Calculate your weapon’s Attack Rating and optimize your build
Weapon & Stats
Attack Rating Results
Damage Breakdown
Scaling Bonus
AR Visualization
Optimization Tips
Select a weapon and stats to see optimization tips.
Pro Tip
For maximum physical damage with quality builds, aim for 40 Strength and 40 Dexterity with Refined infusion.
About AR Calculation
Attack Rating (AR) is the total damage potential of your weapon before enemy defenses are applied. It’s calculated based on:
- Base Damage: The weapon’s inherent damage values
- Stat Scaling: Bonus damage from your character’s stats
- Infusion: How the weapon is infused changes its scaling and damage types
- Weapon Level: Upgrading your weapon increases its base damage
- Buffs: Temporary damage increases from spells or items
Understanding Dark Souls 3 Weapon AR Calculations
Attack Rating (AR) is the most important numerical value for determining your weapon’s damage potential in Dark Souls 3. Understanding how AR is calculated, how different factors influence it, and how to optimize your build for maximum damage output is essential for both PvE progression and PvP competitiveness.
This comprehensive guide explores the Dark Souls 3 Weapon AR calculation system in detail, from the basic formulas to advanced optimization strategies. Whether you’re planning a new build, trying to understand why your damage seems low, or looking to maximize your effectiveness in both PvE and PvP scenarios, this guide will provide the insights you need.
We’ll examine weapon scaling, infusion systems, stat soft caps, and how different weapon types calculate their damage. By the end of this article, you’ll have a thorough understanding of Dark Souls 3’s AR system and how to use this knowledge to create more effective character builds.
Understanding Attack Rating (AR) in Dark Souls 3
Attack Rating represents your weapon’s potential damage before enemy defenses are applied. It’s a combination of base damage and scaling damage, modified by various factors including weapon upgrade level, character stats, and infusion type.
The Basic AR Formula
The fundamental formula for calculating AR is:
Total AR = Base Damage + Scaling Damage
Where Scaling Damage is calculated as:
Scaling Damage = Base Damage × Scaling Multiplier × Stat Bonus
Damage Types and AR
Weapons in Dark Souls 3 can deal multiple damage types, each with its own AR calculation:
Split damage weapons (those dealing multiple damage types) often face higher total defense penalties, which can make their effective damage lower than their AR suggests.
Weapon Scaling System
Weapon scaling is the primary mechanic through which your character stats increase your weapon’s damage. Understanding scaling grades and how they translate to actual damage is crucial for build optimization.
Scaling Grades and Multipliers
Weapons have scaling grades from E (worst) to S (best) for each stat they scale with:
| Scaling Grade | Multiplier Range | Description | Example Weapons |
|---|---|---|---|
| S | 1.40x – 1.60x | Exceptional scaling | Fume Ultra Greatsword (Str), Sellsword Twinblades (Dex) |
| A | 1.20x – 1.39x | Excellent scaling | Black Knight Sword (Str), Astora Greatsword (Dex) |
| B | 1.00x – 1.19x | Good scaling | Claymore (Str/Dex), Lothric Knight Sword (Dex) |
| C | 0.80x – 0.99x | Average scaling | Longsword (Str/Dex), Partizan (Dex) |
| D | 0.60x – 0.79x | Poor scaling | Dagger (Dex), Mace (Str) |
| E | 0.40x – 0.59x | Minimal scaling | Torch, Broken Straight Sword |
Stat Contribution to Scaling
The actual scaling bonus you receive depends on both the weapon’s scaling grade and your character’s stat level:
Strength Scaling Bonus Progression (S Scaling Weapon)
Important Note:
Two-handing a weapon multiplies your effective Strength by 1.5x (rounded down). This means that at 27 Strength, two-handing gives you the equivalent of 40 Strength for scaling purposes. At 66 Strength, two-handing reaches the effective hard cap of 99 Strength.
Weapon Infusion System
Infusions modify a weapon’s scaling properties and damage types, allowing you to customize weapons to fit your build. Choosing the right infusion is one of the most important decisions for optimizing your AR.
Infusion Comparison at 40/40 Quality Build
Infusion Types and Their Effects
Each infusion modifies weapon scaling and damage in specific ways:
Heavy
Increases Strength scaling, decreases Dexterity scaling
Best for: Pure Strength builds
Sharp
Increases Dexterity scaling, decreases Strength scaling
Best for: Pure Dexterity builds
Refined
Balances Strength and Dexterity scaling
Best for: Quality builds (40/40)
Crystal
Adds Intelligence scaling and Magic damage
Best for: Intelligence builds
Lightning
Adds Faith scaling and Lightning damage
Best for: Faith builds
Dark/Chaos
Adds Int/Faith scaling and Dark/Fire damage
Best for: Pyromancy builds
Blessed
Adds Faith scaling, HP regeneration
Best for: Support Faith builds
Hollow
Adds Luck scaling, increases item discovery
Best for: Luck/bleed builds
Infusion Strategy
Choosing the right infusion depends on your build and weapon:
- Strength Builds: Heavy infusion on weapons with good base Strength scaling
- Dexterity Builds: Sharp infusion on weapons with good base Dexterity scaling
- Quality Builds: Refined infusion on weapons with balanced scaling
- Elemental Builds: Crystal, Lightning, or Dark/Chaos depending on your stats
- Weapon Buffs: Raw or Physical infusions if you plan to use weapon buffs
Stat Soft Caps and Optimization
Understanding stat soft caps is essential for efficient build planning. Investing stats beyond soft caps provides significantly diminished returns.
