General Information
Scaling determines how much additional damage Weapons, Shields, and Spell Tools deal. The additional damage is based on the stat bonus, base damage, and your Strength, Dexterity, Intelligence, Faith, and Luck Stats.
The stat bonus is indicated by a letter grade of S/A/B/C/D/E, or as -, which means no scaling for that stat.
- S is 141% ≤ S
- A is 101% ≤ A < 141%
- B is 81% ≤ B < 101%
- C is 51% ≤ C < 81%
- D is 21% ≤ D < 50%
- E is 0% < E < 21%
Modifiers
How much of the Scaling is used depends on the Stat CalcCorrection at a given amount of Stats. This modifier is why softcaps vary, such as Dark or Chaos Infusions softcapping at 30/30 INT/FTH rather than 40/40 like a Pyromancy Flame.
These modifiers are the percentage of the Scaling used. 120% (A) Scaling with 60 Strength would utilize 85% of that 120% Scaling: 102%. With a base AR of 200, it would then be multiplied by that 102% to get 204, which would be the additional AR added by Scaling to the weapon. The full formula for AR would be as follows, done for each damage type:
(1)Spell Buff is calculated identically, and Bleed/Poison Scaling from Luck is calculated similarly.
Common Modifiers
Standard (All) | Heavy (Physical) | Sharp (Physical) | Refined (Physical) | Chaos (Fire) | Dark (Dark) | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|
1 | 0% | 1 | 0% | 1 | 0% | 1 | 0% | 1 | 0% | 1 | 0% |
18 | 25% | 16 | 35% | 16 | 33% | 16 | 25% | 20 | 45% | 20 | 45% |
40 | 75% | 40 | 75% | 40 | 72% | 40 | 70% | 30 | 80% | 30 | 80% |
60 | 85% | 60 | 85% | 60 | 81% | 60 | 85% | 50 | 90% | 50 | 90% |
99 | 100% | 99 | 100% | 99 | 100% | 99 | 100% | 99 | 100% | 99 | 100% |
Reinforcement
Equipment has a base bonus value for each stat, for example the Butcher Knife has Strength Scaling of 104%.
This bonus gets multiplied by a scalar value dependent on reinforcement. For max upgrade, this scalar value is 1.4x.
Weapon Upgrade Bonus Scalars | +0 | +1 | +2 | +3 | +4 | +5 | +6 | +7 | +8 | +9 | +10 |
---|---|---|---|---|---|---|---|---|---|---|---|
Regular | 1.0 | 1.05 | 1.1 | 1.15 | 1.2 | 1.23 | 1.26 | 1.29 | 1.32 | 1.35 | 1.4 |
Unique / Boss | 1.0 | 1.08 | 1.16 | 1.24 | 1.32 | 1.4 | — | — | — | — | — |
Weapon Base Bonuses
- Axes
- Bows
- Claws
- Curved Greatswords
- Curved Swords
- Daggers
- Fists
- Greataxes
- Greatbows
- Great Hammers
- Greatswords
- Halberds
- Hammers
- Katanas
- Pikes
- Reapers
- Spears
- Straight Swords
- Thrusting Swords
- Torches
- Ultra Greatswords
- Whips
Weapon | Strength Bonus | Dexterity Bonus | Intelligence Bonus | Faith Bonus |
---|---|---|---|---|
Battle Axe | 45.00% | 25.00% | 0.00% | 0.00% |
Brigand Axe | 45.00% | 26.00% | 0.00% | 0.00% |
Butcher Knife | 104.00% | 0.00% | 0.00% | 0.00% |
Dragonslayer's Axe | 26.00% | 8.00% | 0.00% | 0.00% |
Eleonora | 31.00% | 15.00% | 0.00% | 0.00% |
Hand Axe | 50.00% | 30.00% | 0.00% | 0.00% |
Man Serpent Hatchet | 45.00% | 25.00% | 0.00% | 0.00% |
Millwood Battle Axe | 55.00% | 10.00% | 0.00% | 0.00% |
Thrall Axe | 43.00% | 38.00% | 0.00% | 0.00% |
Winged Knight Twinaxes | 45.00% | 25.00% | 0.00% | 0.00% |
Notes
- As Base Damage is an important factor in determining Scaling, stat bonuses for miniscule AR may be better off ignored in place of leveling other, better Stats. Higher Scaling may not always result in more AR per level, such as the Faith Scaling on the Dragonslayer Swordspear compared to its Strength Scaling, which adds less AR despite higher Scaling.
- Some Weapons may scale with stats unusually, such as gaining Physical AR from Intelligence or Faith, or even gaining Magic and Fire AR from Strength and Dexterity in the case of Dancer's Enchanted Swords as well as Physical AR.