Damage CalculationBloodborne Wiki » Game Mechanics » Damage Calculation |
Source ❘ Edit ❘ Sitemap ❘ License page revision: 22, last edited: 01 Feb 2023 |
Basic Information |
Damage Types
Attack Power
Attack Damage Multipliers
Basic Formulas
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Attacks versus Open Foes
Enemy Weak Points
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Serrated Weapons and Righteous Weapons |
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Serrated Weapons
Enemies Weak to Serrated Weapons
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Righteous Weapons
Enemies Weak to Righteous Weapons
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Beasts and Kin |
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Notes |
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A Hunter's Guide to Damage by Sel |
Foreword
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Table of Contents
B. Attribute Scaling C. Attribute Saturation D. Flat Damage E. Blood Gems F. Overall AR
B. Enemy Defenses C. Other Factors
Appendix B. Attribute Saturation Values |
I. Basics |
I-A. Damage Types
As one might imagine, the moveset of each trick weapon is slightly different—doubly so in most cases as the tricked form generally has a different moveset than its default state. The same sequence of buttons on the PS4 controller will often result in a different string of attacks depending on your weapon. A series of R1 attacks using an untricked Saw Cleaver will result in a series of quick slashes, whereas a series of R1 attacks using an untricked Church Pick will result in a combination of thrusts and slashes. Thus, for a given weapon, each physical attack can deal some combination of plain physical damage, blunt damage, and thrust damage. To use the previous example, a four-hit chain of R1 attacks using the Saw Cleaver deals pure physical damage(1). Meanwhile, a four-hit chain of R1 attacks using the Church Pick deals thrust, physical, physical, and thrust damage in sequence(2). In contrast, all Beast Cutter attacks deal pure Blunt damage(3). |
Take note of the use of the word “initially” above. This is in reference to weapons that will deal Arcane damage as a part of its base stats. For example, Burial Blade and Amygdalan Arm deal a small amount of arc damage in addition to the physical damage they inflict, while Tonitrus and Boom Hammer can be “buffed” using their L1 transformation to inflict added bolt and fire damage, respectively. Weapons that deal a combination of Physical and Arcane damage types by default will be referred to as “split damage weapons” in this guide. Kos Parasite is unique among Trick Weapons in that it deals exclusively arc damage. Pure physical weapons, such as the Saw Cleaver or Kirkhammer, can be “converted” to deal elemental damage through the use of Blood Gems. When this occurs, the physical base damage drops to 0 and the base damage is instead “converted” to the appropriate elemental type. The subject of elemental conversion will be covered more in-depth in Section II-C, Blood Gems. |
II. Attack Rating Calculations |
AR = [Base Damage + (Base Damage * Attribute Scaling * Attribute Saturation)] * Gem % + Flat Damage II-A. Base Damage
II-B. Attribute Scaling
II-C. Attribute Saturation
II-D. Flat Damage
II-E. Blood Gems
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Consider two hypothetical Blood Gems: An Arcane Blood Gem that boasts +24.8% Arc ATK and +15 flat fire damage, and a Fire Blood Gem that adds +24.8% Fire ATK and +15 Arc damage. Adding the Arcane gem to a Burial Blade will confer a percent-based bonus to its native arc damage as well as a simple 15 AR in fire damage. However, replacing this with the Fire Blood Gem will result in no added Fire ATK (24.7% of 0 base damage is still 0) and an added 15 AR to Arc damage. The addition of blood gems that confer arc, fire, and/or bolt damage to pure physical weapons results in the conversion of the weapon to Arcane damage types. As previously mentioned, this converts the base damage to the corresponding elemental damage type, and weapon damage scales from the Arcane attribute instead of Strength and/or Skill. Converted weapons cannot be used with fire or bolt paper, and cannot be buffed by Empty Phantasm Shell. Beast Blood Pellets also do not affect elemental damage, as they affect only Physical damage. In the event of multiple elemental attributes being added to a weapon, such as the addition of an arc gem, fire gem, and bolt gem to a pure physical weapon, the weapon will be converted to the highest priority element. From highest to lowest priority, arc takes precedence over fire takes precedence over bolt conversion. Thus, putting both a fire and a bolt gem onto a Saw Cleaver would result in a fire-converted elemental Saw Cleaver, with no bolt damage. But what about gems with a mixture of elements? Consider two hypothetical gems: A Fire Blood Gem that gives +22.5% Fire ATK and 15 flat bolt damage, and a Bolt Blood Gem that gives +22.5% Bolt ATK and 15 flat fire damage—two different gems that add both fire and bolt damage. Adding the Fire Blood Gem to a Saw Cleaver will convert the base damage to fire and add a tangible 22.5% Fire ATK bonus to the new base damage, as well as an extra 15 AR in bolt damage. Replacing this Fire Gem with the Bolt Gem will also result in a fire-converted Saw Cleaver, as fire takes precedence over bolt. Thus, this Bolt-gemmed Saw Cleaver will have Fire base damage with an extra 15 Fire AR, and no added Bolt ATK (22.5% of 0 is still 0). II-F. Overall AR
AR = [Base Damage + (Base Damage * Attribute Scaling * Attribute Saturation)] * Gem % + Flat Damage AR(physical) = [160 + (160 * 0.3 * 0.5 + 160 * 0.75 * 0.85)] * 1.272 * 1.272 * 1.272 + 0 = 588 AR(arc) = [60 + (60 * 0.69 * 0.03)] = 61 |
III. Damage Calculations |
III-A. Attack Modifiers
III-B. Enemy Defenses
Damage(Physical) = 0.9*588=529 damage Damage(Arc) = (19.2 / 49 * (61 / 67 - 0.125)^2 + 0.1) * 61 = 21 damage Damage(Total) = 529 * (1.00) + 21 * (1.00) = 550 damage |
III-C. Other Factors
This state is distinguishable from the Open Foe state. Enemies in the process of attacking will be in the Open Foe state for the duration of the attack animation. Essentially, the Open Foe state means the enemy takes increased counter-hit damage. The amount of bonus damage is dependent on the timing of the Hunter’s counter-hit, in the realm of 20-40% extra damage. Damage done to enemies in this state can be increased through the use of the Finestrike gem effect, which increases attack against Open Foes. Curiously, it has been observed that despite being in a neutral animation, Cainhurst Servants found cleaning the floor take 40% extra damage upon first hit, as if they are in the Open Foe state. Subsequent strikes do not receive this bonus.