Vigor
Health Points
Soft cap at 27 (1000 HP), hard cap at 50 (1300 HP). Diminishing returns begin at 40.
Endurance
Stamina
Soft cap at 40 (160 stamina). Beyond 40, gains are minimal (0.5-1 stamina per level).
Strength/Dexterity
Physical Damage
First soft cap at 40, second soft cap at 60. Two-handing gives 1.5x Strength for scaling.
Intelligence/Faith
Elemental Damage
First soft cap at 40, second soft cap at 60. Spell buffs continue scaling well to 60.
Luck
Bleed/Poison/Item Discovery
Soft cap at 40 for status effect buildup, 50 for Anri’s Straight Sword scaling.
Attunement
FP and Spell Slots
Spell slots at 10, 14, 18, 24, 30, 40, 50, 60. FP gains diminish after 40.
Optimal Stat Distribution
Based on soft caps, here are common optimal stat distributions for different builds:
Quality Build
40 Strength, 40 Dexterity
Best with: Refined infusion on balanced weapons
AR Range: 400-650
Strength Build
66 Strength (99 when two-handing)
Best with: Heavy infusion on Strength weapons
AR Range: 450-700
Dexterity Build
40-80 Dexterity
Best with: Sharp infusion on Dexterity weapons
AR Range: 350-600
Intelligence Build
60 Intelligence
Best with: Crystal infusion or weapon buffs
AR Range: 500-700 (with buffs)
Faith Build
60 Faith
Best with: Lightning infusion or weapon buffs
AR Range: 500-700 (with buffs)
Pyromancy Build
40 Intelligence, 40 Faith
Best with: Dark or Chaos infusion
AR Range: 550-750 (split damage)
Weapon Upgrade System
Weapon upgrades significantly increase both base damage and scaling potential. Understanding upgrade paths and materials is essential for maximizing your AR.
Weapon AR Progression Through Upgrades (Standard Path)
Upgrade Paths and Materials
Different weapon types follow different upgrade paths with corresponding materials:
| Weapon Type | Max Level | Upgrade Materials | Special Notes |
|---|---|---|---|
| Standard Weapons | +10 | Titanite Shards, Large, Chunk, Slab | Most common upgrade path |
| Special/Boss Weapons | +5 | Titanite Scale | Twinkling Titanite for some weapons |
| Unique Weapons | +5 | Twinkling Titanite | Cannot be infused or buffed |
| Infused Weapons | +10 | Titanite + Gems | Retain infusion properties when upgraded |
Upgrade Strategy
Effective upgrade planning can maximize your damage throughout the game:
- Early Game: Focus on one main weapon and upgrade it as materials become available
- Mid Game: Experiment with different infusions once you have access to gems
- Late Game: Plan your final build and allocate Titanite Slabs accordingly
- PvP Optimization: Have multiple +10 weapons with different infusions for different matchups
AR Optimization Strategies
Maximizing your AR requires a comprehensive approach that considers weapon choice, infusion, stats, rings, and buffs.
AR Optimization Stacking Effects
Ring Selection for AR
Rings can significantly boost your AR when chosen strategically:
- Ring of Favor: All-around stat boost that indirectly increases AR
- Prisoner’s Chain: Massive stat boost for minimal absorption penalty
- Knights/Hunters/Scholars/Priestess Rings: +5 to specific stats
- Lloyd’s Sword Ring: 10% damage increase at full HP
- Red Tearstone Ring: 20% damage increase below 20% HP
- Hornet Ring: Critical damage boost (not AR, but effective damage)
Weapon Buffs and AR
Temporary weapon buffs can dramatically increase your AR for short periods:
- Resins/Bundles: Quick application, fixed elemental damage
- Spell Buffs: Higher damage potential, scales with spell buff
- Weapon Arts: Some weapons have self-buffing weapon arts
- Stacking Buffs: Some buffs can be stacked for massive AR increases
Conclusion
Understanding Dark Souls 3 Weapon AR calculations is essential for creating effective builds and maximizing your damage potential. From the basic scaling formulas to advanced optimization strategies, this knowledge empowers you to make informed decisions about weapon choice, infusion selection, and stat distribution.
Remember that while AR is an important metric, it’s not the only factor in determining effective damage. Weapon movesets, attack speed, stamina consumption, and enemy resistances all play crucial roles in actual combat effectiveness. The highest AR weapon isn’t always the best choice for every situation.
