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epic fight:poise

changes epic fight default stagger system into elden ring/dark souls system with poise
by Bandit_King
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Updated Jul 6, 2026
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Adventure and RPG Utility & QoL

Epic Fight: Poise

A combat extension for Epic Fight that adds a Poise system — a second layer of defense that determines whether a fighter can resist staggering when struck. Inspired by Elden Ring and Dark Souls combat design.

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POISE POOL

Every living entity has a Poise pool that absorbs Poise Damage before a stagger is allowed through.

Poise is new attribute (epicfight_poise:poise) — it can be inspected and modified
with commands, gear from other mods, potions or datapacks.

Players — pool is built from armor, equipped weapon, and equipped rings:                                                          
  - Each armor piece grants 4 Poise per armor point (shown as a Poise attribute on the item),
    capped per slot: Helmet 15 / Chestplate 40 / Leggings 30 / Boots 15                                                              
  - Weapon speed contributes bonus Poise based on its tier (applied live as an attribute modifier):
      Daggers (>1.6 speed):                  +20 Poise (empty offhand only)
      Swords (1.35–1.6 speed):             +30 Poise (empty offhand only)
      Longswords (1.1–1.35 speed):     +45 Poise (empty offhand only)
      Greatswords (0.9–1.1 speed):      +45 Poise (always active)
      Colossal (≤0.9 speed):                +60 Poise (always active)                                                                                     
  - Bull-Goat Ring (Curios ring slot): +20 Poise, shown in the ring's tooltip.
    Only one can be worn at a time.

Mobs — Natural Poise value per entity type (configurable, default 70) plus 8 Poise per armor point.

Poise regenerates passively at 10% of the max pool per second (0.5% per tick), so you recover between fights.

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POISE DAMAGE

Poise Damage is new attribute (epicfight_poise:poise_damage). Every weapon
carries a Poise Damage modifier (shown in its tooltip), automatically assigned based on attack
speed. Weapons keep their own Epic Fight Impact stat — Poise Damage is independent:

  Attack Speed                  Poise Damage
  > 1.6 (daggers)                        50
  1.35–1.6 (swords)                     80
  1.1–1.35 (longswords)            100
  0.9–1.1 (greatswords)             180
  ≤ 0.9 (colossal weapons)        240

Players attacking with an empty offhand deal ×4/3 (~33% more) Poise Damage —
applied as a live attribute modifier while two-handing.

Mobs:
  - Humanoid mobs (zombies, skeletons, piglins, illagers…) deal 60 Poise Damage unarmed;
    holding a weapon, the weapon's Poise Damage attribute applies just like for players
  - Non-humanoid mobs use their Epic Fight Impact × 50 (Iron Golem 300, Hoglin 250…)

When Poise breaks, the entity staggers regardless of Epic Fight's normal stagger immunity. Poise then fully resets, giving a brief window of vulnerability followed by recovery.

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BOW POISE DAMAGE

Arrows deal Poise Damage independent of Epic Fight's impact system:

  Base poise damage:      60
  Power enchantment:  +10% per level (max +50% at Power V)
  Empty offhand:           ×4/3 bonus applies here too

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HYPER ARMOR

Players wielding slow or medium weapons (attack speed ≤ 1.1) with an empty offhand gain Hyper Armor during the active frames of their attack animation.

  Greatswords (0.9–1.1 speed):  activates on 3rd tick, lasts 9 ticks
  Colossal (≤0.9 speed):        activates on 3rd tick, lasts 12 ticks

While Hyper Armor is active, incoming Poise Damage is reduced by 50%, making slow weapons far harder to stagger mid-swing.

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WEAPON POISE_DAMAGE CONFIG

On first launch the mod scans every loaded weapon and writes an editable config file (config/epicfight_poise_weapons.cfg). POISE tiers are assigned automatically based on vanilla attack speed. Any new weapons added by mods are detected and appended on the next launch.

Values in the file are safe to edit manually — hand-edited entries are never overwritten unless the file is deleted.

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WEAPON STAMINA MODIFIERS

Equipped weapons affect Max Stamina based on their speed tier. Heavier weapons demand more stamina capacity to wield effectively:

Attack Speed                         stamina 

  >1.6 (daggers)                        +4
  1.35–1.6 (swords)                     +2
  1.1–1.35 (longswords)              +0
  0.9–1.1 (greatswords)                -2
  ≤ 0.9 (colossal weapons)           -4

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ARMOR STAMINA PENALTY

Heavy armor reduces Max Stamina. Each point of armor protection costs 0.2 Max Stamina,
capped per slot: Helmet 0.75 / Chestplate 2.0 / Leggings 1.5 / Boots 0.75 (max −5 total).
Full diamond armor (20 armor points) reduces Max Stamina by 4.

This creates a trade-off between protection and combat endurance — plate armor makes you harder to stagger but leaves less room for stamina-hungry moves.

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STAMINA COSTS

mod slightly tweaks epic fight stamina to be closer to souls like

  Action                   Stamina Cost
  Normal attack               0.75
  Run / jump attack         1.5
  Roll                               1.5
  Step                              1.5

Stamina regeneration now starts to kick in faster(0.5animation+10 ticks) goes for both dodges and all types of attakcs.

gamerule WEIGHTPENALTY is set to 0.

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ISSUES

if you have any issue please send crash reports or pure words in comments or in discord server,i will implement the fix in a second

 

FUTURE PLAN

Introducing stance and stance damage attributes,that would allow to critically strike(front stab) target once target reaches negative stance

epicfight_poise-2.2.0.jar
MC Client, 1.20.1, Forge, Server
Release 2026-06-16 Get

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