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. |