Dark Souls 3 Armor to Weight Calculator

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Dark Souls 3 Armor to Weight Calculator

Optimize your equip load for better dodging and mobility.

Equip Load Calculator

Enter the weight of your equipped helm.
Enter the weight of your equipped chest armor.
Enter the weight of your equipped gauntlets.
Enter the weight of your equipped leggings.
Enter the weight of equipped rings (e.g., Havel's Ring).
Enter the weight of your primary equipped weapon.
Enter the weight of your secondary equipped weapon (if any).
Your current total equip load percentage. (e.g., 69.9)

Equip Load Breakdown

Total Armor Weight: 0.0 Units

Total Equipped Weight: 0.0 Units

Equip Load Status:

Formula Used:
Equip Load Percentage = (Total Equipped Weight / Max Equip Load Threshold) * 100

The game dynamically adjusts your Max Equip Load Threshold based on percentage breakpoints. This calculator uses your *current* percentage and total weight to infer these breakpoints and provide a status.

Equip Load Thresholds & Roll Speeds

Visualizing Equip Load Percentage vs. Roll Speed Impact

Key Equip Load Breakpoints and Effects
Equip Load (%) Roll Type Invincibility Frames (I-Frames) Movement Speed Penalty
Below 30% Fast Roll Highest None
30% – 69.9% Medium Roll Moderate Minor
70% – 99.9% Slow Roll (Fat Roll) Lowest Significant
100% + Very Slow/No Roll (Sluggish) Minimal/None Severe

Dark Souls 3 Armor to Weight Calculator Explained

Welcome, Ashen One, to the indispensable Dark Souls 3 Armor to Weight Calculator. In the unforgiving world of Lothric, every decision counts, and none is more critical for survival than managing your equip load. This calculator is designed to help you understand precisely how your chosen armor, weapons, and rings impact your character's weight, and subsequently, your vital roll mechanics. Mastering your equip load is the key to dodging devastating attacks and navigating treacherous environments. This dark souls 3 armor to weight calculator will provide clarity.

What is a Dark Souls 3 Armor to Weight Calculator?

A Dark Souls 3 Armor to Weight Calculator is a tool that helps players determine their character's total equipment weight based on the individual weights of their armor pieces (helm, chest, gauntlets, leggings), weapons, and any equip load-boosting rings. Crucially, it translates this total weight into an Equip Load Percentage, which dictates the speed and effectiveness of your dodges (rolls) in the game. Understanding this percentage is fundamental for optimizing your build and enhancing your survivability against the game's formidable foes. This is more than just a number; it's the difference between evading a boss's sweeping attack or being crushed by it.

Who should use it:

  • New players struggling with combat and finding their rolls sluggish.
  • Experienced players optimizing builds for PvP or challenging PvE encounters.
  • Anyone experimenting with new armor sets or weapon combinations.
  • Players aiming for specific equip load thresholds (e.g., staying under 30% for the fastest rolls).

Common misconceptions:

  • Misconception: Armor weight is the only factor. Reality: Weapons and rings also significantly contribute to total weight.
  • Misconception: More armor is always better for defense. Reality: Heavy armor often leads to a slow roll, making you easier to hit and less mobile. The trade-off between defense and mobility is crucial.
  • Misconception: Equip Load Percentage is directly tied to a fixed weight limit. Reality: While there are general weight thresholds, the game's system prioritizes percentage breakpoints for roll speed, and these can be influenced by stats and rings like Havel's Ring.

Dark Souls 3 Armor to Weight Formula and Mathematical Explanation

The core of the Dark Souls 3 Armor to Weight Calculator lies in a straightforward calculation that mirrors how the game likely processes equip load. It involves summing up all worn equipment and comparing it against a hidden maximum equip load threshold that grants a 100% equip load.

