Team Comps Part 1- Death Ball

I've been spending a lot of time researching different team compositions, in particular, team comps that pros use. There are 3 main styles of play but there are several variations that can but implemented and give your team some creativity. Creativity is important in a game like Overwatch but I also want to give some context to people when they are solo-queing and you are having trouble with choosing characters or teammates character choices. Hopefully you have gained a basic understanding of at least 3 different characters in order to give your team a better chance of winning.

We are going to start with the Reinhardt Death Ball comp. This, in my opinion is the most basic and easiest to understand team composition in Overwatch. This is because Reinhardt is a giant shield. Easy. Get behind it and move forward or stay protected on the battlefield. Overwatch is an extremely deep game so I am only going to give a basic overview of these compositions including tips and positioning ideas.

Of note, all of the compositions are based around the tanks used in the comp for the most part. This is mostly because the tanks are to be followed in to battle. They can survive the longest. This is a really important idea that a lot of people don't understand and that is how key tanks are to fights and survival. I'll write more on that in a later, but just remember how important your role is when playing tanks.

2-2-2 Death Ball

This is THE most basic composition. You need 2 tanks: Reinhardt and one off-tank usually either D. Va or Zarya, 2 DPS, and 2 healers. The DPS is where you can get really creative and remember that the "defense" heroes should be used within this category because they can be fairly good eliminaters or damage dealers just with very clear drawbacks. Healers are going to be Lucio typically, and then whatever aspect you want to focus on from there. Zen for extra damage, Mercy for Res, Ana for the burst healing, and sometimes Sombra for health pack control and hacking. Positioning should be following Reinhardt in to battle and picking targets from there. Staying behind the Reinhardt shield until the fight is important because you want to survive long enough to actually help in the team fight. On low levels, there may never be a true team fight because players don't know how to group up, but if you want to get to a higher level you should be aware of how to play the game.

Triple Tank
This was the dominant meta for season three and I believe it's still pretty viable. The composition is pretty set in stone- Reinhardt/Roadhog/D. Va or Zarya/Soldier 76/Ana/Lucio. It's super important to be organized in this composition and you can get really destroyed if you don't follow Reinhardt's shield as you have only ONE long range damage dealer-Soldier. Most of the battles. Roadhog needs to get picks, D. Va needs to protect Rein and maybe chase targets down, or Zarya needs to get charge and beat down the enemy Rein shield. I don't know all of the ins and outs of the composition but without proper coordination the team has one consistent damage dealer.

3-3 Comp
This is a pretty unique composition and also requires a lot of coordination but it has a ton of sustain capabilities. I think that it can still be effective after some Ana changes. The comp is Reinhardt/Zarya/Roadhog/Lucio/Ana/Zenyatta or maybe Mercy for less damage and more survivability. This HAS to be played close range. Zenyatta is the only character with ranged damage.The main damage dealers are going to be Nano-Boosted Rein for team wipes, charged up Zarya and Roadhog insta-kills.

Monday, January 30, 2017

Overwatch: Zarya Value Guide

Zarya is a particularly powerful tank in Overwatch. I think there are a few ways to play her and you can get pretty creative with her. Zarya is somewhere between a support, a tank, and a DPS hero. She is a very dexterous hero and should not be underestimated when thinking about adding her to your team.

The reason Zarya is such a powerful tool for this is her bubble shields. Zarya can place a shield on herself and one ally as they charge into battle and this will allow you to get in the thick of it with almost no risk for a few seconds. A few seconds does not sound like a lot, but a few seconds can start and end a fight.

Zarya needs to take damage in order to do more damage, so you want to put the shield up sometimes even after being shot at. Sometimes the shield can go up preemptively but with the fairly long cooldown you need to be wise about the placement. You should be fairly certain you are about to be shot, or even have received a small amount of damage before placing her bubble shields. It also helps a lot to not be the only tank on the field. If you have another tank to propel into a fight with the shield, even off-tanks like Roadhog or D Va, it can really help build that charge quickly.

Briefly stated above, her weapon charges with every bit of damage you take while shielding yourself and an opponent. A number will show up in the middle of your screen and it will go down as the battle continues. Therefore, it is extra important you are in the heart of a battle when charging your weapon. The higher the number is in the middle of your screen, the more damage you do so you do not want to waste it by charging off of some tiny stray poke damage and not have your shield when it is needed.

Zarya also has one of the best synergy Ultimates in the game. It pairs well with nearly every other ultimate because of its amazing crowd control. Watch the enemy group up, toss it in, and wait for D Va, Soldier, Tracer, Genji, McCree, Junkrat, Pharah, or probably a few other heroes I can't think of to clean up. Good communication and synergy is important in order to use it, but it's also the kind of Ult that can synergize the team for you because most players understand what it used for.

Back to the actual value you get from having a Zarya on your team. With Zarya, you have a peel, a shield for Zarya and one ally, a body block, good self-sustain because half of her health regens, great DPS with proper bubbles, and one of the best crowd control Ultimates in the game. She can be the glue that holds the whole team together. The synergy and uses she brings to the table can't be underestimated.

Wednesday, January 25, 2017

Overwatch: Ways to Step Up Your Game

I just had a few thoughts I wanted to share on how Overwatch functions and what is the optimal way to play the game. This is based on really low level play and I'm using high level advice as well as my own low level experience and observations on games that go well.

"Skill" is not that Important
Accuracy and traditional FPS skill is important but it's not as important as a lot of people might think. There are far more important factors that go into winning a match than accuracy. Besides that, there are many great characters that do their most important functions with very little aiming such as Lucio, Winston, Zenyatta, and Reinhardt.

