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Blood Gems - Secondary Stats

Blood Gems - Secondary Stats


Bloodborne Wiki » Upgrades » Blood Gems » Blood Gems - Secondary Stats

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page revision: 35, last edited: 08 Feb 2024

  • Basic Information
  • Gem pools
  • Native Secondary Stats
  • Notes


Basic Information

  • Chalice dungeon gem effect pools consists of 2 parts, the “native” pool that is common and an “OOE” pool that is uncommon. The discovery of what these pools consists of for each chalice was done at the start of 2019 by the Tomb Prospectors with the help of datamined file analysis.
  • In each dungeon from each chalice it is possible to get a gem with any possible gem effect in the game, even though some of them might be extremely rare. The fact that a gem effect is technically in the native pool for a chalice does not have to mean that it is actually common, the same holds for gem effects in the OOE pool being uncommon. We can explain this better by showing the gem pools of the 3 most played chalices. Whenever a gem drops from an enemy, the non-fixed stats it will have depends on the gem pool for the given chalice it drops in.

Gem pools

Pthumeru depth 5
Loran depth 5
Isz depth 5

  • These gem pools are built from datamined info on how dungeons are coded, but the actual formula that calculated this is theory. Comparisons have been made with more than 20000 farmed gems and it proved to be very accurate. From these calculated pools we can see what the native and the OOE secondary gem effects are for the 3 main chalices.
  • You can clearly see that the Isz native secondary pool is varied with a lot of gem effects that have a very small chance of occuring, yet they are technically native to Isz due to how it is coded. This shows that native doesn’t necessarily mean that gem effects are actually that common. The missing secondary gem effects from the table below for each chalice are considered OOE - for example getting a gem from Pthumeru with Add Fire ATK secondary. OOE can therefore refer to primary (OOEp) but also secondary stats (OOEs).
  • For more information on how these gem pools are built exactly, you can visit the Tomb Prospector Research Sheet

Native Secondary Stats

Pthumeru

Add Physical ATK Reduces stamina consumption ATK vs open foes UP Phys. UP at full HP
WPN durability UP Charge ATKs UP Phys. UP near death

Loran

Add Bolt ATK Boosts rally potential Add slow poison effect ATK vs beasts UP
Add Fire ATK Add rapid poison effect HP continues to recover ATK vs the kin UP

Isz

Add Physical ATK Add Bolt ATK WPN durability UP ATK vs beasts UP ATK UP near death
Add rapid poison effect Add Fire ATK HP continues to recover ATK vs the kin UP ATK UP at full HP
Add slow poison effect Boosts rally potential Reduces stamina consumption Add Arcane ATK Phys. UP at full HP

Most notable enemies with fixed secondary stats

Brainsuckers - Add Arcane ATK Loran Clerics - Add Fire ATK Evil Labyrinth Spirit - Phys. UP near death

Notes

  • Open Foes Effect: Open Foes effect activates only on counter hits which means hitting opponents during their attack animation and shortly after (during active frames and non-cancel-able recovery frames). [Testing Data]; [Research Video] Bloodborne PvE/PvP - How do the [Charge ATKs UP] & [ATK vs open foes UP] bonuses work?
  • Charge ATKs UP: For some unknown and probably unintended reason, elemental attack isn't affect by Charge ATKs UP bonus. Neither as primary (Striking) or secondary stat bonus. If weapon splits damage, only physical attack will be affected by Charge ATKs UP bonus. [Research Video] Bloodborne PvE/PvP - How do the [Charge ATKs UP] & [ATK vs open foes UP] bonuses work?
  • Boosts rally potential: The real value is always roughly 4x of the listed one. One +3% rally gem regains almost +12% hp per hit, Two +3% rally gems stack and regain +25% hp per hit, Two +3% rally gems and guidance +20% rune stack and regain +50% hp per hit. In other words and as a mere example, if you regain 100hp normally with a particular weapon and an attack, you will regain 150hp by adding two +3% rally 2nd stat gems and guidance 20% rune to that setup.
  • WPN durability UP: Numbers in these effects show how many more or less hits you will have to make till 1 durability is depleted. Example if your Blood Gem effect states WPN durability UP+2.8 it will take 13 hits to deplete 1 durability point against the enemy/object instead of default 10 without this effect. Maximum negative effect can be 1 durability point down for each hit.
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