In-Game Description
Boosts ease of evasion and other actions.
Function
Leveling up Adaptability is the primary way to raise Agility. Attunement also provides, albeit smaller, increases to your Agility stat.
- Agility is hard capped at 120. It is possible to raise agility up to 120 by having both Adaptability and Attunement at 99.
- Increases the number of invulnerability frames when rolling.
- Speed at drinking estus flask or using items
- Rolling distance depends on your equip burden, not your agility. The lower the ratio of your current equipped burden to your equipment load the farther you roll.
Starting I-frames for each class
- The Warrior, Bandit, and Cleric have low starting Agility, so their rolls initially only have 5 frames of invincibility.
- The Sorcerer and Explorer have 88+ starting Agility, so their rolls have 9 frames of invincibly.
- The Knight, Swordsman, and Deprived have Agility in-between, and start with 8 rolling i-frames.
Effect on invincibility frames while dodging (i-frames)
Fast Roll:
Agility | iFrame Count | Seconds |
---|---|---|
85 | 5 | 0.1667 |
86 | 8 | 0.2667 |
88 | 9 | 0.3 |
92 | 10 | 0.3333 |
96 | 11 | 0.3667 |
99 | 12 | 0.4 |
105 | 13 | 0.4333 |
111 | 14 | 0.4667 |
114 | 15 | 0.5 |
116 | 16 | 0.5333 |
- i-frames begin on the very first frame of the roll animation.
- Additional testing has been performed to refine the breakpoints.12
Backstep
Agility | iFrame Count | Seconds |
---|---|---|
85 | 3 | 0.1 |
87 | 5 | 0.1667 |
91 | 6 | 0.2 |
100 | 7 | 0.2333 |
108 | 8 | 0.2667 |
113 | 9 | 0.3 |
- i-frames begin after the first four frames of the backstep animation (meaning they start on the fifth frame).
Calculating Agility
Agility is calculated as follows:
When Attunement plus 3 * Adaptability is less than or equal to 120, Agility is equal to 80 + ((Attunement + (3 * Adaptability)) / 4)
When Attunement plus 3 * Adaptability is greater than 120, Agility is equal to 110 + ((Attunement + (3 * Adaptability) - 120) / 28)
- Final Agility values are rounded down
- If Agility is calculated to be less than 85, it is set to a value of 85 regardless
- If Attunement and Adaptability are both at 99, Agility is set to a value of 120
Examples:
Attunement | Adaptability | Agility |
---|---|---|
2 | 3 | 85 |
8 | 4 | 85 |
9 | 5 | 86 |
10 | 10 | 90 |
8 | 24 | 100 |
44 | 12 | 100 |
30 | 30 | 110 |
20 | 80 | 115 |
86 | 58 | 115 |
99 | 99 | 120 |