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EDIT: OKay I'm wrong on MND. I can't fully remember what it is. INT does increase spell damage however
1. Definitely effects drop rate of rare items such as Armor and Weapons.
2 I think it has to do with critical strikes.
INT = spell attack power
CON = weapon attack resistance
MND = spell attack resistance
LCK = chance to find items and chance to land critical strikes
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.
https://bloodstainedritualofthenight.wiki.fextralife.com/Stats
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)
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."