Valor Mortis DB

Combat & Parry Timing

The numbers behind the feel — parry windows, melee timings, stamina and Nephtoglobin — read straight from the game's attribute tables. The most-asked combat question is 'is the parry window too small?', so let's start there.

On the numbers

These are base values from the demo's attribute tables (UE units: durations in seconds, range in unreal units ≈ centimetres, angle in radians). Upgrades, weapons and enemy-specific tuning shift them. We show what's verifiable and don't invent the rest.

Parry & deflect

StatValue
Shield perfect-parry window200 ms
Shield deflect angle0.7 rad ≈ 40°
Parrying Impact (upgrade)+6% Posture

Parrying fills an enemy's Posture meter; break it and you land a Critical Attack for heavy damage. Blocking is the safer fallback while you learn a moveset — it costs Endurance instead of risking a missed parry.

Melee attack timing

StatValue
Wind-up0.05s
Swing0.08s
Overswing0.1s
Attack cooldown0.2s
Melee range400 uu ≈ 4.0 m

Short wind-up and swing values mean basic attacks are quick but the cooldown is where you're vulnerable — don't throw a swing you can't recover from before the enemy's counter.

Stamina (Endurance)

StatValue
Max stamina80
Min stamina-50
Stamina regen0.8

Blocking, dodging and attacking all draw Endurance. Going negative leaves you unable to act — manage it like any Souls stamina bar, and the Melee Stamina Cost upgrade stretches it further.

Nephtoglobin & flasks

StatValue
Max Nephtoglobin (Blood)100
Passive Nephto regen cap15
Healing flask power50

Extract Nephtoglobin by landing melee hits and shattering Weak Points, then spend it on Fire, Stasis or Shield Transmutations. Some Ambers convert flasks to Nephtoglobin or trade Health for it — see the Ambers list.

Damage types & status effects

Every hit in Valor Mortis carries a damage type. The game ships these 8 — extracted from the gameplay-effect tags. Three of them build a status as their meter fills.

Critical
Bonus damage landed on a broken Posture, backstab or weak point.
Crystallization
Stasis damage that builds Crystallized, locking a target in place.
Environmental
Hazard damage — fire, falls and battlefield traps.
Explosive
Burst damage from grenades and Stasis Transmutation blasts.
Ignite
Fire damage from the Flamethrower / Fire Transmutation; builds the Ignited status.
Infection
Plague damage that builds the Infected status over time.
Melee
Weapon strikes — your saber, rapier and bayonet work.
Ranged
Firearm shots from the pistol, blunderbuss and musket.

Status effects build from repeated hits of the matching type, then trigger when the meter fills:

  • Crystallized — freezes the target in stasis; shatter the segments for a burst (see below).
  • Ignited — burning damage-over-time once the meter fills.
  • Infected — stacking plague affliction that drains the target as it builds.

Stasis break & detection

Crystallizing an enemy builds a stack of stasis segments. Shattering them deals burst damage and siphons Health back to you — the payoff scales with how many segments you'd built:

SegmentsBreak damageHealth siphoned
110010
212520
315030
420030
525030
630030
735030
840030
945030
1050030

Break damage climbs steeply with each segment (100 → 500), so it pays to build a full stack before shattering. Health siphon caps at 30 from the third segment on — the damage is the reward at high stacks, not the heal.

For stealth, enemies share an alert noise range of 800 uu ≈ 8 m — a noise (a missed shot, a sprint) within that radius pulls nearby enemies onto you, so isolate fights before you commit.

Combat FAQ

How big is the parry window in Valor Mortis?
The extracted shield perfect-parry window is 0.2 seconds (about 200 ms) at base. That's a tight but fair window typical of Souls-likes — it rewards reacting to the strike, not pre-pressing. The 'Parrying Impact' stat upgrade adds 6% Posture damage on a successful parry, and parries don't widen the window, they improve the payoff.
Are the parry windows too small?
At ~200 ms the window is demanding but consistent. Most 'the window is too small' deaths come from parrying on the wind-up animation instead of the moment of impact, or from input lag — cap your framerate and turn off motion blur for a cleaner read. Block is the safer option while you learn a boss's timing.