By applying the principles outlined in this guide and experimenting with different combinations, you can create builds that not only have high theoretical AR but also perform well in actual gameplay. Whether you’re facing challenging PvE content or competitive PvP matches, a thorough understanding of the AR system will give you a significant advantage.
For the most up-to-date information and community-tested optimization strategies, always consult the Dark Souls 3 community resources and continue testing different approaches to find what works best for your playstyle.
Dark Souls 3 AR Calculation Formulas
These formulas represent the mathematical foundation of AR calculations in Dark Souls 3:
Basic AR Formulas
Total AR Calculation:
Scaling Damage Calculation:
Multiple Scaling Stats:
Advanced AR Calculations
Two-Handing Strength Bonus:
Infusion Modification:
Weapon Buff AR Addition:
Damage Calculation Formulas
Effective Damage Calculation:
Split Damage Defense:
This is why split damage weapons often underperform despite high AR
Frequently Asked Questions
Here are answers to common questions about Dark Souls 3 Weapon AR calculations:
Why does my weapon with higher AR deal less damage? +
Several factors can cause a weapon with higher AR to deal less actual damage:
- Split Damage: Weapons with multiple damage types (physical + elemental) face defense penalties for each damage type
- Motion Values: Different attacks have different motion values that multiply your AR
- Enemy Resistances: Some enemies have high resistance to certain damage types
- Counter Damage: Thrust attacks during enemy attacks deal extra counter damage
- Weapon Buffs: Temporary buffs may not be active during your testing
A pure physical weapon with 500 AR will often outdamage a split damage weapon with 600 AR against most enemies due to how defense calculations work.
What’s the difference between AR and actual damage? +
AR and actual damage are related but distinct concepts:
- Attack Rating (AR): Your weapon’s potential damage before enemy defenses are applied. This is the number you see in your equipment screen.
- Actual Damage: The damage that actually appears when you hit an enemy. This is calculated as: AR × Motion Value × (1 – Defense Reduction).
Factors that affect the conversion from AR to actual damage include:
- Enemy defense and absorption values
- Attack type and motion values
- Counter hits (extra damage during enemy attack animations)
- Backstab and riposte multipliers
- Damage type resistances
Should I go beyond 40 in my main damage stat? +
Whether to go beyond 40 in your main damage stat depends on your build and weapon:
- Strength Builds: 66 Strength is optimal for two-handing (equivalent to 99 when two-handing). Beyond 66 provides minimal returns.
- Dexterity Builds: Some weapons continue scaling well to 60-80 Dexterity, particularly with Sharp infusion.
- Elemental Builds: Intelligence and Faith typically scale well to 60 for spell buffs and infused weapons.
- Quality Builds: 40/40 is the standard cap. Going to 60/60 provides minimal gains for the stat investment.
Generally, if you have spare levels after meeting your vigor, endurance, and vitality requirements, putting them into your main damage stat can provide small damage increases, but the returns diminish significantly after the soft caps.
How do weapon buffs interact with AR? +
Weapon buffs add flat AR based on your spell buff and the specific buff used:
- Spell Buff Calculation: Buff AR = Spell Buff × Buff Multiplier
- Buff Multipliers: Different buffs have different multipliers (Crystal Magic Weapon: 1.3x, Lightning Blade: 1.3x, Darkmoon Blade: 1.35x at max rank)
- Stacking: Most buffs cannot be stacked, but some weapon arts can be used with spell buffs
- Infusion Compatibility: Weapons with innate elemental damage or elemental infusions cannot be buffed (except with specific exceptions)
For example, with 60 Intelligence and Court Sorcerer’s Staff (high spell buff), Crystal Magic Weapon can add 200+ magic AR to a compatible weapon for 60 seconds.
What is the “best” infusion for maximum AR? +
The “best” infusion depends entirely on your build and stats:
- Pure Strength (66 Str): Heavy infusion typically provides the highest physical AR
- Pure Dexterity (80 Dex): Sharp infusion on dex-oriented weapons
- Quality (40/40): Refined infusion on balanced scaling weapons
- Intelligence (60 Int): Crystal infusion for pure magic damage
- Faith (60 Fth): Lightning infusion for pure lightning damage
- Pyromancy (40/40 Int/Fth): Dark or Chaos infusion for the highest total AR
It’s important to note that while elemental infusions often show higher total AR due to split damage, pure physical infusions typically result in higher actual damage against most enemies because of how defense calculations work.
How much AR difference does weapon upgrade level make? +
Weapon upgrades significantly impact both base damage and scaling potential:
- Base Damage Increase: Each upgrade level increases base damage by approximately 5-10%
- Scaling Improvement: Scaling grades often improve with upgrades (e.g., C to B, B to A)
- Total AR Gain: A weapon typically gains 50-100% more AR from +0 to +10
- Infusion Impact: The benefits of infusion are more pronounced at higher upgrade levels
For example, a Longsword might have 200 AR at +10 compared to 110 AR at +0. With proper scaling and infusion, this difference becomes even more significant at higher levels with appropriate stats.

