Dark Souls 3 Torch Only - Part 4: The Ringed City DLC
Demon princes are the last fire resistant boss (unless you wanna count midir, but hes less resistant to all damage dealt to his head so his resistance is partially circumnavigable). They are also one of the harder fights in the game so yay. I forgot which demon you're supposed to kill first and forget how insufferable the meteor variant of P2 is, so I had to forfeit the first attempt even though I got to P2 with decent estus left. Midir was fine, he was a bit tanky due to his moderate fire resistance and since you can't take the super crit he gives you to shorten P2, but he's not too bad. Half light sucks, I'm just glad my damage against the painting guardians was good enough to avoid them becoming a whole thing. Gael was fun and a good send off, I messed up a lot against him since it's been awhile since I fought him and I don't normally go for CR2s and he's good at punishing those if you aren't smart about it, but I beat him first go and it wasn't the worst win ever so we take that.
Cool playthrough. The torch playthrough is basically the epitome of all the trash weapons, it is far above the worst of all worlds. Like the shields, it can't do crits so backstab bosses (watchers, friede, gravetender P1) are harder, as are parry bosses (gundyr, pontiff, gravetender P2), and you're forced to fight wyvern legit with no plunge. As per usual with X only runs you gotta fight yhorm legit. The torch also runs into the pyromancer's dilemma of dealing primarily fire damage and having to match up against bosses with absurd fire defense. To top it off, it's damage is the among the lowest and least flexible in the game, it's trash damage and there's little you can do to try and fix it. Even notoriously bad weapons like the cleric's candlestick which have bad split damage and no infusion/buff at least can scale a bit if you build for them, the torch's fire damage is totally static and the puny physical scaling caps at 26 for a grand total of 11 extra damage compared to warrior's starting strength at +10 when two handed. So yeah. It's pretty shit. Fire clutch ring is the best you can do for it really, aside from your typical things like llyods, flynns, or RTSR, but in an endurance run like this stuff like RTSR and flynn's aren't usual worth the trade off of survivability and llyods is only really that good in playthroughs were you need to always be topped off due to having low max HP like SL 1 or base level class runs, cuz in runs like this where you can takes a good couple hits llyod's just incentives you to waste your estus faster to stay topped off, that or it's inactive most the time so you either comprimise survival by healing too early all the time or you under utilize the ring and its a waste slot. Only thing the torch has going for it is it's CR2s still manage to deal yellow damage most of the time though, so it's usable.
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