Poise
A stagger-resistance stat shown as a number on the equipment screen and governed by a formula the developer never published.
Poise is the stat that determines whether an attack staggers a character out of their current action or is absorbed without interrupting it. The number is not hidden — it appears on the character and armour screens in both Dark Souls and Dark Souls III — but the formula behind it was never published: the poise damage each attack deals and the thresholds where an animation breaks. Unlike Invincibility Frames, which prevent damage outright, poise governs what damage does to a character's ability to keep acting — a failure state that breaks Game Feel harder than most, since it revokes control at the exact moment the player expected to keep it.
Players describe poise in three ways, though the categories are a reading rather than a settled taxonomy. As a static value tied to armor or build, hits subtract from a running total, and dropping below zero interrupts the animation. As attack animation frames, a heavy attack grants hyper armor only while those frames are active — interruptible at a swing's start, immune partway through — which makes it Frame Data under another name. As a regenerating pool, closer to stamina, it breaks under a sustained combo the way a Parry and Riposte window breaks under a mistimed guess. The distinction blurs in practice: Dark Souls poise already behaves as a pool, dropping on hit and refilling after a few seconds undamaged — the first and third readings are less two models than one seen at different distances.
Poise is the canonical case of a load-bearing mechanic that shipped undocumented. The definitive investigation ran in the Soulslike community on Dark Souls III, where roughly six months of contradictory testing was resolved by a Cheat Engine table watching values change in a running game — runtime memory inspection rather than the file Datamining that produces frame charts elsewhere. FromSoftware's answer was to change poise in patch 1.08 rather than document it. That it shaped Meta-Progression investment in armor for years before its rules were pinned down says as much about observed play's limits as the stat itself — and the breakpoints, once known, became exactly what a Metagame guide exists to publish.
See also5
Hand-picked in the note itself — the neighbours worth reading next.
Datamining
Extracting a game's files to recover mechanics, content and numbers the developer never published.
Play & Games15 connections
Frame Data
The startup, active and recovery cost of an action measured in simulation ticks, and what it predicts about a matchup.
Play & Games9 connections
Invincibility Frames
The animation window during which a character is immune to hits despite appearing vulnerable on screen.
Play & Games11 connections
Soulslike
A design lineage in which high difficulty is a deliberate authorial position, sustained by making every death legible.
Play & Games15 connections
Meta-Progression
Persistent advancement that survives a failed run, converting loss into currency and a hard genre into a habit.
Play & Games20 connections
Linked from4
Notes elsewhere in the wiki that reach for this one.
- DataminingPlay & Games
Extracting a game's files to recover mechanics, content and numbers the developer never published.
- Frame DataPlay & Games
The startup, active and recovery cost of an action measured in simulation ticks, and what it predicts about a matchup.
- Invincibility FramesPlay & Games
The animation window during which a character is immune to hits despite appearing vulnerable on screen.
- Parry and RipostePlay & Games
A timed defensive window that, met exactly, punishes the attacker instead of the defender.