Optimize your Equip Load for the Best Dodge Roll in Lordran
Character Stats
Your character's Vitality stat, which directly influences Equip Load.
The total weight of all your currently equipped gear (armor, weapons, rings).
Yes
No
This ring increases your maximum Equip Load by 25%.
Yes
No
This ring increases your maximum Equip Load by 50%.
Your Roll Performance
–.–% Equip Load
Maximum Equip Load: –.–
Current Weight: –.–
Vitality Bonus: –.–
Ring Bonus: –.–
Formula Used: Max Equip Load is primarily determined by Vitality, modified by rings. Your roll speed (Fast, Medium, Slow, Fat) is categorized based on your Current Equip Load as a percentage of your Max Equip Load.
Equip Load vs. Roll Speed Thresholds
This chart visualizes the percentage thresholds for each dodge roll type based on your character's Equip Load.
Typical Equip Load Contributions
Item Type
Example Item
Weight (Units)
What is Dark Souls 1 Weight Calculator?
The Dark Souls 1 Weight Calculator is an essential tool for any player looking to optimize their character's movement and survivability in the challenging world of Lordran. It helps determine your character's Equip Load, which is the combined weight of all gear—armor, weapons, and rings—that your character is currently using. The most critical factor influenced by your Equip Load is your dodge roll speed and distance, commonly referred to as "roll types." Understanding and managing your weight is paramount to mastering combat in Dark Souls 1. This dark souls 1 weight calculator simplifies that process.
Players should use this dark souls 1 weight calculator if they are:
Trying to achieve the fastest dodge roll (Fast Roll).
Experimenting with different armor sets and weapon combinations.
Wondering why their character feels sluggish or has a slow roll.
Planning a build that requires specific poise or defense values while maintaining good mobility.
Struggling with bosses and looking for ways to improve their evasion capabilities.
Common misconceptions include believing that only armor contributes to Equip Load (weapons and rings also add significant weight) or that faster rolls are always better regardless of defensive stats. This dark souls 1 weight calculator clarifies the thresholds.
Dark Souls 1 Weight Calculator Formula and Mathematical Explanation
The calculation for Dark Souls 1's Equip Load revolves around several key components. The base Max Equip Load is primarily dictated by the Vitality stat, with significant bonuses provided by specific rings. The player's current performance (roll type) is then determined by comparing their Current Equipped Weight to this calculated Max Equip Load.
Core Calculations:
Base Max Equip Load from Vitality: Each point of Vitality contributes to your maximum carrying capacity.
Ring Bonuses: The Ring of Favor and Protection and Havel's Ring provide percentage-based increases to your Max Equip Load. These stack multiplicatively or additively depending on the specific rings.
Total Max Equip Load: Sum of base Vitality contribution and all applicable ring bonuses.
Equip Load Percentage: Calculated as (Current Equipped Weight / Total Max Equip Load) * 100.
Roll Type Determination: Based on the Equip Load Percentage, your roll type is assigned.
The Formula (Simplified):
Max Equip Load = (Vitality Stat Value * Weight per Vitality Point) + (Base Max Equip Load * Ring Bonus Percentage)
Note: The exact numerical values for "Weight per Vitality Point" and "Base Max Equip Load" and how bonuses stack are complex and can be found in detailed wikis. This calculator uses these established values.
Variables Table:
Variable
Meaning
Unit
Typical Range
Vitality
Character stat directly increasing max equip load.
Stat Points
0 – 99
Current Equipped Weight
Total weight of all gear.
Units (e.g., kg or lbs, but consistent within game mechanics)
0 – High
Ring of Favor and Protection Bonus
Percentage increase from RoFaP.
%
+25%
Havel's Ring Bonus
Percentage increase from Havel's Ring.
%
+50%
Max Equip Load
The absolute maximum weight the character can carry.
Units
Variable (based on Vitality and Rings)
Equip Load Percentage
Current weight as a fraction of max weight.
%
0% – 100%+
Practical Examples (Real-World Use Cases)
Let's see how the dark souls 1 weight calculator works with practical scenarios:
Example 1: The Agile Warrior
Character: Warrior Build
Vitality: 35
Current Equipped Weight: Light armor (e.g., Wanderer set), one Dex weapon, no shield. Total: 15.5 Units.
Rings: No special rings equipped.
Calculation using the calculator:
With 35 Vitality and no rings, the character has a substantial base Max Equip Load. If their total is 15.5 Units, the Equip Load Percentage will be well below 25%.
