A flame catalyst used by pyromancers.
Pyromancers use this flame to produce
various fire arts.
The flame rewards those with a thirst for power.
The more Hollowed one is, the stronger its effect.
Effect: Spell power scales with Hollowing
Treasure in the Gutter.
Go to the Upper Gutter bonfire and continue through the level until you are at the area where you fall into a room and you need to cross a small gap into another room with a dog and some enemies, before you enter the room with the dog look right on the path, there are some vases, break them for the Dark Pyromancy Flame.
- Does not scale off of any primary stat, but is affected by Fire ATK Bonus, which is increased by Intelligence and Faith.
- The fully upgraded Dark Pyromancy Flame +10 has a scaling factor of 110, which gives it a Fire Attack Rating of 300 + 1.1 * FireBNS at maximum hollowing.
- With INT and FTH at 99 the Fire ATK Bonus is 200, which gives a Fire Attack Rating of 300+220 at maximum hollowing.
- When upgraded to +10, the penalty for humanity starts at -270 and reduces by 27 for each of the 10 deaths it takes to become fully hollow. The fire scaling starts at 10% and increases by 10 for each death, to a maximum of 110%. The penalty is much less before upgrading (-130), but the scaling is also slightly less (increases by 9 per death to a maximum of 100%).
- At maximum Fire BNS (99 INT, 99 FAI), the Dark Pyromancy Flame +10 only has 10 more AR than a regular Pyromancy Flame +10 when fully hollow, i.e. at 50% health. While the regular Pyromancy Flame has better scaling, the Dark Pyromancy Flame has a higher base Fire AR. So the Dark Pyromancy Flame may be worth using when your INT and FAI are low, especially since the Ring of Binding doesn't interfere with the hollow scaling effect. For example, with no upgrades and 100 fire bonus while fully hollowed, the Fire AR is 250 vs 205.
The Damage stat dictates how much damage the weapon does. The Damage stats for a weapon are A / B / C / D / E:
Each weapon has one or more physical damage types:
Certain enemies are weak or strong against different types of damage types.
|Casting Speed:||The speed at which this catalyst will cast a spell.|
|Counter Strength:||Damage multiplier when hitting an enemy that is performing an action such as attacking. Value of 100 means no extra damage.|
|Poise Damage:||The ability of the weapon to break the poise of an enemy.|
|Durability:||The durability of the weapon. If durability hits zero, the weapon has to be repaired at a blacksmith.|
|Weight:||The weight of the weapon. Note that carrying over 70% of your Equip Weight will reduce the speed of your rolls, while going
over 100% will reduce your regular speed to walking and attempts to roll or backstep will leave you momentarily stunned.
The Stats Needed determines how high various Stats must be in order to wield the weapon effectively.
Wielding a weapon without the required Strength and/or Dexterity will incur a penalty to the Physical damage of the weapon,
Also keep in mind that your character gains a 50% bonus to Strength by wielding a weapon with both hands, thus reducing
|Stat Bonuses:||The Stat Bonuses rating indicates the level of bonus damage you do with the weapon, based on the associated Stat.
This rating can be S, A, B, C, D, or E (in order from most to least bonus for the associated skill).
The Aux Effect stat dictates how effective the weapon will be at causing the effect. The Aux Effect stats for a weapon are A / B:
|Aux Effect Reduction:||
The Aux Effect Reduction % of the weapon. It dictates how much effect the weapon mitigates while blocking.
The Damage Reduction % of the weapon. It dictates how much damage the weapon mitigates while blocking.
|Stability:||Determines the amount of stamina expended to block an incoming attack. A higher stability also allows you to block stronger
attacks without breaking guard and reduces the amount of stamina depleted from blocking attacks.