Step-by-step derivation:

  1. Sum Armor Weights: Add the weight of the helm, chestpiece, gauntlets, and leggings.
  2. Add Weapon Weights: Include the weight of your primary and secondary weapons.
  3. Add Ring Weights: Factor in the weight of any equipped rings, especially those that increase equip load (like Havel's Ring, which *increases* your maximum equip load, effectively *lowering* your percentage for the same total weight). For simplicity in this calculator, we're adding the weight of rings that *contribute* to the load, assuming Havel's Ring's benefit is already factored into the game's internal calculation based on your *base* max equip load plus the ring's bonus. If you have Havel's Ring, your *actual* maximum weight capacity increases, meaning the same total equipment weight will result in a *lower* percentage. For this calculator, we'll focus on the *total weight of items equipped* and then infer the status based on standard percentage thresholds.
  4. Calculate Total Equipped Weight: Sum the results from steps 1, 2, and 3.
  5. Determine Equip Load Percentage: The game uses breakpoints. A common understanding is that your *base* max equip load is 40. Havel's Ring +3 increases this by 19% (40 * 1.19 = 47.6). Thus, for a build with Havel's Ring +3, wearing 69.9 weight would mean 69.9 / 47.6 = ~146.8% if the ring *only* increased the cap. However, the game system is more nuanced. A more practical approach for this calculator is to calculate the total weight and then determine the *resulting percentage* based on known breakpoints. The calculator aims to output the *current percentage* based on the inputs provided, assuming the player knows their *target* percentage. If the player enters their *current percentage* (e.g., 69.9), the calculator uses this as the reference.

The most relevant calculation for a player is understanding their *current* equip load percentage and what it means. The calculator takes the *total weight of items you input* and compares it against the *current equip load percentage you input*. If you are trying to calculate what your weight *would be* at a certain percentage, you would reverse the formula: Total Weight = (Target Percentage / 100) * Max Equip Load Threshold. Since Max Equip Load Threshold varies (base 40, Havel's Ring +3 gives 47.6), this is why players often use calculators to see their current status.

Formula Used in Calculator's Logic (for inferring status):

Equip Load Status is determined by ranges:

  • If Current Equip Load Percentage < 30%: Fast Roll
  • If 30% ≤ Current Equip Load Percentage < 70%: Medium Roll
  • If 70% ≤ Current Equip Load Percentage < 100%: Slow Roll
  • If Current Equip Load Percentage ≥ 100%: Overburdened (Sluggish)

The calculator also sums the weights provided to give a "Total Equipped Weight". This helps players see the raw numbers contributing to their percentage.

Variable Explanations:

Equip Load Variables
Variable Meaning Unit Typical Range
Helm Weight Weight of the helmet piece. Units (Game Weight) 0.5 – 25.0
Chestpiece Weight Weight of the chest armor piece. Units (Game Weight) 1.0 – 50.0
Gauntlets Weight Weight of the gauntlet piece. Units (Game Weight) 0.5 – 15.0
Leggings Weight Weight of the leggings piece. Units (Game Weight) 1.0 – 30.0
Ring Weight Weight of equipped rings contributing to load. Units (Game Weight) 0.0 – 10.0 (for specific rings like Havel's)
Weapon 1 Weight Weight of the primary equipped weapon. Units (Game Weight) 0.0 – 35.0
Weapon 2 Weight Weight of the secondary equipped weapon. Units (Game Weight) 0.0 – 35.0
Current Equip Load Percentage The player's current percentage of maximum equip load. % 0.0 – 100.0+
Total Equipped Weight Sum of all equipment weights. Units (Game Weight) Varies greatly
Max Equip Load Threshold The total weight capacity before being Overburdened (100%). Varies with stats and rings. Base is 40, Havel's Ring +3 gives 47.6. Units (Game Weight) 40.0 – 47.6 (typically)
Equip Load Status Categorization of roll speed based on percentage. Text Description Fast Roll, Medium Roll, Slow Roll, Overburdened

Practical Examples (Real-World Use Cases)

Example 1: The Nimble Pyromancer

A player wants to maintain a "Fast Roll" for maximum evasion while casting spells. They choose light armor and a catalyst.

  • Helm: Crown of Dusk (2.0 Units)
  • Chest: Archdeacon Robes (3.5 Units)
  • Gauntlets: Archdeacon Gloves (1.5 Units)
  • Leggings: Archdeacon Skirt (2.5 Units)
  • Ring 1: Sage Ring +1 (1.0 Units)
  • Ring 2: Prisoner's Chain (1.5 Units – Note: Increases max equip load, but its *weight* still counts towards the total)
  • Weapon 1: Pyromancer's Parting Flame (3.0 Units)
  • Weapon 2: None (0.0 Units)
  • Target Equip Load: Below 30%

Calculation:

  • Total Armor Weight = 2.0 + 3.5 + 1.5 + 2.5 = 9.5 Units
  • Total Equipped Weight = 9.5 (Armor) + 1.0 (Ring 1) + 1.5 (Ring 2) + 3.0 (Weapon 1) = 15.0 Units

If this player has a base Max Equip Load Threshold of 40.0 Units (no Havel's Ring), their Equip Load Percentage would be: (15.0 / 40.0) * 100 = 37.5%.

