EquipParamWeapon

EquipParamWeapon contains the attributes that define weapons, which includes weapons, shields, ammunition and offensive items.

Scaling

Scaling is defined by a numerical value within the params. The following ranges correspond to the letter grades used in game:

  • E is 1 to 20
  • D is 21 to 50
  • C is 51 to 80
  • B is 81 to 110
  • A is 111 to 140
  • S is 141 and above

Damage

Damage is determined by three components, Base Damage, Scaling and Attack Correction.

1. Base Damage is applied.
2. Scaling Damage is (Base Damage * Scaling Value), this applies for each value.
3. Attack Correction determines which stat scalings affect which damage types.

For example, a Fire Longsword has the following attributes:
- Physical Damage: 80
- Fire Damage: 60
- STR Scaling: 50
- DEX Scaling: 50
- INT Scaling: 20
- FTH Scaling: 20

To calculate the final damage, you'd do the following:
Physical: 80 + (80 * (50/100) + (80 * (50/100) = 160
Fire: 60 + (60 * (20/100) + (60 * (20/100) = 84

Overview

Name Value Type Description
Behavior Variation ID String Determines the behavior entries used for the weapon. The first two digits are the weapon moveset group (i.e. 20 is Dagger) and the second two digits are used to make an unique four digit ID (i.e. 2040). Note that the base behavior (i.e. 2000) will be used, and then entries assigned to any unique ID (i.e. 2040) will override the base behaviors.
Sort ID String Determines the order of the weapon in the player menus.
Wandering Equip ID String Unknown
Weight Float The weight of the weapon in units.
Weapon Weight % Float Unknown
Repair Price String The price to repair the weapon.
Reinforcement Price String The price to reinforce the weapon.
Sell Price String The amount of souls received for selling the weapon.
Scaling: STR Float The amount of STR scaling used by weapon.
Scaling: DEX Float The amount of DEX scaling used by weapon.
Scaling: INT Float The amount of INT scaling used by weapon.
Scaling: FTH Float The amount of FTH scaling used by weapon.
Absorption: Physical Float The amount of Physical absorption this weapon provides whilst blocking.
Absorption: Magic Float The amount of Magic absorption this weapon provides whilst blocking.
Absorption: Fire Float The amount of Fire absorption this weapon provides whilst blocking.
Absorption: Lightning Float The amount of Lightning absorption this weapon provides whilst blocking.
Behavior 1 String Specifies a SpEffect that is applied TO the enemy upon being hit by this weapon.
Behavior 2 String Specifies a SpEffect that is applied TO the enemy upon being hit by this weapon.
Behavior 3 String Specifies a SpEffect that is applied TO the enemy upon being hit by this weapon.
Effect 1 String Specifies a SpEffect that is applied TO the wielder whilst this weapon is equipped and in a slot.
Effect 2 String Specifies a SpEffect that is applied TO the wielder whilst this weapon is equipped and in a slot.
Effect 3 String Specifies a SpEffect that is applied TO the wielder whilst this weapon is equipped and in a slot.
Material Set ID String Controls the reinforcement materials used by this weapon.
Origin Weapon 0 String Controls the level of reinforcement this weapon can go up to. Number in field name is the level.
Origin Weapon 1 String Controls the level of reinforcement this weapon can go up to. Number in field name is the level.
Origin Weapon 2 String Controls the level of reinforcement this weapon can go up to. Number in field name is the level.
Origin Weapon 3 String Controls the level of reinforcement this weapon can go up to. Number in field name is the level.
Origin Weapon 4 String Controls the level of reinforcement this weapon can go up to. Number in field name is the level.
Origin Weapon 5 String Controls the level of reinforcement this weapon can go up to. Number in field name is the level.
Origin Weapon 6 String Controls the level of reinforcement this weapon can go up to. Number in field name is the level.
Origin Weapon 7 String Controls the level of reinforcement this weapon can go up to. Number in field name is the level.
Origin Weapon 8 String Controls the level of reinforcement this weapon can go up to. Number in field name is the level.
Origin Weapon 9 String Controls the level of reinforcement this weapon can go up to. Number in field name is the level.
Origin Weapon 10 String Controls the level of reinforcement this weapon can go up to. Number in field name is the level.
Origin Weapon 11 String Controls the level of reinforcement this weapon can go up to. Number in field name is the level.
Origin Weapon 12 String Controls the level of reinforcement this weapon can go up to. Number in field name is the level.
Origin Weapon 13 String Controls the level of reinforcement this weapon can go up to. Number in field name is the level.
Origin Weapon 14 String Controls the level of reinforcement this weapon can go up to. Number in field name is the level.
Origin Weapon 15 String Controls the level of reinforcement this weapon can go up to. Number in field name is the level.
Anti-Demon % Float Multiplies damage against enemies classified as Demons by the specified amount.
Anti-Undead % Float Multiplies damage against enemies classified as Undead by the specified amount.
Anti-Hollow % Float Multiplies damage against enemies classified as Hollow by the specified amount.
Anti-Abyss % Float Multiplies damage against enemies classified as Abyssal by the specified amount.
Vagrant Item ID String Unknown
Vagrant Item ID 2 String Unknown
Vagrant Item ID 3 String Unknown
Equip Model ID String The equip model ID used to specify the model used by the weapon.
Icon ID String The icon ID used to specify the icon used by the weapon.
Durability String The default durability of the weapon.
Max Durability String The max durability of the weapon.
Attack Throw Escape String Unknown
Parry Damage Life String Unknown
Damage: Physical String The base Physical damage for the weapon.
Damage: Magic String The base Magic damage for the weapon.
Damage: Fire String The base Fire damage for the weapon.
Damage: Lightning String The base Lightning damage for the weapon.
Damage: Stamina String The base Stamina damage for the weapon.
Damage: Poise String The base Poise damage for the weapon.
Guard Angle String The angle at which guard absorption is applied whilst blocking.
Stability String The stability used whilst blocking.
Reinforce Type ID String The set of multipliers applied to the weapon's damage and scaling when reinforced.
Trophy S-Grade ID String Unknown
Trophy Seq ID String Unknown
Critical String The amount of critical the weapon has.
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