Set your stats
Enter Strength, Dexterity, Intelligence, Faith and Arcane. Two-handing applies the effective Strength bonus before AR is calculated.
Elden Ring weapon damage calculator
Calculate weapon damage and DPS based on your stats, weapon upgrades, affinity, buffs, talismans and enemy defenses.
Stats → AR → defense → damage
Enter the offensive attributes used for weapon AR. Vigor, Mind and Endurance are not part of direct weapon damage.
1/4 slots
Enter enemy defense and damage negation. Named boss targets can be added once reliable defense data is available.
| Damage type | Defense | Negation |
|---|---|---|
| Physical | % | |
| Magic | % | |
| Fire | % | |
| Lightning | % | |
| Holy | % |
Compare final damage and DPS for a second weapon using the same stats, buffs, talismans, attack type and target defenses.
| Result | A · Heavy Greatsword | B · Heavy Claymore |
|---|---|---|
| AR | 839 | 694 |
| Damage / hit | 1,079 | 892 |
| DPS | 1,294 | 1,071 |
| Type | Colossal Sword | Greatsword |
| Affinity | Heavy | Heavy |
| Upgrade | +25 | +25 |
Start with the calculator above. The important sequence is AR first, then attack type, buffs, talismans, enemy defense and damage negation.
Enter Strength, Dexterity, Intelligence, Faith and Arcane. Two-handing applies the effective Strength bonus before AR is calculated.
Pick weapon, affinity and upgrade level. The calculator displays the AR that feeds the damage estimate.
Select attack type, motion value, buffs and talismans, including damage calculator with buffs and talisman scenarios.
Enter enemy defense and damage negation by damage type, then compare damage per hit and DPS.
Actual weapon damage is not just the number shown on the equipment screen. It is a chain of attack rating, damage type, motion value, modifiers, enemy defense and damage negation.
Attack Rating (AR) is the starting point. The calculator gets AR from your weapon, upgrade level, affinity and offensive stats, then splits that AR into physical, magic, fire, lightning and holy damage types.
The selected attack type applies a motion value. A light attack, charged heavy, jump attack, critical hit and Ash of War do not use the same percentage of weapon AR, so you can edit the value for the move you are testing.
Enemy defense is applied by damage type, then enemy damage negation reduces the remaining damage. Split damage can therefore perform differently from pure physical damage, even when the displayed AR looks higher.
Use this example to read the calculator output: the exact weapon and target can change, but the order of operations stays the same.
| Step | What happens | What to check |
|---|---|---|
| Weapon AR | The selected weapon, affinity, upgrade level and stats produce physical, magic, fire, lightning and holy AR. | If this number looks wrong, check it first in the Weapon Calculator. |
| Motion value | The chosen attack scales AR. A 100 motion value uses the listed AR; a 150 motion value uses one and a half times that attack before reductions. | Edit the motion value for a specific R1, charged heavy, jump attack or Ash of War. |
| Buffs and talismans | Golden Vow, Flame Grant Me Strength, Scorpion Charms and conditional talismans multiply the matching damage types before enemy reductions. | Make sure the condition applies: Shard of Alexander needs the Skill attack type, Axe Talisman needs charged heavy, and Claw Talisman needs jump attack. |
| Enemy reductions | Defense reduces each damage type first, then damage negation reduces the remaining value by percentage. | Split damage can lose more to defenses than a similar pure-physical AR number. |
A practical read is: use AR to understand the weapon, use damage per hit to understand a single opening, and use DPS only when the attack rate is realistic for the move you are actually repeating.
Use the Elden Ring damage calculator with buffs to test Golden Vow, Flame Grant Me Strength, custom damage bonuses and weapon setups before committing to a build.
Buffs matter because many player questions are not about raw AR. They are about the final hit after Golden Vow, Flame Grant Me Strength, a weapon skill and a specific enemy defense setup. This page shows the buffed attack value and the final post-defense estimate instead of stopping at displayed AR.
The calculator treats buffs as damage-type modifiers. A universal bonus applies to every active damage type, while a physical-only or elemental-only bonus applies only to matching rows in the damage breakdown.
Select up to four talismans and compare how conditional bonuses change damage per hit and DPS.
Talismans are handled as conditional damage modifiers. Shard of Alexander applies to the Ash of War / Skill attack type, Axe Talisman applies to charged heavy attacks, Claw Talisman applies to jump attacks, and Scorpion Charms apply to their matching elemental damage type.
Attack Rating is not the same as actual enemy HP damage. AR is the input; final damage is the output after combat rules.
If you only need AR, scaling letters, affinity comparison, requirements or upgrade-level tuning, use the Weapon Calculator. Stay on this page when the question is “how much damage does this hit actually deal after buffs and enemy reductions?” Keeping those jobs separate avoids mixing build planning with combat damage estimation.
| Tool | Best for |
|---|---|
| Weapon Calculator | AR, scaling, affinity, requirements and upgrade-level comparison. |
| Damage Calculator | Damage per hit, DPS, buffs, talismans, motion values and enemy defense. |
A slower weapon can win damage per hit while losing damage per second. DPS needs both the final damage number and an attack-rate assumption.
DPS is calculated as estimated damage per hit multiplied by the editable hits-per-second field. That keeps the calculator useful for comparisons without pretending every moveset, recovery window and boss opening can be reduced to one universal animation speed.
The attack type selector includes Ash of War / Skill so you can estimate skill damage with buffs and talismans.
Ash of War damage often depends on a specific skill motion value, projectile behavior or multi-hit pattern. Enter the motion value for the skill you want to test; named Ash of War choices can be added later when their values are reliable.
The calculator shows the assumptions behind each estimate so you can compare setups without hiding the uncertain parts.
Many weapons and Ashes of War have move-specific or multi-hit values. Enter the motion value when you know it.
Named enemy choices are not included until defense and negation values are reliable.
This version focuses on PvE-style weapon damage. PvP-specific scaling, arena rules and patch exceptions are not folded into the result.
For multi-hit skills, calculate one hit type at a time or use hits per second as a comparison estimate rather than a guaranteed total.
Check AR, scaling, affinity and upgrade level before final damage.
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It estimates weapon damage per hit and DPS from your attributes, weapon AR, upgrade level, affinity, motion value, buffs, talismans, enemy defense and enemy damage negation.
No. Attack Rating (AR) is the weapon's offensive value before motion values, buffs, defense and damage negation are applied. Actual damage is what remains after those steps.
Yes. The calculator includes common damage buffs and talismans such as Golden Vow, Flame Grant Me Strength, Shard of Alexander, Axe Talisman, Claw Talisman and Scorpion Charms.
Yes. Choose Ash of War / Skill, then enter the motion value for the skill you want to test. Named Ash of War choices can be added once their values are reliable.
Use the target fields to enter defense and negation values. Named enemy choices can be added once reliable defense and negation data is available.
Yes. The weapon selector uses the same Elden Ring version 1.17 weapon data as the Weapon Calculator, including Base Game and Shadow of the Erdtree weapons.