Organization is Key
This is a really important concept that I am shocked at how many players do not understand. It does not matter how the team is organized, but most of the time the more organized team will win. This can be either intentional or unintentional.
Just communicate with your team. It's OK to want to go absolutely blitzkrieg-aggressive, just let your team know to go blitzkrieg-aggressive too and do it TOGETHER. 

What often happens is one team gets on the point and survives together, with little to no communication, and they win. This is usually unintentional organization but if you are a beginner like me, you will have these games. What is important to recognize is the team that won had 6 people fighting 1-4 people at a time. Maybe. The team that lost is often staggering their respawns and just feeding the other teams Ult charges. That's it. You have no chance in this game in a 1-4 vs 6 unless you have a pretty good Ult strategy. Just organize and go in together as 6 vs 6.

Know Your Character's Value
This can be creative, but take at least a little time to figure out what your character is supposed to do. This means that when you're playing Ana, you can do damage...but you are mainly a healer. Focus on that. When you're Winston, know that you will do the most help for a team chasing down the healers. There are a hundred guides on these and I might focus on in the future but take some time to learn or ask.

You can get creative and step outside your main value when necessary but you need to focus on your main value FIRST.

That's all for today. I might do a value guide for characters as soon as I come up with a format.

Tuesday, January 24, 2017

Overwatch: Capture the Flag First Impressions

Capture the Flag was just introduced as an event mode within Overwatch today. I think it's a lot of fun, but there are some things that I have learned from the first few games of it.

1.Teamwork is Still Necessary

I think this goes without saying, but teamwork and communication is still necessary. Most teams are going to be smart enough to not allow Tracer in to just snag the flag and walk out. Plus, it is necessary to stay on the flag for a few seconds before you have it and that doesn't allow for a quick snag and escape. It is still necessary for you to go in with either all or part of your team.

2.Meta

There will definitely be a meta to this mode and I believe it will be mostly the mobile and movement boosted characters. For example, Ana just does not have the speed or mobility to perform well in this mode. Lucio and Mercy will probably be the favorite healers in this mode. Winston, Tracer, Genii, Pharah, Mei, Symmetra, Torbjorn, D. Va and Soldier will probably be the other strong picks. Symmetra and Torbjorn, in particular, because of their strong passive defense.

Those are my absolute first impressions of the mode. It's a lot of fun and adds a bunch of new ideas into an increasingly fascinating game.

Sunday, January 15, 2017

Overwatch Support Tips

I have been playing Overwatch for the most part lately, besides a little bit of Street Fighter and I am still loving it. It's a really exciting mix of MOBA and FPS that feels fantastic. The great thing about it is that being good at FPS is good, but not key. The important thing is to do your job. I have been playing mainly support characters and I have a few beginners tips for them.

1. Supports are for Healing

Your main focus as a support role is to heal. DPS is second. You can absolutely get kills and do good damage to the enemy team, but first and foremost you should try and stay alive so that the rest of your team also stays alive. This includes Ana. She does good damage and can do some really good offensive things but she is the best healer in the game and should focus on that.

2.Try to Have Two Healers

I think having two healers CAN be more far more important than having two of any of the other classes. If you are constantly healed, you won't die. Not dying is really important in this game. The other reason is that having two healers will cover the weaknesses of the healers. Lucio is an AOE (area of effect) healer, but heals slowly. Plus, his speed boost can be really important. It is usually not a great idea to have him solo healing. Ana is the best healer and probably will continue to be so even after a patch, but she has to pay attention to all your heroes positions to properly heal them. Lucio and Ana offer great synergy. Other combinations can be equally strong, or at least better than none.

3. Lucio's Speed Boost is Really Useful

It's really good for engagements and this deserves it's own section. It's seriously great for the added mobility, chasing down targets, and just adds an extra layer to your teams offense. It's super important. Turn speed boost on when moving into position, such as engaging with a defensive position of the enemy. Once in position, switch to healing to keep your team alive.

That's about all I have for today but I'll be updating this as I come up with new tips to help your game.

Saturday, January 7, 2017

Overwatch: 3 Beginners Tips from a Beginner

These are a few things that I've discovered win me more games than losses. Remember, I am a true beginner. I've had the game for a week. My rank is mid-Gold and I have never played FPS games of any type before this one.

1. Communicate

This is a team game. Often times, I've noticed, even the slightly more organized team wins the match. It's definitely not always the "more talented" team, although 50% accuracy head shots don't hurt. Organizing your team together pushing, diving, and retreating as a unit through communication can really make a game. Plus, it's more fun that way. Utilize the mic function or, at the very least, use the speak commands your character has built into it.

2. Have Support Characters

Healing is very strong in this game. Saving your teammates lives will just make you outlast the teams that don't have dedicated healers in quick-play. If a competitive team doesn't have a healer, something has gone very awry and they do not understand how to play the game. The buffing and debuffing powers of the support characters can help focus fire and movement too.

3.Don't Stagger Your Respawns

Attack as a unit. It's basic math. If you attack one at a time, it could be always 6 people versus 1 person. Even if you manage to kill one person, then it's 5 versus 1 person. Still terrible odds. If you manage to kill 2 people? Still terrible odds. For anybody. Watch pro matches. Players die ALL THE TIME in 6v1s...because it's terrible odds and the game isn't built for one player to carry the team. Even if you can't get the WHOLE team together, pause, and wait to get the last few that died with you to go in with you. 3 v 6 is still way better odds and chances are the whole team will be together at some point in the battle. The ideal way to play would be together as a 6 person unit, but do what you can to organize in the beginning.

