Term | Description | Notes |
---|---|---|
Active Frames | The time that an attack, parry, i-frames, hyper armour, etc. is active. | — |
Aggro | The action of provoking enemies or NPCs into attempting to engage combat. | — |
Attack Rating | Damage before MV and Defense/Absorption are calculated. AR modifiers increase the number before Defense/Absorption. |
Abbreviation: AR AP (Attack Power) in-game |
Counter Hit | A Thrust attack that lands during Counter frames. | — |
Damage | Damage dealt after Defense/Absorption are calculated. Damage modifiers increase the number after Defense/Absorption. |
— |
Hardcap | The point of no return for further investment in a Stat. | — |
Hitstun | The time period after being hit by an attack where one cannot move nor act. | See details |
Hyper Armor | Hyper Armor prevents stagger while active given sufficient Poise. | Abbreviation: HA |
Hyper Mode | The state of being <20% HP required to activate some Equipment. Generally used to maximize power for glass cannon builds. |
Morion Blade Red Tearstone Ring |
Motion Value | Modifier to AR associated with the attack being used, used for all weapons. Example: 103 MV = 3% more than AR. 400 AR would become 412. |
Aux and Weapon Buffs have separate MVs |
Poise | Modifier to Hyper Armour. | See details |
Poise Damage | Poise Damage are hidden values that result in enemy stagger. | Abbreviation: PD |
Recovery Frames | The time after active frames while still locked in an animation. | — |
Roll Cancel | Frames before an animation can be cancelled with a roll. | — |
Softcap | The point of diminishing returns for further investment in a Stat. | — |
Soul Level | A character's level; the term is a holdover from older games. | Abbreviation: SL |
Split Damage | Damage split between two types, usually Physical and an Element. | Elemental Equipment |
Startup Frames | The time it takes for active frames to take effect after an input is made. | — |
True Combo | A sequence of attacks that is guaranteed to connect if the first attack lands. Example: Most weapon classes connect R1 > R1 against players and NPCs. |
Generally specific to PvP, or player-type NPCs |
Common Abbreviations
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