Maximizing Stagger

Weapons

You will want to use either great hammers or great axes. Great hammers provide the largest poise damage, but aren’t that plentiful depending on your primary stat. Strength for instance only has one. Halberds and great swords are ok, but definitely require more hits to stagger.

Facets

You have two options for weapon facets - blunt or reliable. They both give 5 extra poise damage, which is massive, but blunt reduces focus gain and reliable removes crits. I thought blunt would be the way to go every time, but honestly I really like reliable much more. The focus gen loss from blunt is very noticeable, and on bosses some of our biggest stagger damage comes from rune attacks, so focus gain really matters. Reliable as a name fits very well, because without the crits it makes everything much more predictable. I like knowing that a certain enemy will take the same amount of hits to kill every time, and that lets you plan out your kills in a group without any variation messing with your flow. Since two handers deal a lot of damage, a crit can also kill a mob before you would stagger it, preventing stamina and health regen from enchants, or messing with your flow when you expect a stagger to knock them out of range and require a gap closer to continue. The only reason I could see going blunt is on a crit capped stagger build, but I tend to prefer armor pen > physical damage > crit chance.

I also like the rapid facet on gloves to improve attack speed.

Rings

Increasing attack speed is very important for staggering, especially on bosses. Willow cap ring is a must.

Gems

Chipped and mottled granite every time. 6 poise damage is a ton. You might be tempted to go enchantment power, but making up for that 6 poise requires using stagger damage enchant, which at 15% is giving you 5.4 poise damage on a great hammer and 4.65 poise damage on a great axe before empowerment. So sure, with a mottled pearl, you would end up with around double the poise damage of granite, but you would have to forgo attack speed which will give you more stagger over time than the stagger damage increase, especially on bosses.

Enchants

Gloves

Gain 40 stamina on stagger on plagued gloves is huge. The great weapons are hungry hippos when it comes to stamina and this enchant will make it so you don’t have to regen often, if at all.

Gain 15% health on stagger on plagued gloves is also recommended. On trash you will be staggering non stop, so this can easily keep you alive if you find yourself losing health.

Weapon

I thought stagger damage was the way to go, but attack speed really is king. Most stagger builds are going to be using fairly slow two handed weapons and being able to squeeze more attacks in before you have to defend makes a huge difference, specifically on bosses. Add a durability enchant to make it more powerful.

Gain 15% health on stagger on plagued weapon is great as well, but the plague downsides on weapons are kinda brutal. I went with attack stamina cost increase personally, since there are a lot of things that make up for it - agility ring, jade ring, and glove enchant. Having this enchant on both weapon and gloves gives you a way to reliably heal on bosses without using food.

Chest

Focus Cost reduced by 25% for 10 seconds after Staggering an Enemy on plagued chest is pretty strong. It allows you to easily throw out 3 rune attacks on a boss after stagger.

Infected Enemy Stagger Resistance reduced by 30% on plagued chest is crap. The lifesteal from plague is useful, but I found that having to forgo 5-6 poise damage on the weapon to make it plague infused was not made up by this enchant. Health gain on stagger works well enough to not need the lifesteal.

Runes

With a focus on attack speed, Limit Break is very fast and does a ton of stagger damage, often staggering bosses all by itself. With enough focus gain, you can keep a boss permanently staggered by using this as it gets up from stagger. This comes off the strength weapon Gnarled Saw.

Poise Defense

Even with the focus on attack speed, being able to trade is pretty helpful. I recommend mesh as a minimum.

Revision

Attack speed is not always king. On my strength build with great axe, my attack speed was already decent. Maximizing it helped a lot. However on my strength intellect build which uses festering cleft, maximizing attack speed actually hurt the build. Using stagger damage enchant, I would stagger in 1-2 hits. Using attack speed, it took 2-3, which really hurt the build even though stagger per second was technically higher.

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That’s good foundation for my next session, a stagger build is missing in my list :heart:

Might want to look at Using Running Attacks to Create Infinite Combos With Stagger as well

How rune attacks inherit stagger isn’t clear to me. Are there any attacks that are better for stagger than others?
Otherwise, limit break because of multiple fast hits does seem like the best, yeah.

Yeah I’m not totally sure either. It does seem to do more stagger damage per hit than normal attacks, and the number of hits seems to matter a lot as well. Limit break is just a 4 hit rune attack that is pretty quick compared to the alternatives, especially with attack speed improvements.

I appreciate the notes on practicality when choosing enchantments, and I agree with your assessments. As a complement, I would like to calculate maximum stagger for certain weapons under various conditions.

