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Weapon AR Calculator

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Feb 6th, 2017
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  1. Bloodborne AR Calculator
  2. NOTE: Use the following document to find the values for attribute scaling, base damage, and attribute saturation:
  3. https://docs.google.com/spreadsheets/d/1doP2HShMmJcHZFTNSZ3yVFxbUu4U1aO6yHIk9-wQ1Wo/edit#gid=811371374
  4.  
  5. >Where do I find attribute scaling?
  6. The attribute scaling is the value assigned to a weapon based off a particular attribute. In other words, it's the scaling. Within the document linked above, it's in the WEAPON DATA tab, marked beneath the weapon's attribute scaling. For example, Simon's Bowblade has 1.1 Bloodtinge scaling, listed directly beneath B Sc.
  7.  
  8. St Sc - Strength Scaling
  9. Sk Sc - Skill Scaling
  10. B Sc - Bloodtinge Scaling
  11. A Sc - Arcane Scaling
  12.  
  13. >Where do I find the base damage?
  14. This too is listed in the WEAPON DATA tab, just before the attribute scaling. As another example, the Hunter Axe's base damage is 196 under Physical. Note that many weapons deal multiple damage types, and each category must be calculated independently.
  15.  
  16. Phys - Physical damage--This scales off either Strength and Skill, or both at the same time. Thrust and Blunt are components of physical damage and nothing else, and thus only benefit from investment in attributes that boost physical damage. Converting a weapon to Arcane using elemental gems completely removes all physical damage from a weapon, including Thrust and Blunt, and switches the scaling to Arcane.
  17. Blo - Bloodtinge damage--This scales off Bloodtinge and Bloodtinge alone.
  18. Arc- Arcane damage--This scales off Arcane only.
  19.  
  20. >Where do I find the attribute saturation?
  21. Under the STAT DATA tab, the BNS directly next to the Value column is your attribute saturation. As a quick and easy reminder, an attribute at 25 has a saturation of 0.5, and is 50% of the total value of the attribute. At 50, on the other hand, the saturation is .85, or 85% of the total value. These are where the caps you may have heard of come from. For every level between 10-25, attributes see a huge and profitable increase, gaining 0.03 in saturation. And for every level between 25-50, the saturation increases by 0.014, or 1.4%. 99 in an attribute gives a saturation of 1--100% of the total value. However, the gain per level between 50-99 is a measly 0.004, and thus the investment past 50 is general never worth it outside of Hunter Tools which are known to scale well past the second cap. Hitting 25 and 50 maximize damage potential within a good limit and squeeze every bit of worth from the attributes--just in case you're wondering why they are recommended so often.
  22.  
  23. 25 - 0.5
  24. 50 - 0.85
  25. 99 - 1.0
  26. ----------------------------------------------------------------------------------------------------------------------
  27. AR FORMULA
  28. NOTE: The Attack Rating (AR) shown in the ingame menu does not distinguish Flat Damage from the rest of the value. For the sake of avoiding any confusion, Flat Damage here will always be added in parentheses right next to the AR, because Flat Damage is NOT modified by any attack modifiers or gems of any kind, and is merely a flat value added at the very end of the calculation before enemy defenses are taken into account.
  29.  
  30. AR = Base Damage + (Base Damage * Attribute Scaling * Attribute Saturation) * Gem % + Flat Damage
  31.  
  32. The above the is general template for the formula. Each additional damage type the weapon deals requires that its calculation be done independently. Add more Gem % values as necessary.
  33. FOR EACH NEW ATTRIBUTE, ADD: (Base Damage * Attribute Scaling * Attribute Saturation)
  34. FOR EACH NEW DAMAGE TYPE, ADD: Base Damage * (Base Damage * Attribute Scaling * Attribute Saturation) * Gem % + Flat Damage
  35. This is because different damage types such as Physical and Arcane CANNOT be calculated using the same base damage, or else the AR will be entirely wrong.
  36. ----------------------------------------------------------------------------------------------------------------------
  37. EXAMPLE:
  38. >25/50/6 STR/SKL/ARC, Burial Blade, (3)27.2% Tempering Gems
  39. -Doing the physical AR of the weapon first, we know that its physical base damage is 160. The first set of brackets is the Strength component of the weapon, while the second is the Skill component. We plug in the appropriate attribute scaling and saturation values.
  40.  
  41. 160 + [(160 * .03 * .5) + (160 * .75 * .85)] = 286 * 1.272 * 1.272 * 1.272 = 588
  42. TEMPERING GEMS
  43.  
  44. -Now, the arcane AR. Since every new damage type requires its own formula, use the arcane base damage. Because tempering 27.2% gems modify only physical damage, the arcane AR will be unaffected by the 1.272 values. Thus, it is left alone since no gems are being applied to it.
  45.  
  46. 60 + (60 * .69 * .03) = 61
  47.  
