Okay, so I’ve been diving deep into Elden Ring lately, like REALLY deep. And one thing that always bugged me was figuring out which weapon was actually best for my build. You know, all those stats, scaling, and stuff? It gets confusing! So, I decided to take matters into my own hands and build a simple weapon calculator.
First, I needed to find data. Lots of data. I started manually, copying all this stuff into a simple spreadsheet like a crazy person. Weapon names, base damage, scaling letters (like, is that a ‘B’ or an ‘8’?), attribute requirements. That took forever and quickly becomes time consuming.

Then I got smarter. I went to some Elden Ring community, I started digging around for existing data dumps. I found them in some forums, where some awesome folks had already compiled most of this info. Much better than copying everything! I grabbed those, cleaned them up, and combined them with my original mess. Much more manageable!
The “Calculation” Part
The math is the hardest part. Basically, it is to figure out how much extra damage you get from your stats (Strength, Dexterity, etc.). Elden Ring uses these scaling letters (S, A, B, C, D, E) to represent how well a weapon benefits from each stat.
- S is the best, like super amazing.
- A is great.
- B is pretty good.
- C is okay.
- D is, well, not great.
- E is barely anything.
I started with a basic approach. Input my character’s stats, select a weapon, and then see the calculated damage. It worked… kind of. It was giving me numbers, but I wasn’t entirely sure they were right. I could see that from changing a few numbers.
Making It More Useful
I am making it more useful by, trying out different upgrade levels, and adding some more stats to the view. Adding different weapons and different stats.
Honestly, this whole thing is still a bit rough. It’s not the prettiest thing, and I’m sure there are some edge cases I haven’t figured out. But it’s already helped me make some better weapon choices in the game, so I’d call it a win! I’m gonna keep tweaking it and adding more features as I go. Maybe I’ll even share it with the community someday, once I’m sure it’s not completely broken. This whole project has been a fun way to combine my love for Elden Ring with a bit of practical problem-solving.