From limited testing, it appears that rune attacks inherit the stagger of the weapon used to perform them. Some attacks have individual modifiers. Before considering enchantments, I have found nothing to surpass Fire Flurry (+20 poise damage) on a hammer. Six hits for roughly (16*1.2)+6+20=45.2 stagger per hit. It also does half damage, which is a plus if you want to trigger staggers. That’s 271.2 for 100 focus over 2.35 seconds.

On two-handers, Fire Whirlwind and Multi Spin do six hits, while Whirlwind does five at +10 poise damage. As soon as one hit exceeds fifty poise damage, which is trivial, more hits are better than hits with higher poise damage. At base a reliable great hammer with poise gem inflicts (30*1.2)+6+10=52 on a +10 rune, so enchantments should push towards six-hit attacks. That’s 260 or 252 over an impractically long time. Limit break is 208 over 3.32 seconds.

Enchantments are simpler mathematically. The theoretical best options before exalting are:

  1. magical (15% + 30% after backstab) with 100% enchantment power
  2. plagued (40% after fatality) with 100% enchantment power
  3. common with mottled gems for 6 poise damage and 165% enchantment power

I haven’t tested the order these boosts are applied and whether they stack additively or multiplicatively, so I have no final verdict. If multiplicative, magical pulls slightly ahead at full exalting (1.84 against 1.8). Again, your notes on practicality and enchantment opportunity cost are excellent.

The four-gem setup has benefits in that it would enable an infected weapon with 15.9 bonus stagger damage, and in theory one could use an infected weapon to apply the status, then swap to the optimal stagger weapon.

Honorable mentions:

  • Brutal Reprise for three hits at 35.2 in 1.67 seconds for only 50 focus
  • Twirl Dash for five extremely rapid hits at +10
  • Dropkick for being +20 poise and costing no focus
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Nice breakdown. I was using #1 at first without the enchantment power, but like #2, this had no impact on bosses, which is how I ended up going with attack speed. After a kill, just about everything staggered in one hit, which was fun at least. The theoretical best is focusing on stagger per hit rather than stagger per second and having the ability to squeeze more stagger in between boss attacks, which is where attack speed will shine.

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The idea of fitting a bit of stagger between boss attacks can be taken further:

The Pig Sticker has fast charge attacks (+10 poise damage), fast normal attacks (doubly so if you animation-cancel the combo and just spam the first hit in the chain), great reach, but pitiful base stagger. It can be stamina-neutral on attacks with Jade and Agility Ring, lightning fast with rapid and quick facets (likely better than reliable/blunt due to the low base stagger), and due to its low base stagger benefits exceptionally from static increases like the mottled gem.

This might be the most practical non-focus option, which also means one can get 240% enchantment power with a max-focus gem.


Other competitors for the max-focus approach: Demon’s Key and Tucked Falcon with their seven-hit running attacks that do full poise damage per hit. Longer commitment, worse reach, but competitive stagger, especially if focus isn’t unlimited. Compared to the benchmark Fire Flurry at 271.2 over 2.35 seconds, the Tucked Falcon running attack with 240% enchantment power should get 30.4 per hit for 212.8 over 2.13 seconds, and considerably less damage. Also generates oodles of focus.

Lastly, a few gauntlets are even faster, but have inherently less poise damage per hit. Cursed Unguis, Gossamer, Reibach’s, and Claw of the Crescent Moon have six-hit flurries with reduced poise damage (around –30% to –40%). The Claw of the Crescent Moon is the standout, having 10 base poise damage instead of 5 and leading with the six-hitter, while Gossamer Gauntlets have continued combos (4-6-6) and a six-hit running attack. Six hits of 0.7*30.4=21.35 is 128.1 over 1.17 seconds and competes for the poise-per-second throne.

Probably less practical than the rapier outside of Target Dummy Gaming.

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Since you are the lord of the maths, I wonder if you can explain something to me.

I have a reliable Gilded Twibill and a reliable Sieger, both with 6 poise damage gems. The twibill has 31 poise damage compared to the Sieger’s 26. I would expect the Twibill to do significantly more stagger damage than the Sieger. The Sieger does 40 more damage than the Twibill. On a target dummy, the Sieger does more poise damage per hit (looks about 10% more) than the Twibill, which was not what I expected. It seems to me that stagger damage is based on more than just a weapon’s poise damage value.

Which attacks are you testing with? Sieger has a +10 poise damage bonus on running attacks, for instance. All else being equal they should do poise damage proportional to the values on the weapons.

I’ll grab one each and respec to test.

I was using the running attacks on both. How did you know this bonus was there? The neutral attacks stagger the way I expected.

Yep, neutrals as expected, as you said.

I guessed from the moveset values available in databases like norestforthewicked.gg, though the data in these is not always up-to-date or accurate.


Example page:

Thence:

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