Thursday, January 5, 2017

Circus Goes FPS in Overwatch

I just picked up Overwatch to find a game that my friends and I could play in some sort of competitive manner together. They refuse to play fighting games and that left me looking for something as close to a fighting game as possible, but in a genre that they wanted to play. This also happens to be how I got involved with Souls games. Overwatch has the character diversity of a fighting game, the mechanics of an FPS, and, as I later found out, the team synergy emphasis of a MOBA. As it turns out, I love it.

I will do at least a few write ups on my adventures in Overwatch, but I want to talk about my experiences in it as someone who has played almost solely fighting games and Souls games for like 5 years.

The biggest difference in Fighting Games and Overwatch is that winning is not entirely dependent on your solo decisions and skill. In fact, organization and better collective decision making will cause you to win. I've had the game for like 5 days but I believe this is the general consensus of the Overwatch community.

A big similarity in Overwatch and Fighting Games is the character diversity that I mentioned above. Every character has their own "kit" which is the equivalent of FG characters move sets. These kits will determine what your character's role is in each match. The kit determines their game plan, much like FG characters move sets determine the game plan.

There are actually quite a few analogous ideas in Overwatch and FGs. There are poke battles, resource management, a sort of neutral game in both. In Overwatch, these things all have a different name but the ideas are still there. In both games sometimes the decision making process comes down to, what decision do I need to make now, to give me the upper hand later or what resources do I absolutely need to spend now to win the battle? Do I need to do more than that?

These are my sort of vague first impressions. I am playing support characters a lot because my aim is only ok and I don't care about killing loads of people. Once I get better at the game and start actually playing ranked matches I will write a few beginners guides to a few of the characters that I have been playing.

Monday, December 5, 2016

Theory Fighter: Combo Dropping as a Mechanic

There is a big push in the fighting game community right now to make fighting games accessible to newcomers. I believe this is essential to growing the community and a really great idea, especially with the history of fighting games appealing to only the hardcore few. Only the arcade tested greats would be the ones to dominate their friends on console, the legends tell us. However, as developers move towards the easier execution, we are actually sacrificing a common and important mechanic in fighting games that not very many people talk about: the combo drop.

Fighting games are different than most other video games in that 100% of the game is available to you instantly, save some colors and possibly DLC content. Besides that, you have all of the characters and all of their tools instantly. No leveling up your character to get the best weapon, the highest level, new magic or tools. Therefore, learning new combos, techniques and setups is the only way to level up with your character. Much of this is a topic for another day.

Now that developers are making combos easier and easier to do, leveling up your own game is much faster and the vision is clear that they don't see the act of doing the combo as necessary for the game to be fun. I actually agree with this. Much of Super Smash Bros, in particular, Smash Wii U is extremely simple. All specials and normals are the equivalent in execution to command normals in other games and yet there is still enough strategy and skill to develop. These are controversial games within the fighting game community (although they shouldn't be), but despite individual opinion of the games we can see how simplifying execution can lead to a satisfying and deep fighting game despite not needing to learn long and advanced combos.

As I have stated, I am not an opponent to the recent attempts at lowering the execution barrier in fighting games. However, we are n danger of losing a beautiful fighting game mechanic: the accidental combo drop. This is especially easy to talk about with regards to beginners. If you and a friend are just starting out in a game, there are going to be loads of combo drops and execution errors. The moment you drop a combo, it can create a lot of important scenarios. It can create a comeback point for the one being comboed. It can create a mentally neutral moment for both players because it was unexpected for both players. It becomes a known weakness for both players. Something one player can learn to punish, and something the other player learns better execution for. These are just a few ways to look at it from a beginners perspective. 

Now, we can look at the competitive level and why combo drops are still important. When I was just beginning fighting games, a really great tutorial series by Vesper Arcade told me that the pro players execution was 100%. I have seen probably 1000 hours or more of competitive play and that is NOT TRUE. I cannot count the amount of times I've seen execution errors and accidental combo drops at the absolute highest level of play. They are far more rare than at the lowest level, but they are still common enough that it continues to be part of the game.

These combo drops at the highest level can create really great moments, especially as a spectator. In SFV, these moments are more rare that they used to be, but in SFIV and UMVC3, for example, they actually developed strategies. In UMVC3 the "American Reset" is a term for dropping the combo and reseting the damage scaling because of an accidental drop. In SFIV, I remember a very specific example of Bonchan (Sagat) vs Sako (Ibuki). Ibuki, and in particular Sako, relied on one-frame-links in order to deal the most damage and stun. Bonchan would just mash uppercut while being comboed when being hit by the one frame links because even Sako would drop them reasonably often. The higher execution barrier (maybe too high) developed this extra layer of strategy that a much lower execution barrier does not and will not allow for. 

There are positive and negatives to the execution barrier being lowered in fighting games but I think there is a middle ground that can be reached. I believe that SFV, despite the problems that many people see in the game, has come closest to reaching a perfect level of execution. It is easy enough that a new player can learn good combos on day 1 and deep enough that you can lab out the more difficult ones with certain characters. I am excited for the development of new fighting games with all different levels of execution and the newcomers that will learn to love all of them. However, I want people to remember all aspects of fighting games that make them exciting and fun to play and spectate.