Expected Output:
Equip Load Percentage: Approximately 15.5% (if Max Equip Load is around 100 units).
Roll Type: Fast Roll (< 25% Equip Load).
Intermediate Values: Max Equip Load (e.g., 100 Units), Current Weight (15.5 Units), Vitality Bonus (e.g., 80 Units), Ring Bonus (0 Units).
Interpretation: This character will have the fastest and longest dodge rolls, allowing for excellent evasion and repositioning in combat. They sacrifice some defense or weapon options for mobility.
Example 2: The Tanky Knight
Character: Knight Build focusing on defense.
Vitality: 50
Current Equipped Weight: Heavy armor (e.g., Havel's Set), Greatsword, Ring of Favor and Protection, Havel's Ring. Total: 85.0 Units.
Rings: Ring of Favor and Protection AND Havel's Ring.
Calculation using the calculator:
With 50 Vitality, the base Max Equip Load is high. The addition of both RoFaP (+25%) and Havel's Ring (+50%) provides a massive boost (total effective bonus of 87.5% if stacking additively, or 1.25 * 1.50 = 1.875 total multiplier). With a total current weight of 85.0 Units, the Equip Load Percentage needs to be checked against the inflated Max Equip Load.
Expected Output:
Equip Load Percentage: Potentially around 45.5% (if Max Equip Load is ~186 Units).
Roll Type: Medium Roll (between 25% and 50% Equip Load).
Intermediate Values: Max Equip Load (e.g., 186 Units), Current Weight (85.0 Units), Vitality Bonus (e.g., 120 Units), Ring Bonus (e.g., +87.5% or equivalent unit increase).
Interpretation: This character achieves a respectable Medium Roll despite wearing very heavy gear. They prioritize defense and poise but sacrifice the fastest roll. This build is viable for tanking hits and trading damage.
How to Use This Dark Souls 1 Weight Calculator
Using the dark souls 1 weight calculator is straightforward:
Input Vitality: Enter your character's current Vitality level (0-99).
Enter Current Equipped Weight: Input the total weight of all your armor, weapons, and catalysts/talismans. You can find item weights on various Dark Souls wikis.
Select Rings: Use the dropdown menus to indicate if you have the Ring of Favor and Protection and/or Havel's Ring equipped.
Calculate: Click the "Calculate Rolls" button.
Reading the Results:
Equip Load Percentage: This is the most crucial number. It shows your current weight as a percentage of your maximum carrying capacity.
Roll Type Icon: A visual indicator (color-coded icon) showing your current dodge roll category (Fast, Medium, Slow, Fat).
Maximum Equip Load: The total weight your character can carry based on Vitality and equipped rings.
Current Weight: Your input value for total gear weight.
Vitality Bonus & Ring Bonus: These show the contributions towards your Max Equip Load.
Decision-Making Guidance:
Below 25%: Fast Roll. Ideal for highly evasive builds.
25% – 50%: Medium Roll. A good balance between mobility and defense/offense.
Above 100%: Fat Roll. Extremely slow and short rolls, generally not recommended for most builds.
Adjust your gear or level Vitality based on your desired roll type and the calculator's output.
Key Factors That Affect Dark Souls 1 Results
Several factors significantly influence your Equip Load calculations and, consequently, your roll type:
Vitality Stat: This is the primary driver of your Max Equip Load. Higher Vitality directly translates to a higher carrying capacity, allowing for heavier gear while maintaining better roll speeds. Investing points here is crucial for tankier or heavier-weapon builds.
Armor Weight: Heavy armor sets like Havel's or Giant's armor provide excellent defense and poise but contribute massively to your Current Equipped Weight. Choosing lighter sets is essential for fast rollers.
Weapon Weight: Larger, heavier weapons (e.g., Greatswords, Ultra Greatswords, Greataxes) carry substantial weight. Some builds might opt for lighter weapons to free up Equip Load for armor or rings.
Shields: While offering defense, shields can also add considerable weight, especially heavier ones like Havel's Greatshield or Greatshields.
Rings (Havel's & RoFaP): These two rings are game-changers for Equip Load management. Havel's Ring provides the largest flat increase, while the Ring of Favor and Protection offers a percentage boost alongside HP and Stamina increases. Their strategic use is key to balancing heavy gear with mobility.
Catalysts/Talismans/Chimes: Depending on your build (Sorcery, Miracles, Pyromancy), these equipment slots also contribute weight, though typically less than weapons or armor.
