Beasthunter SaifBloodborne Wiki » Weapons » Beasthunter Saif |
Source ❘ Edit ❘ Sitemap ❘ License page revision: 40, last edited: 13 Oct 2024 |
Basic Information |
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Image | Name | Damage | QS Bullet Use | Durability | Stats Req. / Bonus | Special Attack | Rally | Buffable |
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Beasthunter Saif | 90 / - / - / - / -
(Phys./Blunt) |
- | 200 | 9 / 11 / - / -
E / D / - / D |
- / - / 100 / 100 | 30 (no upgrade) |
Yes |
Beasthunter Saif ❘ 獣狩りの曲刀 | Right Hand Weapon |
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Merchants |
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Shop | Buy (Day) | (Evening) | (Night) | (Red Moon) | (NG+) | Sell | Requirement |
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Bath Messengers [Hunter's Dream] | - | - | 16000 | 16000 | 16000 | 8000 | Beasthunter Saif |
Insight Bath Messengers [Hunter's Dream] | - | - | - | - | - | - | None |
Chalice Bath Messengers [Chalice Dungeons Common] | - | - | 16000 | 16000 | 16000 | - | Beasthunter Saif |
Patches, the Spider [Chalice Dungeons Rare] | - | - | 16000 | 16000 | 16000 | - | Beasthunter Saif |
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Upgrade Table |
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To fully upgrade Beasthunter Saif requires 16 Blood Stone Shards, 16 Twin Blood Stone Shards, 16 Blood Stone Chunks, 1 Blood Rock and 4780 Blood Echoes. |
Name | |||||
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Beasthunter Saif +0 | 0.20 | 0.40 | 0.00 | 0.33 | |
Beasthunter Saif +1 | 0.21 | 0.43 | 0.00 | 0.35 | |
Beasthunter Saif +2 | 0.22 | 0.46 | 0.00 | 0.37 | |
Beasthunter Saif +3 | 0.23 | 0.49 | 0.00 | 0.39 | |
Beasthunter Saif +4 | 0.24 | 0.52 | 0.00 | 0.41 | |
Beasthunter Saif +5 | 0.25 | 0.55 | 0.00 | 0.44 | |
Beasthunter Saif +6 | 0.26 | 0.58 | 0.00 | 0.46 | |
Beasthunter Saif +7 | 0.27 | 0.61 | 0.00 | 0.48 | |
Beasthunter Saif +8 | 0.28 | 0.64 | 0.00 | 0.50 | |
Beasthunter Saif +9 | 0.29 | 0.67 | 0.00 | 0.52 | |
Beasthunter Saif +10 | 0.30 | 0.70 | 0.00 | 0.55 | |
Scaling |
Scaling determines how much additional damage a weapon deals. You gain a percentage of the weapon's base damage as additional damage, indicated by a "+" next to the weapon's base damage. |
Average Physical Attack Increase (Strength & Skill) |
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Stat Range (Strength) | Damage per Point | Estimated Attack Gained | Stat Range (Skill) | Damage per Point | Estimated Attack Gained |
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9 to 25 | 1.56 | 25 | 11 to 25 | 3.79 | 53 |
26 to 50 | 0.72 | 18 | 26 to 50 | 1.76 | 44 |
50 to 99 | 0.18 | 9 | 50 to 99 | 0.39 | 19 |
Normal Mode Attacks Properties |
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Attack | DMG X | Type | Stamina | Rally X | Impact | Note |
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R1 | 1.10 | Physical | 30 | 1.00 | Normal | sweeping arc is good against crowds |
→ R1 (2nd) | 1.12 | Physical | 30 | 1.02 | Normal | |
→ → R1 (3rd) | 1.14 | Physical | 30 | 1.04 | Normal | |
→ → → R1 (4th) | 1.16 | Physical | 30 | 1.06 | Normal | |
R1 (backstep) | 1.00 | Physical | 25 (+10) | 1.00 | Normal | |
R1 (rolling) | 1.00 | Physical | 25 (+10) | 1.00 | Normal | fast startup after roll |
R1 (frontstep) | 1.00 | Physical | 25 (+10) | 1.00 | Normal | useful for hit-and-run tactics |
R1 (sidestep) | 1.00 | Physical | 25 (+10) | 1.00 | Normal | useful for hit-and-run tactics |
R1 (dash) | 1.20 | Physical | 40 (+X) | 1.20 | Normal | |
R2 | 1.45 | Physical | 40 | 1.35 | Heavy | |
R2 (charged) | 1.80 | Blunt | 60 | 1.90 | Massive | continuously hold the button to execute;very good damage multiplier |
R2 (backstep) | 1.30 | Blunt | 35 (+10) | 1.20 | Normal | good damage |
R2 (dash) | 1.50 | Physical | 50 (+X) | 1.50 | Heavy | good against crowds |