Sunday, September 18, 2016

Dark Souls 3 SL 40-50 Invasions Part 2: Weapons

These are the most effective/fun weapons I've found success with at SL 40-50. I'm not saying they are the most effective and my build is not optimized by any means. These are just weapons that I've found a strategy for and have had really solid success with (at least above 60% win rate, I'd estimate.)

Lothric knight greatsword:

This weapon is a beast. It can be buffed, so combined with a lightning bundle it has over 450 AR at +4. That is HUGE and can 3 shot a lot of phantoms. My build van only 2 hand it, but that is just fine because it adds a little damage and has the unparryable sweep attack that can decimate group health bars. Combined with the Leo Ring, the charged two handed R2 can do something like 700 damage on a counter hit, I believe. This was the first weapon I tried on this build and I've used ultra greatswords a lot, so I moved on to new things fairly quickly.

Gargoyle Flame Spear:
People say this is the best spear in the game and I believe it. It does really high damage, has great reach, can hit multiple enemies, and people don't use spears much so most people don't seem to know the Parry timing. It can't be buffed so what you see is what you get and that is A-OK. This can wear a group of gankers out of their estus pretty quickly. Another fun thing to do is bottleneck the gankers, and play a game of siege where you just try to get pokes in while they try to get past your crazy reach.

Dragonslayer Axe:
This is not the dragonslayer greataxe boss weapon, this is the one you get from killing Creighton the wanderer in Central Irithyl after you help Sirris. Infusing this weapon with raw gave it the best damage for me, but this probably depends on your build. It does a massive amount of damage and can be buffed. The lightning bundle will do 500+ damage if you can get both hits of a two hit combo. The only downside is that Katanas seem to be a terrible match-up for it. I'm pretty sure it just gets outspaced and will just straight beat it if you both swing at the same time. No trades, just interrupts. If you run into a solo Katana user switch to a straight sword, a longer weapon, a weapon with hyper armor, or out-space and punish to win.

Friday, September 16, 2016

Dark Souls 3 SL 40-50 Invasions Part 1: Stats and Tools

I've been experimenting for the last few weeks with very low level invasions. My current build is 45 and is not very  optimized, but I've had solid success and I've experimented with quite a few different tools to destroy gankers. I'm going to go over what my main toolset is, and why I think it is a great tool. I've been loving low level invasions and so much creativity is cultivated there because it requires you to min-Max as much as possible. 

My current build is level 45, with all +4 weapons. I chose this level because it seems to be a good level to invade at Cathedral of the Deep, the Catacombs, and probably Crucifixion Woods and the Smouldering Lake. It also guarantees that the highest weapon I will have to deal with is +6 because the invasion range is +-2 upgrade levels and it also very unlikely anyone will be running around with +8 weapons in the areas I'm invading. I am planning on going up to 53, I'm just a little nervous that I won't get constant invasions like I'm getting right now. I have seen other people get solid invasions at 53 though.  Now, here are my tools and tips:

Build:
This is my current build:
Vig:27
Attn:12
End:18
Str:18
Dex:20
Int:12
Fth:8?
Luck:9?
I'm going off of memory with the last two. Intelligience was to use a specific weapon, which I will get into later but it's mostly unnecessary for what I do. This is not optimized, I'm just experimenting with a lot of different things. I will probably respec when I choose a specific weapon or set-up but it is working just fine.  

Hornet Ring:
This isn't actually the MOST important tool you are going to have at this level and that is because it is unlikely to one-shot your opponent. It will definitely do more damage when you get a riposte, but it probably won't one shot unless you are super optimized. I, at least, haven't found a way to one-shot at my current level of 45. The mail breaker and the dagger might be the best bet. Still, it is a great way to guarantee you finish off your opponent if you get the parry and riposte with a little bit of damage on them. 

Other Rings:
I have been rocking the Prisoner's Chain, the Ring of Favor, the Leo Ring, the Hornet Ring, and the Priestess Ring. Depending on your build, some of the best rings are going to be the "give you extra level rings" because they can help you get the most damge or at least minimum stat requirements for weapons. At +4, most weapons won't have the best scaling so I don't think STR and DEX are the most important things to worry about. One way or the other, they are great ways to have wiggle room with your build and stay within a good invasion range.

Catalysts:
It's really not a bad idea to have at least 10 Intelligence and Faith. The Spook spell is really useful to get to the host quickly in certain areas, and having access to a chime weapon art can be very useful. You can activate the heal, and run away and essentially have a bunch more heals as long as your build doesn't require FP. At this level for a melee build, that's really going to be the extent of these tools unless you use hidden body or force. The other spells you have access to are not going do enough damage to matter unless you go complete glass cannon spell build. This is totally an option but I don't have enough experience with it to give you information about it. 

Consumables:
Consumables can be very useful. Bombs, arrows, knives, moss clumps, resins, and bundles are definitely going to be the most useful to you. Bombs and arrows aren't going to kill your enemy, but they can be used to wear down a gank squad when you are playing a battle of attrition. Great arrows can knock people off of cliffs for one shots. Resins and bundles can be used to raise your damage briefly. Bundles can almost completely replace a weapon buff, because it does more damage than a hybrid/buff build would do at this level. The red and purple moss clumps are probably going to be the two best clumps. Poison can really wear you down in a fight. Knives are great for finishing your enemy off or maybe inflicting poison.



Wednesday, September 7, 2016

Dark souls 3 Infusions: Elemental Infusions

The infusion system can be a little confusing in Dark Souls 3. I've watched quite a few videos of people's opinion about it, and I believe there is a lot of misinformation about it. I'm going to clear up some of the misinformation and give my own opinion on the elemental infusions in the game.

