Blood Gem JudgeScores your blood gems out of 100 for your hunter's build and helps you clean up your storage

  1. Enter your stats and build type
  2. Enter a gem's shape and effects to get its score and a Keep / Discard verdict
  3. Now and then, check "Storage cleanup" to see all discardable gems at once

Hunter

Rate a gem

Enter gems here as you pick them up
Enter from common rolls

Storage cleanup

For each shape, the top gems are auto-kept up to the number needed to fill that shape's slots on any weapon. Press Keep / Discard to decide manually; manually kept gems count separately from the auto limit. Gems are shown by shape and effect values so you can find them in your in-game storage.

Z Equal to the best of its shape S 95+ A 85+ B 70+ C 50+ D Below 50

Save data (backup)

Your stored gems and settings are saved only in this browser. Use the button below to export them as text and keep it in a notes app so you can restore it if data is lost, or move to another device. iPhone Safari may erase data if the site isn't opened for 7 days, so use Share → "Add to Home Screen".

Best loadouts per weapon and boss damage are in the "Advanced" tab. Stored gems are shared between both tabs.

Hunter

Your stats and build type set the scoring baseline

Rate a gem

Enter gems here as you pick them up
Add effects one by one
Below here: tools for fine-tuning builds

Build verdict

—vs. max / 100
—In-game ATK (equipped)
—Expected ATK equipped (incl. conditional effects)
—Expected ATK of max set
—Gain over no gems (after curses)

Weapon & build

Change

Weapon

ATK

Enter stats in the "Hunter" section at the top.

Match the game's numbers (optional)

Calibrates the score to the in-game display. Just two steps.

  1. In-game, equip the same gems as "Equipped" in the judge panel
  2. Enter the ATK shown on the equipment screen below (and element, if any)
Check / edit this weapon's data (+10 base values and scaling)

Scaling guide: S ≥ 1.10, A 0.85–1.10, B 0.65–0.85, C 0.55–0.65, D 0.30–0.55, E < 0.30. Values for the 26 trick weapons come from user-provided data (bloodborne-wiki.com game-file table).

Build & max set

Customize the max set

Set the "ideal gem" for each slot shape of this weapon. Changing it changes what counts as 100.

Playstyle

Effects like "Physical ATK @ full HP" only work under a condition, so their value depends on how often you fight that way. The chosen frequency is multiplied into the effect. Example: a Physical ATK @ full HP +20% gem with "Half" counts as +10%.

Unused for your current gems

Blunt-only and Thrust-only gems apply automatically by the weapon's physical type (always active on blunt weapons for Blunt).

Curse grading

Grade each curse as Good / Decent / Weak / Bad; your choice feeds into the score. The number on the right is the effective value of a Physical +27.2% gem with that curse at its worst roll.

Non-attack effects

Choose how much effects that don't change ATK (stamina saving, rally, etc.) count toward the score.

How it's calculated

ATK without gems = base × (1 + scaling × stat bonus). The stat bonus follows the shared curve that slows at 25 and 50 (values from wikidot). If you enter the in-game value, it takes priority.

Fire/Bolt/Arcane gems on weapons that can convert (per sources) turn physical into that element, scaling with Arcane. On other weapons, mismatched element gems have no effect.

% effects multiply gem by gem (verified in-game: Uncanny Ludwig's Holy Blade +10, STR 57, SKL 52, gemless 476 with Physical +27.2%, +25.3%, +23.1% → 476×1.272×1.253×1.231 = 934, matching the game). Flat effects are added after all % multipliers (verified: same weapon with Physical +27.2%, +23.1% and Physical +10.4 → 476×1.272×1.231 + 10.4 = 755; with Blunt +26.7% too, blunt ATK = 476×1.272×1.231×1.267 + 10.4 = 955; the game shows 755 and 955). Blunt/Thrust % only apply to that attack type. Element gems work the same way (% multiply, flat added last). Putting element gems on a pure physical weapon moves the physical base into that element, scaled by Arcane (priority Arcane > Fire > Bolt). Blood ATK gets both "Blood ATK UP" and "Physical ATK UP". Flat additions of an element the weapon lacks are added as is. Score = equipped gain ÷ max-set gain × 100.

Damage to enemies uses the ATK÷defense falloff curve (community-derived formula). Enemy damage absorption is not included.

Stored gems

Use the "Slot" button under each gem to equip it; press again to remove. You can also drag the handle on the left into a slot in the judge panel.

Backup (export / import)

Text containing your stored gems, weapons, stats and build settings. Keep a copy in a notes app to restore it if browser data is lost, or to move to another device.

Damage by enemy

Per hit at 100% motion value
See damage per boss and hits needed to kill

BossHPNo gemsDamage per hitEquippedDamage per hitMax setDamage per hitHits to killEquipped / Max

"Hits to kill" = boss HP ÷ damage per hit — the minimum if you land only the chosen attack every time. It uses your current weapon (upgrade, stats, gems), so a +10 weapon against NG bosses gives low numbers. To see it as you were during that playthrough, set the upgrade and cycle accordingly.

Choosing an attack uses its multiplier and damage type (standard / blunt / thrust / element). HP and defense come from user-provided data. Cycles scale up to NG+6; NG+7 and beyond equal NG+6. Defense raised in NG+ stays the same from NG+2 on; only HP grows slightly (community info citing the official guidebook). Beast/Kin effects are applied per boss based on whether they actually work.

Boss data

Edit boss data (NG defense, HP, Beast/Kin)
BossPhysicalBluntThrustFireBoltArcaneBloodHPBeastKin

Your input is saved only in this browser and isn't shared with other devices.