Bloodstained Stats

Bloody Heck !

Still need:

  • Int Scaling, not correct.
  • Gun ATK scaling…
  • Luck , dun wanna!
  • Stat scaling/level formula is off, need to fix.

Primary Stats

STR Strength Increases ATK
INT Inteligence Increases MATK
CON Constitution Increases DEF
MND Mind Increases MDEF
LCK Luck Increases DropRate and Critical Chance

Str

Will add Str/5 to the damage formula

Int

Will add approximately Int/2.5 to spell damage

Con

Will add Con/2 to DEF

Mnd

Will add Mnd/2 to MDEF

Lck

Don't know the numbers

ccat: it's 0.5 chance per 2 lck
ccat: caps at 50 chance
ccat: @joneirik nah I was testing the stat alone, I might be confusing the cap with crit rate but the scaling is the same for both iirc

Secondary Stats

ATK Attack Actual Physical Damage Number
MATK Magic Attack Actual Magic Damage Number
DEF Defence Physical Damage Reduction
MDEF Magic Defence Magic Damage Reduction
RES Resistance Damage Resistance

Atk

This is the actual number you do in damage with your weapon, if the enemy have no Defence or affected by Resistances, you will do this number is straight damage with each attack. There is no Random to the damage.

The actual number is created using a formula that includes WA (Weapon Attack) and Str (Strength):

(WA/2)+(S/5)*(1+(WA/10))
Note: Always round decimals down.

TLDR: The formula uses half of your WA, and a fifth of your Str and add it together. And then it multiplies this with a variable that will increase as your WA increases. Thus higher Atk weapons will scale higher and make better use of Str.

Except for guns, fuck guns. I made a formula that worked for the Musketon (starter gun) but it doesn't apply for the rest, and I just couldn't be arsed to deal with them any more.
Musketon: (WA/2)+(S/5)*(0+(WA/20))

MAtk

Note: MAtk is never shown inside the game.

After initial testing of spells, I'm struggling to come up with a formula that works, since the int scaling seems irregular.

Example: Ceruleansplash scales: 0, +3, +5, +3, +5, +4, with int from 0-50).

This is an approximate formula, that gets very close to the correct numbers.

B+(Int/2.5)
  • B = Base number, the Magic Attack stat from the spell/shard, which also depends on Grade for most of them. Example Ceruleansplash ranges from 18-27 MAtk.
  • Spells do their Base damage as a straight damage number if you have no Int. So a grade 1 Ceruleansplash would do 18 damage, while a grade 9 would so 27 damage.

Def

Defence works as a simple Damage Reduction, it reduces all Physical damage taken with X amount. This means it doesn't scale very well and will make you feel almost invulnerable when you go back to older areas, but will not help you much at all if you get hit when wandering into a higher level area.

Damage Reduction = Def/2
Note: You'll always take minimum 1 damage.

Defence works against all Physical Attacks: Slashing, Blunt, Piercing.


MDef

Note: MDef is never displayed inside the game. Neither will items show if they give an MDef bonus or not.

Magical Defence works the same way as Defence does, except that it affects the Magical Damage types instead of the Physical.

Damage Reduction = MDef/2

MDef works against all Magical Attacks: Fire, Ice, Lightning, Holy, Dark, Poison, Curse, Stone. Though it will not help against catching the status effects from Poison, Curse, Stone. It will just reduce damage from attacks with those damage types listed.


Res

Resistances works very straight forward, reduce any attack taken by X%. So if you take 100 fire damage, but have 25% fire resist, you take 75% damage. Poison/Curse/Stone also has a % chance to negate the status effect from affecting you.

Just cause these three names makes no sense:

  • Zan - Slashing
  • Dag - Blunt
  • Tot - Piercing

Weapon MAtk testing

Been doing some more tests on the Weapon's MAtk stat, to see if I can figure out anything more about it. So far no success.

Testing: Enemy def/mdef

  • mdef reduces all shard damage, no weapon/type
  • def reduses all weapon/type damage, no shard.

Testing: Weapon Matk/ice

  • doesn't work on shards (Physical/Elemental)
  • doesn't work on weapon (Physical/Elemental)
  • doesn't work on techniques (Physical/Elemental)
  • doesn't change damage on same element (ice)

Testing: Weapon Matk/fire

  • doesn't work on shards (Physical/Elemental)
  • doesn't work on weapon (Physical/Elemental)
  • doesn't work on techniques (Physical/Elemental)

More to test:

  • Fire/Lightning
  • GEAR matk

Supposedly the MAtk stat works on GEAR (everything in PB_DT_ArmorMaster) to boost Spell Damage, in similar way to what INT does. But to my knowledge I can't find that the stat does anything at all on Weapons.