The elemental infusions are Crystal, Chaos, Lightning, Dark, Deep, and Fire. Crystal, Chaos, Lightning, and Dark scale. Deep and Fire split the damage 50/50 between physical and dark/fire. Essentially, the scaling weapons are going to be better if you have a caster build on account of your stats will be stacked to maximize spell damage. If you just want a weapon with elemental damage to help in PVE or go through shields better in PVP, infusing with Deep or Fire is a fine way to go.

Now we are getting to the confusing part: The scaling infusions! To be brief, when you infuse with an elemental infusion, your weapon will lose some base physical damage, add elemental damage, and then add scaling with intelligence, faith, or both. Now, your weapon will do split damage between an element and physical and will scale far less with your physical damage stats.

Now, the actual numbers come into play and how they work within the game. If you compare a +10 crystal longsword and 60 intelligence, for example, and a +10 refined longsword and 40/40 strength/dex, the crystal long sword will probably have the higher attack rating, indicating that it will do higher damage. It probably will in PVE versus certain enemies but it will not do as high of damage in PVP.

This difference in AR and actual damage is because of how defenses work in PVP.  Essentially, your character has flat defense ratings for every damage type. When you hit someone with a split damage weapon, the defense subtracts damage from both damage types separately. If your character has 120 defense for both physical and magic, then that crystal long sword's physical AR will go through the 120 physical defense and the magic AR will go through the magic defense on your character. This will result in lower damage taken than if the longsword did one damage type. There are a few split damage exceptions, but generally speaking it is better for your weapon to do all, or at least most of one damage type.

Now for the misinformation: a lot of people just write off the scaling infusions and say they are crap. In my opinion, the damage is fine. If you go 120 with a caster and pick a weapon that has a B-S rating when infused, it's probably going to be fine. You chose to be a caster, so the melee weapon should be supplementary anyway. If the damage reflected the AR the same way a pure physical, there would be absolutely no point in going Quality, Strength or Dex build. You would have the best melee damage and extremely strong range attacks. You don't want that game. No one wants that game. I think this was a good choice for the developers to go with. If you are going with a hybrid build, go with 40 strength or dex or a raw weapon with the buff. It's that simple to me.

I hope this clears up some questions people had about elemental infusions. I hope it also shows some people have some really silly expectations on how much damage elemental infusions SHOULD do. To me, the elemental infusions are fine. Stay creative with your builds, folks.

Tuesday, September 6, 2016

Ultimate Marvel vs Capcom 3: The Beauty

Ultimate Marvel vs Capcom 3 is a beautiful, complex, deep game. I'm sure this has been said hundreds of times before and the scene has been thinning out, but I think now we are actually seeing some of the best days of the game now, even though the game has been out for several years.

The most brilliant thing to me about the game is it is exactly as deep as you want it to be. This can be true of pretty much all games, but the basic combos are very, very low execution in Marvel. Nearly every character has the magic sequence combo: LMHS xx Sj.MMHS OTG Super. This combo can be pretty much mashed out with every character with a few exceptions that have a variation of this combo. Even more basic than this, command normals are pretty great with a lot of characters. If you and a friend are absolute beginners for fighting games, you can instantly do pretty cool attacks with H and a direction.

On the deep end of the spectrum, the game is a complete sandbox for combos. There are definitely optimal combos, but if you are having trouble with a combo you see in a video or would rather use a different assist you can probably come up with a combo that works. I have seen so many combo videos for this game and I can assure you there are near limitless possibilities in this game. At tournaments, you will see a lot of top-tier teams being utilized still, but you can see many teams that are utilizing really creative strategies with the mid-low tier characters.

This brings me to my next point: I think that we are actually seeing some of the best days of UMVC3 at a tournament level right now. There are a lot of people who have probably been playing for years with unconventional teams that are NOW placing top 8. We still see plenty of Morrigan-Doom and Zero May Cry type teams, but now we are seeing much more than that. In the last year, I have seen Deadpool teams, Phoenix Wright teams, Jill teams, Morrigan's that don't rely on Astral Vision, Resident Evil teams...the list goes on. There is just so much creativity that is now working in the game. This could be a result of some of the top players moving on to SFV and other games but I don't really care. I am just happy to see so much creativity in this game that, at one point, looked like it was going to be all Zeros, Morrigans, and Vergils. Like I mentioned earlier, this game has been out for several years and we are now seeing such a burst of creativity actually winning in the game. It's beautiful.

This whole article is really just a love letter to a game I just find endlessly fascinating. It's not my favorite fighting game of all time, I just love it like I love all fighting games. I think it will continue to be played at tournaments and be a consistent highlight, but I want to make sure of it by spreading the word that it is still very, very exciting.


Thursday, August 18, 2016

Dark souls 3 Invasions: Weapons Part 2

This is the second part of weapons I've had solid success with in invasions.

Straight swords:
Straight swords, in my opinion, are the best weapons in the game right now. They swing just slightly slower than the rapier and the small curved swords but have a much better hit box because of the horizontal swing. It's still not good to spam R1 but the weapon can't really be spot parried so R1 is definitely going to be your bread and butter. Just don't mash on it unless you are 100% sure the enemy doesn't know what the Parry button is. The best thing to do is One hanged R1, R1, R2 on straight swords where the R2 is the stab attack. I think this excludes the dark sword but Fuck the dark sword forever. This combination will catch most people who roll away with the stab attack because it takes almost the exact time of the roll to come out and the hotbox extends a good deal longer than the model. The lothric knight sword and anri's straight sword are my two favorites. I think the lothric knight sword has legitimately the best moveset, because of the 2 handed R2 thrust attack, but use whichever one you like or your build is specced out for. The other reason the straight swords are amazing is the weapon art: the shield splitter. L2+ R1 will pop open 90% of shields and leave the opponent open for a riposte. This is so useful when you have 3 gankers turtling behind shields. Combined with the hornet ring, this can make short work of the shield happy gank squad.