Total Gear Synergy: It's not just one piece but the sum of all equipped items. A build might have a heavy weapon but light armor, or vice versa. The dark souls 1 weight calculator helps see the combined effect.
Player Skill & Strategy: While the calculator provides the numbers, understanding *why* you want a certain roll type (e.g., dodging a specific boss attack) is crucial. Sometimes a Medium roll is sufficient, or even preferred if it allows for better poise.
Frequently Asked Questions (FAQ)
What is the fastest roll threshold in Dark Souls 1?
The fastest roll, often called the "Fast Roll," occurs when your Equip Load is below 25% of your maximum.
What happens if my Equip Load is over 100%?
If your Equip Load exceeds 100% of your maximum, your character will be unable to move at all. You will be effectively immobile until you unequip items to get below the 100% threshold.
How much does Vitality increase Max Equip Load by?
The exact increase per point of Vitality is complex and depends on base values, but generally, each point significantly contributes. Investing heavily in Vitality is the most reliable way to increase your carrying capacity without relying solely on rings.
Can I stack Havel's Ring and Ring of Favor and Protection?
Yes, you can equip both Havel's Ring and the Ring of Favor and Protection simultaneously. They provide substantial boosts to your Max Equip Load and stack their effects.
What are the thresholds for Medium Roll, Slow Roll, and Fat Roll?
Medium Roll: 25% – 49.9% Equip Load
Slow Roll: 50% – 99.9% Equip Load
Fat Roll: 0% (This is incorrect; Fat Roll is generally considered anything from 50% and above, with the slowest being over 75-100%, but the game categorizes it differently. The calculator uses the standard tiers.) The typical thresholds are: =100% (Immobile/Fat).
Does Equip Load affect anything besides roll speed?
Yes, Equip Load also affects your stamina regeneration rate. Higher Equip Load leads to slower stamina regeneration. It also impacts poise, with heavier armor typically offering higher poise values.
Are there items that reduce equipment weight?
No, there are no items in Dark Souls 1 that directly reduce the weight of your equipped gear. Your options are to choose lighter items or increase your Max Equip Load through Vitality and specific rings.
Is it always best to aim for the Fast Roll?
Not necessarily. While the Fast Roll offers the best evasion, it often requires sacrificing defensive stats (poise, damage reduction) from heavier armor. Some builds, particularly those focused on tanking hits or using weapons that stagger enemies, might benefit more from the poise and defense offered by Medium or Slow roll builds. It's a trade-off based on playstyle.
What is the maximum Equip Load in Dark Souls 1?
The maximum Equip Load is determined by your Vitality level and any equipped rings that boost it. With maximum Vitality (99) and both Havel's Ring and Ring of Favor and Protection equipped, you can achieve a very high carrying capacity, allowing for some of the heaviest armor and weapons while still maintaining a Medium roll.
Discover the elemental and physical weaknesses of Lordran's bosses.
// Constants for thresholds and base values (as per Dark Souls 1 mechanics)
var FAST_ROLL_MAX_PERCENT = 25.0;
var MEDIUM_ROLL_MAX_PERCENT = 50.0;
var SLOW_ROLL_MAX_PERCENT = 100.0; // Over 100% is immobile
// Placeholder values for exact calculations – these are approximations/commonly cited
// Actual game values can be found on wikis. These are for calculator logic.
var VITALITY_WEIGHT_PER_POINT = 2.0; // Approximate weight increase per Vitality point
var BASE_MAX_EQUIP_LOAD = 40.0; // Base max equip load at Vitality 0 (approx.)
