Scaling

# 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)
\begin{align} [base AR]*([str scaling]*[str stat calcCorrection] \end{align}
(2)
\begin{align} +[dex scaling]*[dex stat calcCorrection] \end{align}
(3)
\begin{align} +[int scaling]*[int stat calcCorrection] \end{align}
(4)
\begin{align} +[faith scaling]*[faith stat calcCorrection] \end{align}
(5)
\begin{align} +[luck scaling]*[luck stat calcCorrection]) \end{align}

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

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.