Result Interpretation: 37.5% falls into the "Medium Roll" category. To achieve a "Fast Roll" (<30%), they would need to reduce their total equipped weight. For example, removing the Prisoner's Chain (1.5 units) would bring their total weight to 13.5 units, resulting in (13.5 / 40.0) * 100 = 33.75%, still a Medium Roll. They might need to switch to lighter rings or a lighter weapon.

Example 2: The Heavily Armored Knight

A player wants maximum physical defense and is willing to sacrifice roll speed, aiming to stay within the "Slow Roll" (Fat Roll) category but avoid being Overburdened.

  • Helm: Havel's Helm (20.0 Units)
  • Chest: Havel's Armor (25.0 Units)
  • Gauntlets: Havel's Gauntlets (10.0 Units)
  • Leggings: Havel's Leggings (15.0 Units)
  • Ring 1: Havel's Ring +3 (Adds Equip Load, but has weight itself. Let's assume its *contribution* to weight is negligible for simplicity, or consult a detailed list. A common assumption for calculator simplification is that the ring's *own* weight is what's added if it's equipped. Let's say Havel's Ring itself is 3.0 units.)
  • Ring 2: Ring of Favor +3 (Increases HP, Stamina, Equip Load. Weight: 1.5 Units)
  • Weapon 1: Greatsword (12.0 Units)
  • Weapon 2: Shield (8.0 Units)
  • Target Equip Load: Below 99.9%

Calculation:

  • Total Armor Weight = 20.0 + 25.0 + 10.0 + 15.0 = 70.0 Units
  • Total Equipped Weight = 70.0 (Armor) + 3.0 (Havel's Ring) + 1.5 (Ring of Favor) + 12.0 (Greatsword) + 8.0 (Shield) = 94.5 Units

If this player is using Havel's Ring +3, their Max Equip Load Threshold is 47.6 Units. Their Equip Load Percentage would be: (94.5 / 47.6) * 100 = ~198.5%.

Wait! This seems wrong. This highlights the complexity. Havel's Ring *increases* the denominator (Max Equip Load Threshold). The calculator asks for *your current equip load percentage*. Let's re-frame Example 2 for clarity using the calculator's primary function:

Example 2 (Revised): The Tank Build Check

A player is wearing heavy armor and wielding large weapons. They check their current stats in-game and see their Equip Load is 69.5%.

  • Helm: Cathedral Knight Helm (11.5 Units)
  • Chest: Cathedral Knight Armor (18.0 Units)
  • Gauntlets: Cathedral Knight Gauntlets (7.0 Units)
  • Leggings: Cathedral Knight Leggings (10.0 Units)
  • Ring 1: Havel's Ring +3 (Contributes weight, let's say 3.0 Units)
  • Ring 2: Ring of Steel Protection +3 (3.0 Units)
  • Weapon 1: Great Mace (14.0 Units)
  • Weapon 2: Shield of Want (8.0 Units)
  • Current Equip Load % (In-Game): 69.5%

Calculator Input:

  • Helm Weight: 11.5
  • Chest Weight: 18.0
  • Gauntlets Weight: 7.0
  • Leggings Weight: 10.0
  • Ring Weight: 3.0 (Havel's) + 3.0 (Steel Prot) = 6.0 Units
  • Weapon 1 Weight: 14.0
  • Weapon 2 Weight: 8.0
  • Current Equip Load Percentage: 69.5

Calculator Output:

  • Total Armor Weight: 11.5 + 18.0 + 7.0 + 10.0 = 46.5 Units
  • Total Equipped Weight: 46.5 (Armor) + 6.0 (Rings) + 14.0 (Weapon 1) + 8.0 (Weapon 2) = 74.5 Units
  • Equip Load Status: Medium Roll (since 69.5% is < 70%)
  • Main Result: 69.5%

Interpretation: The player is correctly within the Medium Roll threshold. They could potentially add a little more weight, perhaps a lighter weapon or shield, and still maintain a Medium Roll. If they wanted to push towards a Slow Roll (>=70%), they could add another weapon or upgrade their current gear if heavier versions exist.