Monster Stats

Unlike the player, monsters uses mostly the Primary stats, and doesn't always make sense with the Secondary stats.

Primary Stats:

  • Health
  • Mana (probably useless)
  • Strength
  • Constitution
  • Intelligence
  • Mind
  • Luck (probably useless)

Secondary Stats:

  • Attack
  • Magic Attack
  • Defence
  • Magic Defence
  • Resistances

Monsters also have their stats listed as level 1 and level 99, and dynamically scales the numbers between.

How to determine Monster effective stats:

  • Determine level (X)
  • Subtract Level1 (Y) stat from Level99 stat (A)
  • Divide (A) by 98 (Z)
  • ((X-1) * Z) + Y
  • Repeat for each stat.
  • Str/Int: is straight out damage. If a Seama has Str10 and Int10 it will do 10 physical damage and 10 magical damage with its Ceruleansplash. (Special attacks have own scaling, like Dullahammer's charge up attack does 1.25 Str damage).
  • Con/Mnd: should work like for player, so every 4 reduces 1 damage from Physical/Magical damage taken.
  • Luck: No clue, might affect critical hits? (Do monsters even make critical attacks?)
  • Health/Mana: just flat out numbers.
  • Resistances obviously works as normal.

Bloodless

Bloodless Alternative Mode have a few extra parameters:

  • HPMax - 15
  • MPMax - 3
  • STR Up - 6
  • INT Up - 4
  • CON Up - 6
  • MND Up - 4
  • LCK Up - 4
  • Crit/Luck - 0.5
  • Mp reg Up - 0.5
  • Base Def - 5

Player Stat Bonuses

Maximum obtainable Passive Stats, and from what sources you can get them. This does not include changeable things like Gear and equipping yellow shards for doubling the effect. Just all the passives that you can always have on in the background.

Miriam

Miriam 1 99 MaxUp Food SkillAug Tome Tot1 Tot99
maxhp 120 1296 500 375 100 1095 2271
maxmp 78 862 300 235 50 663 1447
str 6 104 40 10 10 66 164
con 5 93 42 10 10 67 155
int 7 114 43 10 10 70 177
mdn 7 105 43 10 10 70 168
lck 5 29 24 10 20 59 83
XP bon 10 40 50 50
MP reg 8 8 8
Level 1 99 MaxUp Food SkillAug Tome Tot1 Tot99
AtkSpd 40 40 40
Familiar 20 20 20
DirShard 20 20 20
MoveSpd 40 40 40
WepProf 40 40 40
ResZan 15 15 15
ResDag 15 15 15
ResTot 15 15 15
ResFla 25 15 40 40
ResIce 25 15 40 40
ResLig 25 15 40 40
ResHol 25 15 40 40
ResDar 25 15 40 40
ResPet 15 15 30 30
ResPoi 15 15 30 30
ResCur 15 15 30 30
Slow

Zangetsu

Zangie 1 99 MaxUp Tot1 Tot99
maxhp 300 1770 500 800 2270
maxmp 200 1180 300 500 1480
str 8 155 8 155
con 10 186 10 186
int 8 155 8 155
mdn 9 176 9 176
lck 1 25 1 25
XP bon
MP reg
Level 1 99 MaxUp Tot1 Tot99
AtkSpd
Familiar
DirShard
MoveSpd
WepProf
Slash 50 50 50
Blunt 50 50 50
Pierce 50 50 50
Fire 50 50 50
Ice 50 50 50
Lightning 50 50 50
Holy 50 50 50
Dark 25 25 25
Poison 50 50 50
Curse 50 50 50
Stone 50 50 50
Slow 0 0 0

Bloodless

Bloodless 1 99 MaxUp Tot1 Tot99
maxhp 250 1230 500 (34) 750 1730
maxmp 130 326 300 (100) 430 626
str 9 131 48 (8) 57 179
con 10 108 32 (8) 42 140
int 6 128 48 (8) 54 176
mdn 4 102 32 (8) 36 134
lck 1 25 12 (3) 13 37
XP bon
MP reg 1 1 1,5 (3) 2,5 2.5
Level 1 99 MaxUp Tot1 Tot99
AtkSpd
Familiar
DirShard
MoveSpd
WepProf
Slash
Blunt
Pierce
Fire
Ice 30 30 30
Lightning
Holy -25 -25 -25
Dark 25 25 25
Poison
Curse 100 100 100
Stone 100 100 100
Slow 50 50 50

