I'm sure some of you have noticed that riposte damage has been kind of weird since the patch. On and off over the time since the patch, in-between working on collecting weapon scaling data, I have been testing ripostes to figure out what was going on. Tonight I finished up all the testing I could think of doing and have definitive answers on what causes ripostes to act so strange. First I would like to thank
/u/rhoparkour for first bringing my attention to the bug,
/u/eden108 for helping me finalize all the tests tonight and narrow down the bug's impact, and
/u/polycystic for spending tons of time with me testing, and figuring out what caused it.
Every weapon's riposte does damage in multiple ticks of damage. Ripostes will do either 3 or 2 ticks of damage depending on the animation. Weapons with the dagger or straight sword animation will do 3 ticks (dagger, straight sword, greatsword, curved sword, katana, thrusting sword, spear, halberd, lance, twinblade, whip, claw, fists). Weapons with the great hammer or ultra greatsword animation will do 2 ticks (ultra greatsword, curved greatsword, axe, greataxe, hammer, great hammer, reaper).
The amount of ticks that actually get applied is dependent on framerate. This includes the framerate of the person riposting and the person being riposted. The magic number that determines when this glitch activates is
40 FPS. 41 FPS will get the full damage. Dagger and straight sword animations will do 2 ticks instead of 3, or exactly 2/3 damage. Ultra greatsword animations (UGS, curved greatsword, reaper) will do 1 tick instead of 2, or exactly 1/2 damage. Great hammer animation (axe, greataxe, hammer, great hammer) are unaffected and will always do 2 ticks. Going even lower, such as to 20 FPS, doesn't reduce ticks of damage even more.
Here are some examples on when the glitch is active:
40 FPS riposting NPC: active
41 FPS riposting NPC: inactive
PvP, riposting someone who is at 40 FPS while you're at 60 FPS: active
PvP, riposting someone who is at 60 FPS while you're at 40 FPS: active
PvP, riposting someone who is at 40 FPS while you're at 40 FPS: active
PvP, riposting someone who is at 41 FPS while you're at 41 FPS: inactive
Great hammer animation being unaffected interested me, so I took off all armor to make my slash defense equal to my strike defense and got riposted with a raw malformed skull (strike, 598 AR) and a mastodon halberd (slash, 600 AR at 99 strength). The mastodon halberd at 40 fps (2 ticks) did 4 more damage than the malformed skull (2 ticks), and did much more at 60 fps (3 ticks). So relative to a constant (great hammers), weapons with 3 tick ripostes have the potential to deal more damage.
I then tested backstabs to see if the bug was present there.
Backstabs with quick ticks of damage are also affected. This includes great hammer animations now, which have a 3 tick damage backstab. Stuff like daggers and straight swords aren't affected because they have 2 ticks that are very widely spread out.
I also tested guard breaks, but that was last week so I can't remember the exact details. They are also affected by the glitch, so assume any guard breaks where the damage is applied at once have the bug.
This is everything I could think of to test the bug. If anyone has any ideas for more tests I would love to hear them. This is absolutely disgusting that Fromsoft would let such a huge bug tied to framerate of all things into the game.
TL;DR: Stay at at least 41 FPS for your criticals to do full damage.
Edit: Forgot to mention that all tests were done on PC. I have no idea how criticals work on consoles so if some of you could do some tests and let us know that would be great.