var ROFP_BONUS_PERCENT = 0.25; // 25%
var HAVELS_RING_BONUS_PERCENT = 0.50; // 50%
// Item weight examples for the table
var itemWeights = [
{ type: "Armor (Head)", item: "Elite Knight Helm", weight: 3.5 },
{ type: "Armor (Chest)", item: "Elite Knight Armor", weight: 8.1 },
{ type: "Armor (Hands)", item: "Elite Knight Gauntlets", weight: 2.6 },
{ type: "Armor (Legs)", item: "Elite Knight Leggings", weight: 4.5 },
{ type: "Weapon (1H)", item: "Zweihander", weight: 12.0 },
{ type: "Weapon (2H)", item: "Great Scythe", weight: 8.0 },
{ type: "Shield (Medium)", item: "Black Knight Shield", weight: 10.0 },
{ type: "Shield (Small)", item: "Target Shield", weight: 2.0 },
{ type: "Ring", item: "Ring of Favor and Protection", weight: 0.0 }, // Rings don't add weight themselves, but affect capacity
{ type: "Ring", item: "Havel's Ring", weight: 0.0 }
];
function calculateWeight() {
// Input validation function
function validateInput(id, min, max, errorMessageId, helperText) {
var inputElement = document.getElementById(id);
var errorElement = document.getElementById(errorMessageId);
var value = parseFloat(inputElement.value);
// Clear previous error and hide it
errorElement.innerText = ";
errorElement.classList.remove('visible');
if (isNaN(value)) {
errorElement.innerText = 'Please enter a valid number.';
errorElement.classList.add('visible');
return false;
}
if (value max) {
errorElement.innerText = 'Value exceeds maximum (' + max + ').';
errorElement.classList.add('visible');
return false;
}
return true;
}
// Validate all inputs first
var isValidVitality = validateInput('vitality', 0, 99, 'vitalityError');
var isValidCurrentWeight = validateInput('currentEquippedWeight', 0, null, 'currentEquippedWeightError');
if (!isValidVitality || !isValidCurrentWeight) {
return; // Stop calculation if any input is invalid
}
var vitality = parseFloat(document.getElementById('vitality').value);
var currentEquippedWeight = parseFloat(document.getElementById('currentEquippedWeight').value);
var hasRoFP = document.getElementById('ringOfFavorAndProtection').value === 'true';
var hasHavels = document.getElementById('haverlandRingEquipped').value === 'true';
// Calculate Max Equip Load
var maxEquipLoadFromVitality = vitality * VITALITY_WEIGHT_PER_POINT;
var baseMaxEquipLoad = BASE_MAX_EQUIP_LOAD; // This is the base value around Vitality 0
// Calculate total bonus percentage from rings
var totalRingBonusPercent = 0;
if (hasRoFP) {
totalRingBonusPercent += ROFP_BONUS_PERCENT;
}
if (hasHavels) {
totalRingBonusPercent += HAVELS_RING_BONUS_PERCENT;
}
// Calculate the final Max Equip Load
// The formula in DS1 is often described as: (Vitality * VWP) + Base + (Base * RingBonuses)
// Or simplified: Base + (Vitality * VWP) + TotalRingBonusAmount
// Let's use a common community formula: Base + Vitality_Contribution + Ring_Contribution
// Where Ring_Contribution is often a multiplier on Base or Base+Vitality_Contribution.
// A more accurate approximation: Base + (Vitality * VWP) * (1 + RingBonus1) * (1 + RingBonus2) …
// For simplicity and common calculator implementation: Base + Vitality_Contribution + Ring_Amount
// Let's use: (Base + Vitality_Contribution) * (1 + TotalRingBonusPercent) if rings apply multiplicatively to the whole value.
// Or more commonly cited: (Base Value + Vitality Bonus) + (Ring of Favor Bonus) + (Havel's Ring Bonus)
// Based on common DS1 calculator logic, rings add *absolute* amounts to the base + vitality.
// The exact scaling is complex. A simplified approach often uses:
// Max Equip Load = (Vitality * 2.0) + 40 + (if RoFP: 20) + (if Havel's: 40) -> This is an old value.
// Modern wikis suggest:
// Max Equip Load = 30 + (Vitality * 1.5) –> For base
// Then Rings add: RoFP +20% base, Havel's +50% base.
// Let's use a widely accepted modern approximation for the calculator:
var maxEquipLoad = 30 + (vitality * 1.5); // Base calculation from level
var vitalityBonusAmount = vitality * 1.5; // For display
if (hasRoFP) {
maxEquipLoad += (30 + (vitality * 1.5)) * ROFP_BONUS_PERCENT; // RoFP bonus applies to current max
}
if (hasHavels) {
maxEquipLoad += (30 + (vitality * 1.5)) * HAVELS_RING_BONUS_PERCENT; // Havel's bonus applies to current max
}
// Ensure ring bonuses aren't double-counted if they apply to the same base
// The most common interpretation is that rings ADD percentage to the *current* calculated max.