Beasts consist of animal-like creatures such as rabid dogs and carrion crows, as well as those transformed by the Scourge afflicting Yharnam, such as the Cleric Beast and the Beast Patients of Old Yharnam(9). All beasts are affected by Blood Gems that affect damage against beasts—both gems that increase damage against beasts as well as cursed gems that lower damage against beasts. Kin consist of alien-like creatures, often with a pale blue tint to their appearance. When injured, they bleed a pale yellow color. Examples of kin include Brainsuckers, the Celestial Emissary, and Garden of Eyes(10). All kin are affected by Blood Gems that affect damage against kin—both gems that increase damage against kin as well as cursed gems that lower damage against kin.
The thresholds for Beasthood damage bonuses and defense penalties are as follows:
Righteous weapons deal additional damage to unholy enemies, such as Bloodlickers and Lost Children of Antiquity(12). Generally, many of the enemies that fall under this category can be found in Forsaken Cainhurst Castle and occasionally in Chalice Dungeons. A summary of weapons with serration and righteous bonuses as well as the magnitude of these bonuses is available online(13). These effects are applied based on total damage, after all other damage calculations. |
IV. Appendices |
Appendix A. Weapon Base Data (+10 Values) |
Name | Phys | Blo | Arc | Str Scal | Skl Scal | Blt Scal | Arc Scal | Name | Phys | Blo | Arc | Str Scal | Skl Scal | Blt Scal | Arc Scal |
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Amygdalan Arm | 160 | 0 | 80 | 0.9 | 0.25 | 0 | 0.63 | Simon's Bowblade | 160 | 160 | 0 | 0 | 1.1 | 1.1 | 0.6 |
Beast Claw | 150 | 0 | 0 | 0.6 | 0.35 | 0 | 0.52 | Stake Driver | 170 | 0 | 0 | 0.6 | 0.55 | 0 | 0.63 |
Beast Claw (Beast) | 150 | 0 | 0 | 0.6 | 0.35 | 0 | 0.52 | Threaded Cane | 156 | 0 | 0 | 0.29 | 0.9 | 0 | 0.65 |
Beast Cutter | 184 | 0 | 0 | 0.6 | 0.3 | 0 | 0.49 | Tonitrus | 160 | + 80 bolt | 0.65 | 0.25 | 0 | 0.49 | |
Beasthunter Saif | 180 | 0 | 0 | 0.3 | 0.7 | 0 | 0.55 | Whirligig Saw | 190 | 0 | 0 | 1.1 | 0.3 | 0 | 0.77 |
Blade of Mercy | 120 | 0 | 60 | 0 | 1.1 | 0 | 0.70 | Cannon | 0 | 600 | 0 | 0 | 0 | 0.4 | 0 |
Bloodletter | 180 | 180 | 0 | 1 | 0 | 1.1 | 0.55 | Church Cannon | 0 | 480 | 0 | 0 | 0 | 0.5 | 0 |
Boom Hammer | 180 | + 120 fire | 0.9 | 0.25 | 0 | 0.63 | Evelyn | 0 | 140 | 0 | 0 | 0 | 1.35 | 0 | |
Burial Blade | 160 | 0 | 60 | 0.3 | 0.75 | 0 | 0.70 | Fist of Gratia | 130 | 0 | 0 | 1.0 | 0 | 0 | 0 |
Chikage | 184 | 184 | 0 | 0.25 | 0.65 | 1.1 | 0.49 | Flamesprayer | 95 fire | 0 | 0 | 0 | 0.7 | ||
Church Pick | 176 | 0 | 0 | 0.4 | 0.7 | 0 | 0.60 | Gatling Gun | 0 | 180 | 0 | 0 | 0 | 0.4 | 0 |
Holy Moonlight Sword | 180 | 0 | 100 | 0.8 | 0.6 | 0 | 1.0 | Hunter Blunderbuss | 0 | 45 | 0 | 0 | 0 | 1.0 | 0 |