Stats Per Level

Miriam 1 X 1 2 3 4 5 6 7 8 9 10 11 20 30 40 50 60 70 80 90 99
HP 120 12 120 132 144 156 168 180 192 204 216 228 240 348 468 588 708 828 948 1068 1188 1296
MP 78 8 78 86 94 102 110 118 126 134 142 150 158 230 310 390 470 550 630 710 790 862
Str 6 1 6 7 8 9 10 11 12 13 14 15 16 25 35 45 55 65 75 85 95 104
Con 5 0.9 5 5.9 6.8 7.7 8.6 9.5 10.4 11.3 12.2 13.1 14 22.1 31.1 40.1 49.1 58.1 67.1 76.1 85.1 93.2
Int 7 1.1 7 8.1 9.2 10.3 11.4 12.5 13.6 14.7 15.8 16.9 18 27.9 38.9 49.9 60.9 71.9 82.9 93.9 104.9 114.8
Mind 7 1 7 8 9 10 11 12 13 14 15 16 17 26 36 46 56 66 76 86 96 105
Luck 5 0.25 5 5.25 5.5 5.75 6 6.25 6.5 6.75 7 7.25 7.5 9.75 12.25 14.75 17.25 19.75 22.25 24.75 27.25 29.5
Zangetsu 1 X 1 2 3 4 5 6 7 8 9 10 11 20 30 40 50 60 70 80 90 99
HP 300 15 300 315 330 345 360 375 390 405 420 435 450 585 735 885 1035 1185 1335 1485 1635 1770
MP 200 10 200 210 220 230 240 250 260 270 280 290 300 390 490 590 690 790 890 990 1090 1180
Str 8 1.5 8 9.5 11 12.5 14 15.5 17 18.5 20 21.5 23 36.5 51.5 66.5 81.5 96.5 111.5 126.5 141.5 155
Con 10 1.8 10 11.8 13.6 15.4 17.2 19 20.8 22.6 24.4 26.2 28 44.2 62.2 80.2 98.2 116.2 134.2 152.2 170.2 186.4
Int 8 1.5 8 9.5 11 12.5 14 15.5 17 18.5 20 21.5 23 36.5 51.5 66.5 81.5 96.5 111.5 126.5 141.5 155
Mind 9 1.7 9 10.7 12.4 14.1 15.8 17.5 19.2 20.9 22.6 24.3 26 41.3 58.3 75.3 92.3 109.3 126.3 143.3 160.3 175.6
Luck 1 0.25 1 1.25 1.5 1.75 2 2.25 2.5 2.75 3 3.25 3.5 5.75 8.25 10.75 13.25 15.75 18.25 20.75 23.25 25.5
Bloodless 1 X 1 2 3 4 5 6 7 8 9 10 11 20 30 40 50 60 70 80 90 99
HP 250 10 250 260 270 280 290 300 310 320 330 340 350 440 540 640 740 840 940 1040 1140 1230
MP 130 2 130 132 134 136 138 140 142 144 146 148 150 168 188 208 228 248 268 288 308 326
Str 9 1.25 9 10.25 11.5 12.75 14 15.25 16.5 17.75 19 20.25 21.5 32.75 45.25 57.75 70.25 82.75 95.25 107.75 120.25 131.5
Con 10 1 10 11 12 13 14 15 16 17 18 19 20 29 39 49 59 69 79 89 99 108
Int 6 1.25 6 7.25 8.5 9.75 11 12.25 13.5 14.75 16 17.25 18.5 29.75 42.25 54.75 67.25 79.75 92.25 104.75 117.25 128.5
Mind 4 1 4 5 6 7 8 9 10 11 12 13 14 23 33 43 53 63 73 83 93 102
Luck 1 0.25 1 1.25 1.5 1.75 2 2.25 2.5 2.75 3 3.25 3.5 5.75 8.25 10.75 13.25 15.75 18.25 20.75 23.25 25.5

This table shows how much stats you'll have on each level.

Note: Always round down.