Sellsword Twinblades:
This is probably the best dex weapon for invasions and it's simply because it does a lot of damage very quickly. Both 2 handed R1, L2, R2 and L1, L2, R2 combo. The second one does more damage I believe but 2 handed L1 is easier to Parry. This weapon has been nerfed 3 times and it still does just an immense amount of damage. The popular way to use this weapon, thanks to oroboro, is to run it with the darkmoon blade buff. Crystal magic weapon or lightning will also actually do fine because it just adds damage. The buff and the damage from the combo just generally delete phantoms with one touch. You can also run the weapon without the buff on a quality or dex build but you are going to have to hit everyone twice, usually. If you can get the opponent healing, the combo will out damage the estus. It might take a few hits, but you should be able to finish them off with ease.

Monday, August 15, 2016

Invasions in Dark Souls 3: Weapons

This post is just for weapons that I personally have had success in invasions with and weapons that I have seen a lot of success with. You can really use whatever weapon you want but some are just better saved for duels. If you have fun with a certain weapon over others, try it out though. The game is still young and things are still being discovered. I think I will split this one into multiple parts also.

HYPER ARMOR:
First and foremost, weapons with hyper armor and are cannot be parried are going to be the easiest. Invading gankers is never easy, but these weapons will give you the best shot. Hyper armor, if you are not aware, is a property in dark souls 3, bloodborne, and many fighting games. The idea is that during your attack animation, you can take damage for a hit or two but your animation will continue allowing you to do damage back. It still requires some calculation but ideally you would do more damage to your opponent than they will do to you. This is most effective versus small, low damage weapons as opposed to high damage weapons that also have hyper armor. As a rule of thumb, the hyper armor starts as soon as the weapon has forward momentum. On some weapons it seems even earlier. I don't know the data on this honestly. Most huge weapons will have hyper armor. Anything that counts as an ultra greatsword, great axe, curved great swords, and great hammers. These specific weapons all have unparriable 2 handed R1 and R2 attacks (I believe curved great swords are just the 2 hand R2) which is another huge benefit. The other two weapons that I know have hyper armor are the regular greatswords when 2 handed and halberds. These two weapon classes are ALWAYS parriable though.

HORNET RING:
The second piece of equipment is the hornet ring. This does more damage when you get a riposte. The percentage is weird since a patch, but it's still fantastic. In my opinion, this is almost necessary in higher level invasions. You can't rely completely on Parry fishing, but if you get one you need to make it count if it's 1 versus 3-4. This ring has been nerfed but it can still one shot most phantoms since they have a 30% health deficit compared to the host. If you suck a parries, Parry fish for like 20-50 invasions and learn the timing or get a friend to swing at you for a while. It's essential when invading if you want to have a solid success rate.

Invasions in Dark Souls 3: Soul Level

If you have played Dark Souls 3 for an extended period of time or pay attention, you have probably experienced the pain of invading or at least heard complaints about it. There are some very legitimate complaints about invasions, but this was they game we were given. You don't have to play it if you don't like it. In my opinion, invasions in DS3 are some of the most fun I've ever had in a game. Killing 2-5 gankers is a really rewarding achievement, especially in a game as difficult as dark souls. I have a few ideas and tips for you if you are looking to start invading, get better, or just hear some ideas that I've had success with. I'm going to break this up into multiple parts so it's easier to digest and separate.

SOUL LEVEL:
This is a question that a lot of people have: what level do I take my character to? That is completely up to you, but in order to get the most invasions you are going to want to cap your level somewhere that YOU like invading. It's really that simple. I personally have characters at 70, 100, and 120. The invasion range is +-10 soul levels AND +-2 weapon levels so logically you can go up or down 10 levels from my levels and still get solid results.

Taking your build to level 70 can be considerably easier for invasions than 120 because you HAVE to sacrifice some stats in that level. You just don't have room to be completely optimized. Chances are the players you are coming up against have no idea what PVP is, or are building to 120. Either way, their stats are going to be all fucked up at 70. The reason 70 is better than say, 30, is that you can have your stats and weapon at a level where you can kill phantoms fairly quickly. You only want to take your weapon to +8 if you plan on invading at level 70. This will allow you to invade the people with maxed weapons, but you won't be excluded from the people with +6 weapons. At certain points in the game, titanite chunks are few and far between so this seems to be the optimal upgrade point for invading people who are blindly playing through the game and where you get the most damage and most invasions.

The 100-120 range can be considerably harder to deal with. You don't have to make very many sacrifices at these levels and fighting 4 invaders with all ultra weapons or have a caster in their midst or everyone has tears of denial cast....the list goes on. These invasions can be fucking difficult. However, you can still have some success if you're pretty good and they can still be a lot of fun. Just be aware that unless you have certain builds, the gankers are going to be ridiculous sometimes...I mean seriously. It's like they think they are playing halo or something, they need a team to win, and they are going to go to dark souls nationals for the team championship. It can be really dumb. If you also want to do duels and have a complete build this range is the one you want to take your characters to.