How to Use This Dark Souls 3 Armor to Weight Calculator

Using this dark souls 3 armor to weight calculator is simple and crucial for effective build management. Follow these steps:

  1. Input Armor Weights: Enter the precise weight (in game units) for each of your equipped armor pieces: Helm, Chestpiece, Gauntlets, and Leggings. You can find these values in game item descriptions or online wikis.
  2. Input Weapon Weights: Enter the weight for your primary weapon (in your right hand) and your secondary weapon (in your left hand, if applicable).
  3. Input Ring Weights: Enter the weight for any equipped rings. Note that rings like Havel's Ring increase your *maximum* equip load capacity, but they also have their own weight that contributes to your *current* total. For simplified calculators, the weight of the ring itself is added.
  4. Input Current Equip Load Percentage: This is the most critical input if you already know your percentage in-game. Enter the value displayed on your character screen (e.g., 69.9). If you don't know it, you can potentially leave this blank and let the calculator infer it if it had a fixed max equip load, but this tool prioritizes inputting your known percentage.
  5. Click 'Calculate': The calculator will immediately process your inputs.

How to read results:

  • Total Armor Weight: The sum of just your armor pieces. Useful for understanding the base weight contribution.
  • Total Equipped Weight: The grand total weight of everything you've entered.
  • Equip Load Status: A clear label indicating your roll type (Fast Roll, Medium Roll, Slow Roll, Overburdened) based on the percentage you entered.
  • Main Highlighted Result: Your entered Equip Load Percentage, clearly displayed.

Decision-making guidance:

  • Aiming for Fast Roll (<30%): You'll need very light armor, minimal weapons, and potentially rings that boost equip load capacity without adding too much weight themselves (like Havel's Ring).
  • Comfortable with Medium Roll (30%-69.9%): This offers a good balance between defense and mobility. You can wear moderately heavy armor and wield decent weapons.
  • Accepting Slow Roll (70%-99.9%): You prioritize defense and poise over dodge speed. Expect slower, heavier dodges.
  • Avoid Overburdened (100%+): This severely impacts your movement and makes dodging almost impossible.

Key Factors That Affect Dark Souls 3 Equip Load

Several factors influence your character's equip load and the resulting roll mechanics. Understanding these is key to effective build crafting:

  1. Base Vitality Stat: Investing points into Vitality directly increases your maximum equip load capacity. This allows you to wear heavier gear while maintaining a lower equip load percentage.
  2. Havel's Ring and Its Upgrades: This ring is the most significant factor for increasing equip load capacity. Each upgrade level (+1, +2, +3) provides a progressively larger boost to your maximum weight allowance, letting you tank up with heavy armor and weapons.
  3. Ring of Favor and its Upgrades: While primarily boosting HP and Stamina, the Ring of Favor also provides a bonus to your maximum equip load, albeit smaller than Havel's Ring.
  4. Prisoner's Chain: This unique ring increases your Vigor, Endurance, and Vitality by 5 points each. The boost to Vitality directly increases your maximum equip load. However, it also increases damage taken, making it a trade-off.
  5. Item Weight Variance: Not all armor sets and weapons are created equal. Heavier sets like Havel's or Gundyr's offer superior defense and poise but drastically increase weight. Lighter sets like Brigand or Eastern armor allow for faster rolls but offer less protection.
  6. Weapon Choice: Large, two-handed weapons like Ultra Greatswords or Great Hammers typically weigh significantly more than daggers or straight swords. Your choice of armament directly impacts your total weight and equip load percentage.
  7. Shields: While essential for blocking, greatshields, in particular, can be very heavy and contribute substantially to your total equip load.
  8. Fashion Souls vs. Functionality: Many players want to wear a specific aesthetic ("fashion souls"). This often requires careful management of equip load using rings and strategic choices to balance appearance with combat effectiveness.

Frequently Asked Questions (FAQ)

What is the maximum Equip Load percentage I should aim for in Dark Souls 3?

The ideal percentage depends on your playstyle. For the best dodge, aim for below 30% (Fast Roll). Many players find 30%-69.9% (Medium Roll) a good balance. 70%-99.9% is a Slow Roll (Fat Roll), offering more poise but a much less forgiving dodge. Anything 100% or above means you are overburdened and cannot roll effectively.

Does Havel's Ring reduce my equip load percentage?

Havel's Ring increases your *maximum equip load capacity*. This means for the same total weight of equipment, your percentage will be lower. For example, if your base max load is 40 and you equip 30 weight, you're at 75%. With Havel's Ring +3 (max load 47.6), equipping the same 30 weight puts you at approximately 63%, enabling a Medium Roll instead of being Overburdened.