R2 (forward leap) | 1.50 | Physical | 50 | 1.40 | Normal | tap forward on the stick just as you press R2 to execute |
Transform Attack | 1.15 | Physical | 30 (+X) | 2.00 | Light | press L1 while performing another action to execute; forced Guard Break |
Plunge Attack | 1.40 | Physical | 50 | 1.40 | Massive | press R1 or R2 while falling to execute |
Plunge Attack (2nd hit) | 0.90 | Blunt | - | 0.00 | Normal | Plunge (AoE) |
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Transformed Mode Attacks Properties |
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Attack | DMG X | Type | Stamina | Rally X | Impact | Note |
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R1 | 0.95 | Physical | 20 | 0.95 | Light | |
→ R1 (2nd) | 0.98 | Physical | 20 | 0.98 | Light | |
→ → R1 (3rd) | 1.00 | Physical | 20 | 1.00 | Light | |
→ → → R1 (4th) | 1.00 | Physical | 20 | 1.00 | Light | |
R1 (backstep) | 1.00 | Thrust | 20 (+10) | 1.00 | Light | |
R1 (rolling) | 0.95 | Physical | 20 (+10) | 0.95 | Light | |
R1 (frontstep) | 0.95 | Physical | 20 (+10) | 0.95 | Light | useful for hit-and-run tactics |
R1 (sidestep) | 0.95 | Physical | 20 (+10) | 0.95 | Light | useful for hit-and-run tactics |
R1 (dash) | 1.10 | Physical | 30 (+X) | 1.10 | Light | |
R2 | 1.30 | Thrust | 35 | 1.50 | Normal | thrust damage type; good against specific foes |
R2 (charged) | 1.60 | Blunt | 50 | 1.80 | Massive | continuously hold the button to execute |
R2 (backstep) | 1.25 | Physical | 30 (+10) | 1.25 | Normal | |
R2 (dash) | 1.40 | Physical | 45 (+X) | 1.40 | Normal | |
R2 (forward leap) | 1.40 | Blunt | 50 | 1.40 | Normal | tap forward on the stick just as you press R2 to execute |
Transform Attack | 1.10 | Physical | 30 (+X) | 1.50 | Normal | press L1 while performing another action to execute; forced Guard Break |
Plunge Attack | 1.40 | Physical | 50 | 1.40 | Massive | press R1 or R2 while falling to execute |
Plunge Attack (2nd hit) | 0.90 | Blunt | - | 0.00 | Normal | Plunge (AoE) |
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Attack: Attacks are named for the input command required to execute them. |
Attack Damage Multipliers: Each attack has a different multiplier. Your attack's power is equal to the attack power of your weapon times this multiplier. Higher multipliers mean stronger attacks. | Type: Damage type determines which gems will boost your attack and which defense the enemy will use to reduce the damage. If multiple types are listed, the attack has two separate damage components that are calculated separately. | Stamina: Each attack costs a different amount of stamina. Numbers in parentheses indicate the cost of the additional action required to execute the attack. For example, a backstep attack requires a backstep, which costs 10 stamina. | Impact: When you hit an enemy, it will be stunned momentarily. Impact is an assessment of how heavy the stun will be. The scale is Light > Normal > Heavy > Massive. Attacks with Massive Impact often cause knockdowns. |
Key |
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Damage |
Requirements |
Stat Bonuses |
Special Attack |
The Damage stat dictates how much damage the weapon does. The Damage stats for a weapon are V / W / X / Y / Z:
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The Requirements determines how high various Stats must be in order to wield the weapon effectively. The Requirement stats for a weapon are W / X / Y / Z:
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The Stat Bonuses rating indicates the level of bonus you receive based on the associated Stat when you use a weapon. This rating can be S , A , B , C , D , or E (in order from most to least bonus for the associated stat). For more information about the scaling as a whole and its values visit the Scaling wiki page. |
The special attack attributes for a weapon are W / X / Y / Z:
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