Bloodstained: Ritual of the Night

Bloodstained: Ritual of the Night

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AshaMarie Jun 18, 2019 @ 2:14pm
Core stat descriptions?
I am curious what the core stats truly do and how they affect the character because games change this up and may do something completely different from other games.
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Showing 1-15 of 20 comments
h2od Jun 18, 2019 @ 2:32pm 
bump
Terry Jun 18, 2019 @ 2:33pm 
CON increases Defence, Strength increases attack, Mind helps increase intelligence which increases spell damage.

EDIT: OKay I'm wrong on MND. I can't fully remember what it is. INT does increase spell damage however
Last edited by Terry; Jun 18, 2019 @ 2:42pm
fender178 Jun 18, 2019 @ 2:36pm 
I think luck has 2 functions with it.
1. Definitely effects drop rate of rare items such as Armor and Weapons.
2 I think it has to do with critical strikes.
Terry Jun 18, 2019 @ 2:36pm 
Originally posted by fender178:
I think luck has 2 functions with it.
1. Definitely effects drop rate of rare items such as Armor and Weapons.
2 I think it has to do with critical strikes.
Correct
Howru Jun 18, 2019 @ 2:48pm 
Why there's no explanation of stats in the game?
AshaMarie Jun 18, 2019 @ 4:22pm 
Originally posted by Howru:
Why there's no explanation of stats in the game?
No idea, but they do show what the resists are but not the core stats.
Germz Jun 18, 2019 @ 4:23pm 
Originally posted by Terry:
EDIT: OKay I'm wrong on MND. I can't fully remember what it is. INT does increase spell damage however
MND increases defence against magical attacks.
five3 Jun 20, 2019 @ 5:57am 
bump
GØÐSTØMPER Jun 20, 2019 @ 6:11am 
STR = weapon attack power
INT = spell attack power
CON = weapon attack resistance
MND = spell attack resistance
LCK = chance to find items and chance to land critical strikes
Doresh Jun 20, 2019 @ 6:17am 
LCK might also affect Shard drops.

STR appears to be a modifier to your weapon's ATK. I could swear some weapons would give me a lower effect ATK if my STR wasn't high enough.
Jolu42 Jun 21, 2019 @ 7:02pm 
There's a wiki describing the stats but I'm not sure how accurate it is.

https://bloodstainedritualofthenight.wiki.fextralife.com/Stats
ImHelping Jun 21, 2019 @ 7:05pm 
Luck also clearly impacts the size of coin drops all on it's own.

When I had 12ish I started noticing $50 coins, when I broke through 20 I started seeing $100 coins.

Now I'm at 40ish luck and 50/100 coins are way more plentiful. But it seems smashing through too many candles in a row makes the game throw a tantrum and stiff you with a million tiny $5 coins. Or maybe certain zones are just stingy? (welcome company +deep caves with candles everywhere - "Wow this place is a ♥♥♥♥♥♥♥♥♥ cheapskate!")

RNG is always the real enemy though. For one comedy example I told myself "I'll stop killing this dragon once it drops a single dragon egg"

I went from zero to rank 7(8?) Dragon grade, punching the dragon to death with it's own soul, before it finally dropped one egg instead of shards/claws whatever. And that was with 40ish luck AND the alchemy drop chances soul.

EDIT: Main thing I'm curious about.

Con may impact Def. But is Con stronger than Def all on it's own? Is there scaling at some point where CON = Def is better than a 1 to 1 ratio?

Otherwise, what's the point of equipment that has both +Def and +Con (or really, +CON over +DEF in general)
Last edited by ImHelping; Jun 21, 2019 @ 7:13pm
CON may affect the effects of status ailments. things like poison and curse. (Maybe also how well positive status bonuses apply.) I have an idea. Brb.
Here's a detailed explanation of stats from Castlevania: Symphony of the Night. I wouldn't doubt that they operate in the same way in Bloodatained:

Deixadilson (deixadison.com) says:
"...Accumulating a specific amount of EXP, Alucard gains a Level. When it happens, his attributes grow and Alucard gets more powerful.

Attributes
LV: (Level) Represents the evolution level of the character. Attribute which best represents his power.
HP: (Hit Points/Health Power) It's the vital energy, represents the amount of damage the character can withstand. The damage taken is deducted from HP. It may be restored using items, spells or entering a 'Save Orb'. When the character gets much damage and his HP reaches zero, he dies.
MP: (Magic Points/Mind Power) It's the mental energy. Necessary to use spells. Each spell requires a specific amount of MP to be realized. For each executed spell, its respective amount of MP is deducted. After consumed, MP slowly regenerates within time or may be instantly restored using a Manna prism or entering a 'Save Orb'. When Alucard's MP is completely restored, a blue aura is emitted from his body. If Alucard don't have enough MP for a spell, it can't be executed.
STR: (Strength) It's added to the ATT of weapons to calculate the damage done by Physical attacks. When Alucard is unarmed, the damage done by his attack is equal the difference between his STR and enemy's DEF.
CON: (Constitution) The character's resistance. Determines the defense and the effect time of curses and poisoning. The amount of DEF is influenciated by this attribute.
INT: (intelligence) Determines the damage inflicted by spells and 'Sub-Weapons'.
LCK: (Luck) Determines the chances to find items and realize 'Critical Attacks', which when occur, causes double damage.
ATT: (Attack) Determines the damage an attack can cause. An attack with a weapon is equal the weapon's ATT added to the character STR and some ATT bonus from other equipment.
DEF: (Defense) Represents the ability to resist damage. Each DEF point nulls one enemy's ATT point. Is equal the sum of the DEF of all armors and DEF bonus given by CON."

Here's am interesting explanation of how STR is applied in regards to specific weapons (Also from SotN). This would explain why some weapons in Bloodstained appearances changed to something less flashy after the 1.02 nerfing of them:

Lvthn (Gamefaqs.com) says:
"Of further note, weapons have a weird way of being calculated. Basically, if a weapon is "stronger" than your STR capacity for it, you will still get some offense from it, but a reduced amount. Once you hit the correct threshold you will do full damage with it. Sometimes it's better to equip a technically weaker weapon that your STR stat currently supports. This is also why, if you aren't familiar with a weapon's actual offense, it will look scrubby one minute then a few levels later look awesome."
RobDeLaMorte Jun 22, 2019 @ 10:37am 
On a semi related sausage, so far I've seen only -one- thing in the game that increases Shard appearance rate, and it's a reward for doing all of that nun girl's quests for the keepsakes. Luck doesn't affect shardsI'm pretty sure. ; ;
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Date Posted: Jun 18, 2019 @ 2:14pm
Posts: 20