// A simpler, often cited method:
maxEquipLoad = BASE_MAX_EQUIP_LOAD + (vitality * VITALITY_WEIGHT_PER_POINT);
var ringBonusAmount = 0;
if (hasRoFP) {
ringBonusAmount += maxEquipLoad * ROFP_BONUS_PERCENT;
}
if (hasHavels) {
ringBonusAmount += maxEquipLoad * HAVELS_RING_BONUS_PERCENT;
}
maxEquipLoad += ringBonusAmount;
// — RECALCULATING WITH A MORE ROBUST COMMON FORMULA —
// A frequently used formula from wikis:
var baseVitLoad = 40.0; // Approx base load without Vitality
var vitPerPoint = 2.0; // Approx weight per Vitality point
var rofpFlatBonus = 20.0; // Approx flat bonus from RoFP (older values)
var havelsFlatBonus = 40.0; // Approx flat bonus from Havel's (older values)
// Modern values are more complex. Let's use a commonly implemented logic:
var calculatedMaxEquipLoad = 30 + (vitality * 1.5); // Base from Vitality
var currentVitBonus = vitality * 1.5;
var totalRingBonusMultiplier = 1.0;
if (hasRoFP) {
totalRingBonusMultiplier *= (1 + ROFP_BONUS_PERCENT); // 1.25
}
if (hasHavels) {
totalRingBonusMultiplier *= (1 + HAVELS_RING_BONUS_PERCENT); // 1.50
}
// If both are equipped, they multiply each other's effect on the base value.
// E.g., (30 + vit*1.5) * 1.25 * 1.50 is NOT how it works.
// It's more like Base + Vit_Bonus + RoFP_Bonus + Havel_Bonus
// A simple approach often seen: MaxEquipLoad = (Vitality * WeightPerPoint) + BaseLoad + RingBonuses
// Let's use a blend that matches typical online calculators:
// Load = (Base Load + Vitality Contribution) * (Ring Multiplier)
// Or: Load = Base Load + Vitality Contribution + Ring Additive Bonuses
// The most accepted values are:
// Base Load = 30
// Vitality Contribution = Vitality * 1.5
// RoFP = Adds 20% to (Base Load + Vit Contribution)
// Havel's = Adds 50% to (Base Load + Vit Contribution)
// If both: adds (20% + 50%) = 70% to (Base Load + Vit Contribution) ??? No, they stack differently.
// The most robust calculation is:
// Max Load = (30 + Vitality * 1.5) * (1 + RoFP Bonus if active) * (1 + Havel Bonus if active)
// NO, this is wrong. They stack additively on a base that is NOT just Vitality:
// Corrected logic:
calculatedMaxEquipLoad = 40 + (vitality * 2.0); // Base from ~Vit 0
currentVitBonus = vitality * 2.0;
var ringBonusValue = 0;
if (hasRoFP) {
ringBonusValue += 20; // RoFP adds ~20 units
}
if (hasHavels) {
ringBonusValue += 40; // Havel's adds ~40 units
}
// This is still too simple. Let's use the percentages applied to a base that IS influenced by Vitality.
// Final attempt with a common community calculation:
var baseVitMaxLoad = 30 + (vitality * 1.5); // Max Load without rings
var finalMaxEquipLoad = baseVitMaxLoad;
var totalRingBonusAdd = 0;
if (hasRoFP) {
totalRingBonusAdd += baseVitMaxLoad * ROFP_BONUS_PERCENT;
}
if (hasHavels) {
totalRingBonusAdd += baseVitMaxLoad * HAVELS_RING_BONUS_PERCENT;
}
finalMaxEquipLoad += totalRingBonusAdd;
// Update intermediate value displays
document.getElementById('maxEquipLoad').innerText = finalMaxEquipLoad.toFixed(1);
document.getElementById('currentWeightDisplay').innerText = currentEquippedWeight.toFixed(1);
document.getElementById('vitalityBonus').innerText = currentVitBonus.toFixed(1);
document.getElementById('ringBonus').innerText = totalRingBonusAdd.toFixed(1);
// Calculate Equip Load Percentage
var equipLoadPercentage = 0;
if (finalMaxEquipLoad > 0) {
equipLoadPercentage = (currentEquippedWeight / finalMaxEquipLoad) * 100;
}
// Determine Roll Type and update primary result
var rollType = "";
var rollTypeIconClass = "";
if (equipLoadPercentage < FAST_ROLL_MAX_PERCENT) {
rollType = "Fast Roll";
rollTypeIconClass = "fast-roll";
} else if (equipLoadPercentage < MEDIUM_ROLL_MAX_PERCENT) {
rollType = "Medium Roll";
rollTypeIconClass = "medium-roll";
} else if (equipLoadPercentage t.label),
datasets: [
{
label: 'Equip Load Thresholds (%)',
data: thresholds.map(t => t.value),
backgroundColor: thresholds.map(t => t.color + '80'), // Semi-transparent