Tuesday, August 2, 2016

More on Build Optimization

After some experimenting with a pure dex build and some other builds, I have a quick bit of information that was not really clear to me on the last guide. This post is really about how scaling functions within the game and how it works with your build.

Scaling is how much your stats add damage to your weapon. They are indicated by a letter underneath the requirement stats of your weapon on your weapon information screen. The letters are from E-S. S is the best, meaning that it will add points for every level you have in that particular stat. E means you might accidentally get some damage with every 10 levels. Those two stats are the easy ones. The others get weird.

With your build, you want to shoot for C-S letter scaling. Many weapons will only become B, A, or S with an infusion. C will do pretty good damage with a particular stat, therefore B should be better...and it is, but sometimes only slightly. For example, at 45 dex (I believe that's what I had) I was doing 370 Attack Rating with the lothric knight sword, which is pretty good damage. I infused it with the sharp gem giving it B scaling and it went all the way up to...374 AR.  Nearly useless. It's just not really a good use of a gem.

The point I am trying to state is that the letters barely mean anything. The letters just indicate which stat is going to be better if you want to use that weapon. My lothric knight sword might scale slightly better if  I go 60 dex than it would have otherwise (I haven't, I usually only go 100 with my builds) but I haven't gone all the way up that high.

However, 370-374 is totally respectable damage. Trust me, I've killed a lot of people with that build...like 100+ invasions dominated. So if you have a weapon you want to use, and you have the stats to use it, go for it. Depending on your build, it might be fantastic or trash no matter what the letters say. Optimization is great for damage, but it's not the MOST important thing in the world if you can use the weapon to its full potential.

Friday, July 8, 2016

Quick Build Optimization Guide

This is a brief guide of a bunch of build ideas for Dark Souls 3. This information is all over the internet already, but it is definitely not consolidated and it took me a few months of playing to actually find some of this info.

This guide is for PVP BUILDS. PVE is entirely possible to win with anything. PVP means you have a level cap. If you just keep leveling up, that's totally fine and do your thing, but you don't need a guide to put Max points everywhere. The current meta is 120 but going anywhere from 100-130 will net you plenty of players to play with because the summon range is +-10 levels. Most people go 120 but as long as you are within 100-130 you will get plenty of players to fight. Don't listen to anyone who complains about you going above 120. They can't stop you from playing how you like and they have the exact same options you have. So, if you follow the meta, it helps to know where your stats will be giving you the most bang for your buck since you have a limited amount of them. Here's how it breaks down:

Starting Class and Defensive Stats:

Starting class, more or less, does not matter. You can respec 5 times per New Game cycle or if you upload your save and reload it then you can respec infinitely. However, you can only respec down to your classes Base stats so choosing a starting class that doesn't waste stats can be important for some. Knight, Deprived, Mercenary and Pyromancer have the least amount of wasted stats. The rest of the classes have too much luck, in my opinion. Luck is useful, but only really useful on a Bleed/Luck build and I will go into that later. Choose your poison, no matter which class you choose you will have a few wasted points but it's not THAT MANY points.

Vigor, endurance, vitality and attunement are your defensive stats. They will help your survivability and how much you can use certain attacks. In my opinion, you should go at least 27 vigor but above 50 is useless. If you are invading at 120, go AT LEAST 35 but if you are just dueling you can stay embered and your health will be great at 27-34. Endurance can be anywhere from 18-40. I've heard of some casters going to just 15 but that seems a little low to me. Strength builds are going to need to go higher, like 30-40, but low stamina consumption builds can go to 18. Vitality will all depend on what you want to wear and hold. I don't think you want to go higher than 25 but this all depends on fashion and how many weapons you want to hold at once. It raises physical defense higher than other stats but vigor will give you better survivability. Also, don't go above 70% equip load. Fat rolling will get you killed easily. Attunement is going to really depend on build. 120 casters should go 30, melee builds can leave it at 10-11 and bring some  ashen Estus flasks if you need the extra weapon arts. No one seems to care if you chug that in the middle of a duel. It will really depend on your play style and how much you depend on weapon arts and how many points you have left over.

The builds:

Quality build:
The Quality build is equal parts dex/strength. The Jack-of-all-trades melee build. It can use nearly every weapon in the game. A great build for beginners and pros alike. For maximum damage output you will want to go 40 strength and 40 dex. Refined gems are the ideal infusion for your infusable weapons.

Strength build:
Big. Heavy. Weapons. This build has slower weapons but they hit HARD. A lot of strength weapons have hyper armor too, which means you'll take damage but your attacks won't be interrupted. They can be great in duels and they are fantastic against gankers. 50-60 strength will give you really great damage, but if you two-hand a strength weapon at 66 strength you actually get the the same damage as you would at 99 strength. Going 66 strength won't give you very much room for other things so I recommend going minimum dex requirement for whatever weapon you want to use. Heavy gems are what you want to use to infuse your weapons.

Dex Build:
Dexterity builds are for fast and tricky weapons. They are typically lighter so you don't have to pour as much into vitality. These weapons tend to do better in duels than they do in invasions, but they can definitely do some work against gankers 50-60 dex is ideal for optimal damage in pure dex builds. Sharp gems will net you the most damage from your infusions.

Sorcerer:
Now for the casters. Intelligence is the stat you want to focus on for sorcerers and you want to go 50-60 to get the most damage out of them...and they can dish out MASSIVE damage. Seriously, watch out for gank squads with sorcerers in them. These builds are great in duels but not so get against gankers. If you invest stats in the Moonlight Greatsword, you can have a really really powerful weapon too because it scales best off of intelligence. You won't have a lot of points to invest in weapons, but infusing one with Crystal Gems will get you best results. If you want to use the crystal magic weapon buff, you can go raw with your infusion too.