  48. -The ARs of all the independent damage types are added at the end to find the total AR:
  49. 588 + 61
  50. = 649 AR
  51. ------------------------------------------------------------------------------------------------------------------------
  52. The ingame menu's listed AR may be somewhat misleading in that it does not always separate the ARs of damage types, much like it doesn't separate Flat Damage from the total AR. Certain weapons like Simon's Bowblade, Chikage, and the Bloodletter may seem to scale off two different attributes--which is indeed true--but what the AR screen does not tell you is that these weapons never scale off both attributes at once. Their untricked forms are pure physical, and their tricked forms pure blood. The game will lump in the total ARs of the attributes together, but the weapon only ever scales off one at any given moment.
  53.  
  54. >Chikage, 10/14/50 STR/SKL/BLT, (3)31.5% Blood
  55. PHYSICAL: 184 + [(184 * .25 * .05) + (184 * .65 * .17)] = 206 AR
  56. BLOODTINGE: 184 + [(184 * 1.1 * .85)] = 356 * 1.315 * 1.315 *.315 = 809 AR
  57. The game will display the AR of this weapon as 206, the physical AR. However, this only reflects the AR of the untricked mode.
  58.  
  59. ------------------------------------------------------------------------------------------------------------------------
  60. SCALING GEMS AND FLAT DAMAGE
  61. Scaling gems add a value to a weapon's attribute scaling. For example, a weapon with a natural Strength scaling of .62 with a Heavy Abyssal (+65), gains a new Strength scaling of 1.27. This is also a good time to introduce Flat Damage into the formula. We can assume that the Heavy Abyssal gem has a +15 Phys UP secondary effect, which will be applied at the very end of the formula.
  62.  
  63. >Beast Claw, 50/25 STR/SKL, (1)Heavy Abyssal +15 Phys, (2)27.2% Tempering
  64. 150 + [(150 * 1.27 * .85) + (150 * .335 * .25)] = 324.5125 * 1.272 * 1.272 + 15 = 525(+15) AR
  65. +.65 FLAT DAMAGE
  66. ----------------------------------------------------------------------------------------------------------------------
  67. NOURISHING GEMS AND SITUATIONAL GEMS
  68. Nourishing gems (ATK UP) affect ALL damage types, be it blood, physical, or arcane. Apply the gem modifiers like you would to any other damage type.
  69.  
  70. >Holy Moonlight Sword, 25/25/50 STR/SKL/ARC, (1)19.3 Nourishing, (2)21.5 Nourishing
  71. PHYSICAL: 180 + [(180 * .8 * .5) + (180 * .6 * .5)] * 1.193 * 1.215 * 1.215 = 538 AR
  72. 180 + 72 + 54 = 306
  73. ARCANE: 100 + (100 * 1.0 * .85) * 1.193 * 1.215 * 1.215 = 325 AR
  74. 100 + 85 = 185
  75. TOTAL AR = 538 + 325 = 863
  76. Because weapons like the HLMS scale off several attributes and deal multiple damage types at the same time, their AR will be listed normally. As a general but not concrete rule, the untricked mode of the HLMS deals 50% of the arcane AR, while the tricked mode deals 70%. See the google doc at the top of this pastebin for more information about its attack modifiers.
  77.  
  78. As for situational gems (5.6% Finestrike, Poorman's, Fool's, etc.), their modifiers are added at the appropriate times. For example, a 28% Poorman's (Phys UP near death) will apply a 1.28 modifier to your physical AR only when you are at low health. A Finestrike gem will apply a modifier when your attack counts as a counterhit against an enemy.
  79. -------------------------------------------------------------------------------------------------------------------------
  80. CONVERTING WEAPONS
  81. Converting a weapon completely eliminates its physical damage, of which Thrust and Blunt are a part of, and the weapon will scale solely with arcane. Only weapons that deal purely physical damage, or scale with Strength and Skill alone, can be converted or buffed with Fire/Bolt Paper. A weapon with innate arcane damage (Burial Blade, Blade of Mercy) cannot be converted, and neither can any weapon that deals blood damage (Chikage, Simon's Bowblade, Bloodletter).
  82. The new arcane scaling comes from the weapon, which has already been assigned. You may have noticed that certain weapons like the Saw Spear and Beast Cutter have listed arcane scaling values despite the fact that they are naturally pure physical. This is where conversion comes in. Slotting in a bolt, fire, or arcane gem into a weapon will use the arcane scaling along with the physical base damage, as the weapon does not already have an assigned arcane base damage. There are arcane scaling gems for your convenience as well, +65 Cold Abyssals.
  83.  
  84. A quick example on how to run the numbers:
  85. >Saw Spear, 50 ARC, (1)+65 Cold Abyssal +15 Odd Fire, (2)27.2% Fire
  86. 170 + (170 * 1.272 * .85) * 1.272 * 1.272 + 15 = 571(+15) AR
  87.  
  88. Converting weapons allows one to capitalize on elemental weaknesses, as bonus damage types such as Serration are not considered physical and are thus retained throughout conversion. Converting a Thrust Pick, which is popular for its Thrust damage, will not retain the Thrust, as all forms of physical damage are eliminated when converting.
  89.  
  90. call me out if my calcs are wrong im dead tired m8
  91. feel free to ask questions in the thread
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