Hunter Axe | 196 | 0 | 0 | 0.65 | 0.35 | 0 | 0.55 | Hunter Pistol | 0 | 160 | 0 | 0 | 0 | 0.85 | 0 |
Kirkhammer | 210 | 0 | 0 | 1.0 | 0.29 | 0 | 0.70 | Hunter's Torch | 100 fire | 0 | 0 | 0 | 0.7 | ||
Kos Parasite | 0 | 60 | 0 | 0 | 0 | 1.6 | Loch Shield | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
Logarius's Wheel | 200 | 0 | 50 | 1.1 | 0 | 0 | 0.6 | Ludwig's Rifle | 0 | 55 | 0 | 0 | 0 | 0.5 | 0 |
Ludwig's Holy Blade | 200 | 0 | 0 | 0.8 | 0.8 | 0 | 0.88 | Piercing Rifle | 0 | 160 | 0 | 0 | 0 | 1.0 | 0 |
Rakuyo | 164 | 0 | 0 | 0.0 | 1.0 | 0 | 0.55 | Repeating Pistol | 0 | 200 | 0 | 0 | 0 | 0.8 | 0 |
Reiterpallasch | 150 | 150 | 0 | 0.2 | 1.0 | 0.4 | 0.66 | Rosmarinus | 0 | 0 | 80 | 0 | 0 | 0 | 1.25 |
Rifle Spear | 170 | 170 | 0 | 0.3 | 0.7 | 0.65 | 0.55 | Torch | 25 fire | 0 | 0 | 0 | 0.3 | ||
Saw Cleaver | 180 | 0 | 0 | 0.6 | 0.4 | 0 | 0.55 | Wooden Shield | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
Saw Spear | 170 | 0 | 0 | 0.5 | 0.64 | 0 | 0.62 |
UPDATE: Some values in this table were corrected by Doc on Feb 1st, 2023. |
Appendix B. Attribute Saturation Values |
Value | Saturation | Value | Saturation | Value | Saturation | Value | Saturation | Value | Saturation | Value | Saturation | Value | Saturation |
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5 | 0.025 | 20 | 0.350 | 35 | 0.640 | 50 | 0.850 | 65 | 0.896 | 80 | 0.942 | 95 | 0.988 |
6 | 0.030 | 21 | 0.380 | 36 | 0.654 | 51 | 0.853 | 66 | 0.899 | 81 | 0.945 | 96 | 0.991 |
7 | 0.035 | 22 | 0.410 | 37 | 0.668 | 52 | 0.856 | 67 | 0.902 | 82 | 0.948 | 97 | 0.994 |
8 | 0.040 | 23 | 0.440 | 38 | 0.682 | 53 | 0.859 | 68 | 0.905 | 83 | 0.951 | 98 | 0.997 |
9 | 0.045 | 24 | 0.470 | 39 | 0.696 | 54 | 0.862 | 69 | 0.908 | 84 | 0.954 | 99 | 1.000 |
10 | 0.050 | 25 | 0.500 | 40 | 0.710 | 55 | 0.865 | 70 | 0.911 | 85 | 0.957 | ||
11 | 0.080 | 26 | 0.514 | 41 | 0.724 | 56 | 0.868 | 71 | 0.914 | 86 | 0.960 | ||
12 | 0.110 | 27 | 0.528 | 42 | 0.738 | 57 | 0.871 | 72 | 0.917 | 87 | 0.963 | ||
13 | 0.140 | 28 | 0.542 | 43 | 0.752 | 58 | 0.874 | 73 | 0.920 | 88 | 0.966 | ||
14 | 0.170 | 29 | 0.556 | 44 | 0.766 | 59 | 0.878 | 74 | 0.923 | 89 | 0.969 | ||
15 | 0.200 | 30 | 0.570 | 45 | 0.780 | 60 | 0.881 | 75 | 0.927 | 90 | 0.972 | ||
16 | 0.230 | 31 | 0.584 | 46 | 0.794 | 61 | 0.884 | 76 | 0.930 | 91 | 0.975 | ||
17 | 0.260 | 32 | 0.598 | 47 | 0.808 | 62 | 0.887 | 77 | 0.933 | 92 | 0.979 | ||
18 | 0.290 | 33 | 0.612 | 48 | 0.822 | 63 | 0.890 | 78 | 0.936 | 93 | 0.982 | ||
19 | 0.320 | 34 | 0.626 | 49 | 0.836 | 64 | 0.893 | 79 | 0.939 | 94 | 0.985 |
References |
Counter Damage Research by Kanaris [archive] |
There are three scenarios you might call a counterhit:
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