Pyromancer:
Pyromancers are the quality build of the casters. You want to go 40 faith and 40 intelligence on this build. Pyro spells are some of the best in the game. They can hit really hard. They are also the easiest to free aim and that can be really rewarding. They can do really well in all PVP situations because of their damage output and the ability to free aim. If you want a weapon, you should go Chaos infusion. Again, you can go raw with the weapon if you want to use Carthus flame arc.

Cleric/Miracle:
The cleric or miracle build is a curious build. It's one of the most satisfying builds I've made because the spells do very little damage until a really high level. You want to go 50-60 faith to do most damage, but you can make some of the best hybrid builds with an investment of 30-40. Honestly, I might make an entirely separate guide for the miracle build. It's still fairly unexplored right now. In my experience, some of the talismans have amazing hyper armor so a significant investment in vigor helps to tank hits. You can usually win the trade. Lightning gems will net you the best damage when infusing if you want to use a weapon. Lightning weapon, darkmoon blade, blessed weapon, and dark blade are all great weapon buffs to put on a raw weapon too.

Dark Magic:
If you want to go dark magic, it can be tricky. It's almost necessary to go 130 on this build, because ideally you want to go 45 faith 45 intelligence. Last I checked, this does pretty good damage but it's not incredible. I haven't made this build yet, but I'm interested. It can be the most versatile but it's also the trickiest because you need very specific catalysts, talismans, and the pyromancy flame in order to utilize all your tools. If you want to infuse weapons then you should go with the Dark Gem, or Dark blade and raw infusion. I might make the build just to report on my experiments, but I don't like to respec much so it'll take me a good 15-20 hours.

Luck/Hollow/Bleed Build:
This is another tricky build but can net you some really amazing damage. Luck is not useful for damage, until you infuse a weapon with hollow. Then, it can do a TON of damage. The current thought process is to go Quality 40/40 str and dex and 30-35 luck. If you have a weapon at +10 Hollow infused, you actually get a +5 to your Luck stat. So, if you have a +10 hollow weapon or shield in both hands, you get +10 to your Luck stat. This will next you the highest damage for many weapons. Plus, the luck stat will help cause bleed pretty damn fast with certain weapons. The only weapon that I know of that scales off of Luck naturally is Anri's Straight Sword, which is one of the best straight swords even after a recent nerf. I really like the Luck build, but I've only gone to 100 with the build so I need to do some testing at 60 luck. There is very little testing done on it yet that I've seen.

And there you have it! These are not rules, just a brief guide on the best math in the game. Hybrid builds can be completely viable too, where you have a spell or buff that supplements melee and quality builds and pyro builds definitely don't HAVE to be 40/40. Seriously, watch Praise the Sun's YouTube channel. He consistently has non-optimal stats and dominates. Have fun. Experiment. Dominate.

Thursday, July 7, 2016

Best Dex Scaling Weapons in Dark Souls 3

It's been a very long time since I've posted anything. Lately, I've been spending a lot more time playing dark souls 3 than I have fighting games. I still play fighting games but I just don't have as much time to dig in deep like I did a few years ago. However, I still love these games and I'm going to try to analyze and present some good information to players who are looking for help or are just looking for the same answers to questions that I have had.

First off: this list is geared towards pure Dex builds, which I have just started building. Fun fact I didn't realize about Dec builds is that the second softcap is at 60 Dex. Hybrid builds and quality builds can shoot for 40 dex but pure Dex should shoot for around 50-60 for optimal damage. Non-optimal stats are TOTALLY viable for duels (just watch Praise the Sun, he almost never bothers with optimal stat.s), but optimal stats are almost required for taking on gankers in invasions.

Second: This list is just for best scaling. This is not a weapon tier list. Every weapon can be viable in PVP duels and every weapon is viable in PVE. These are just weapons that will scale to dex better than other weapons. Keep an open mind for some other weapons not on this list because base damage is important too. Play with what you like, this is just a list. Also note, all weapons are +5 or +10.

The list:

S Weapons:

Chaos Blade
Dagger (sharp)
Scimitar (Sharp)
Painting Guardian Curved Sword (sharp)

A weapons:
Farron Greatsword
Bloodlust
Shotel (sharp)
Rapier (sharp)
Ricard's Rapier (sharp)
Murakumo (sharp)
Harpe (sharp)
Claw (sharp)
Manikin Claws (sharp)
Great Scythe (sharp)
Corvian Great Scythe (sharp)
Winged Spear (sharp)
Carthus Curved Sword (sharp)
Rotted Ghru Spear (sharp)
Rotted Ghru Dagger (sharp)
Sellsword Twin blades (sharp)
All clubs sharp (untested by me, this is fextralife info. The clubs seem really strange to get A scaling)

B scaling:
Storm Curved Sword
Exile Greatsword

Most other infusable weapons receive B scaling when sharp except Halberds, and Axes. Those receive C. Some of these weapons still might be pretty good for your build depending on base damage. The other few that do not receive B are terrible with scaling period or scale better with odd infusions.

Bad dex scaling:
Bandit's knife
Mail breaker
Corvian greatknife
Astora straight sword
Drakeblood Greatsword

If I remember correctly those are all C or D, which still might be viable for your build but will not be optimal. So there you have it, plan your dex build around some of the weapons and enjoy! Duel on and happy hunting!