borderColor: thresholds.map(t => t.color),
borderWidth: 1,
fill: false, // Do not fill area under the line for thresholds
type: 'line', // Treat thresholds as a line for comparison
pointRadius: 5,
pointHoverRadius: 7
},
{
label: 'Your Equip Load (%)',
data: [currentEquipLoadPercent], // Single point representing current load
backgroundColor: '#004a99', // Primary color for your load
borderColor: '#003366',
borderWidth: 2,
type: 'bar', // Use a bar or point for your current load
barPercentage: 0.5, // Make the bar thin
categoryPercentage: 0.5
}
]
};
// Add labels for each threshold zone for clarity
var chartConfig = {
type: 'bar', // Base type, but we'll use specific types for datasets
data: chartData,
options: {
responsive: true,
maintainAspectRatio: false,
scales: {
y: {
beginAtZero: true,
max: 110, // Slightly above 100% to show immobile state clearly
title: {
display: true,
text: 'Equip Load Percentage (%)'
}
},
x: {
title: {
display: true,
text: 'Thresholds'
}
}
},
plugins: {
title: {
display: true,
text: 'Equip Load Percentage vs. Roll Type Thresholds'
},
tooltip: {
callbacks: {
label: function(context) {
var label = context.dataset.label || ";
if (label) {
label += ': ';
}
if (context.parsed.y !== null) {
label += context.parsed.y.toFixed(1) + '%';
}
// Add specific roll type info if applicable
if (context.datasetIndex === 0 && context.dataIndex {
if (zone.percent > 0 && zone.percent < 100) {
var xPos = xScale.getPixelForValue(zone.percent);
var yPos = chartArea.top + (chartArea.bottom – chartArea.top) / 2; // Center vertically
ctx.fillStyle = zone.color;
ctx.font = 'bold 12px Segoe UI';
ctx.textAlign = 'center';
ctx.fillText(zone.text, xPos, yPos);
}
});
// Highlight the current roll type zone
var currentZoneColor = "#004a99"; // Default color
var currentZoneText = "";
if (currentEquipLoadPercent < FAST_ROLL_MAX_PERCENT) {
currentZoneColor = "#28a745"; currentZoneText = "Fast";
} else if (currentEquipLoadPercent < MEDIUM_ROLL_MAX_PERCENT) {
currentZoneColor = "#ffc107"; currentZoneText = "Medium";
} else if (currentEquipLoadPercent < SLOW_ROLL_MAX_PERCENT) {
currentZoneColor = "#fd7e14"; currentZoneText = "Slow";
} else {
currentZoneColor = "#dc3545"; currentZoneText = "Fat";
}
// Draw a marker for the current load
var currentX = xScale.getPixelForValue(currentEquipLoadPercent);
var currentY = yScale.getPixelForValue(currentEquipLoadPercent); // Align with y-axis value
ctx.fillStyle = currentZoneColor;
ctx.beginPath();
ctx.arc(currentX, currentY, 8, 0, Math.PI * 2); // Circle marker
ctx.fill();
// Add text for current load position
ctx.fillStyle = "#ffffff"; // White text for contrast
ctx.font = 'bold 11px Segoe UI';
ctx.textAlign = 'center';
ctx.fillText(currentEquipLoadPercent.toFixed(1) + "%", currentX, currentY – 12);
}
}
};
rollChart = new Chart(ctx, chartConfig);
}
// Populate item weight table
function populateWeightTable() {
var tableBody = document.getElementById('weightBreakdownTable').getElementsByTagName('tbody')[0];
tableBody.innerHTML = ''; // Clear existing rows
itemWeights.forEach(function(item) {
var row = tableBody.insertRow();
var cellType = row.insertCell(0);
var cellItem = row.insertCell(1);
var cellWeight = row.insertCell(2);
cellType.innerText = item.type;
cellItem.innerText = item.item;
cellWeight.innerText = item.weight.toFixed(1);
});
}
// Initialize FAQ toggles
function setupFAQ() {
var faqItems = document.querySelectorAll('.faq-item');
faqItems.forEach(function(item) {
var question = item.querySelector('.faq-question');
question.addEventListener('click', function() {
item.classList.toggle('open');
});
});
}
// Initial calculations and setup on page load
document.addEventListener('DOMContentLoaded', function() {
resetForm(); // Load default values and calculate
populateWeightTable();
setupFAQ();
// Initial chart generation (can be blank or show defaults)
updateChart(0, 100); // Show default empty chart state
});