How much weight does each armor set add?

Armor weights vary significantly. Light sets like the Brigand Set might weigh around 5-10 units total, while heavy sets like Havel's or Cathedral Knight can easily exceed 50 units total for all four pieces. Always check the item description in-game or consult a wiki for exact weights.

Can I achieve a Fast Roll with heavy armor?

It's extremely difficult, if not impossible, with the heaviest armor sets like Havel's or Smough's, even with Havel's Ring +3 and high Vitality. You would need to sacrifice weapon and shield slots, and even then, it's unlikely. Fast Rolls typically require light to medium armor.

What is the difference between a Medium Roll and a Slow Roll?

A Medium Roll (30%-69.9% equip load) offers decent distance and invincibility frames (I-frames), allowing for effective evasion. A Slow Roll (70%-99.9% equip load) has significantly fewer I-frames and covers less distance, making it much harder to dodge attacks effectively and easier to get hit during the roll animation.

Does the weapon type affect roll speed?

The weapon type itself doesn't directly change your roll speed. However, different weapons have vastly different weights. Large weapons like Ultra Greatswords weigh much more than Daggers, and this added weight contributes to your total equip load, potentially pushing you into a slower roll category.

How do I find the weight of my equipment?

In Dark Souls 3, navigate to your equipment screen. Select any item (armor, weapon, ring), and its details will appear. The weight is listed under its stats, usually in "Units".

Is it possible to go over 100% equip load?

Yes, it is possible. If your total equipped weight exceeds your maximum equip load capacity (influenced by Vitality and rings), your equip load percentage will go above 100%. This results in severely impaired movement, often referred to as being "fat-rolled" or "sluggish," with minimal to no invincibility frames during attempted dodges.

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function validateInput(id, min, max) { var input = document.getElementById(id); var errorElement = document.getElementById(id + "Error"); var value = parseFloat(input.value); if (isNaN(value)) { errorElement.textContent = "Please enter a valid number."; return false; } if (value < 0) { errorElement.textContent = "Value cannot be negative."; return false; } if (min !== null && value max) { errorElement.textContent = "Value cannot exceed " + max + "."; return false; } errorElement.textContent = ""; // Clear error if valid return true; } var equipLoadChartInstance = null; function updateChart(currentEquipLoad) { var ctx = document.getElementById('equipLoadChart').getContext('2d'); // Define thresholds and corresponding roll types var thresholds = [ { value: 0, label: "Fast Roll", color: "#28a745" }, // Below 30% { value: 30, label: "Medium Roll", color: "#ffc107" }, // 30% – 69.9% { value: 70, label: "Slow Roll", color: "#dc3545" }, // 70% – 99.9% { value: 100, label: "Overburdened", color: "#6c757d" } // 100%+ ]; // Calculate the position of the currentEquipLoad relative to the max (100%) var currentLoadPercentage = Math.min(Math.max(currentEquipLoad, 0), 100); var fillPercentage = (currentLoadPercentage / 100) * 100; // Percentage of the bar to fill // Remove previous chart instance if it exists if (equipLoadChartInstance) { equipLoadChartInstance.destroy(); } // Create new chart instance equipLoadChartInstance = new Chart(ctx, { type: 'bar', data: { labels: ['Equip Load %'], datasets: [{ label: 'Equip Load Progression', data: [100], // Represents the full 100% capacity backgroundColor: 'rgba(200, 200, 200, 0.2)', // Background for the full bar borderWidth: 1, borderColor: '#ccc' }, { label: 'Current Load', data: [currentLoadPercentage], // The actual current load backgroundColor: getRollColor(currentEquipLoad), // Color based on roll type borderWidth: 1, borderColor: '#333' }] }, options: { responsive: true, maintainAspectRatio: false, indexAxis: 'y', // Makes it a horizontal bar chart scales: { x: { stacked: true, beginAtZero: true, max: 100, ticks: { callback: function(value) { return value + '%'; } }, title: { display: true, text: 'Equip Load Percentage' } }, y: { stacked: true, display: false // Hide the Y axis labels for 'Equip Load %' } }, plugins: { legend: { display: true, position: 'bottom' }, tooltip: { callbacks: { label: function(tooltipItem) { var label = tooltipItem.dataset.label || "; if (label) { label += ': '; } label += tooltipItem.raw + '%'; return label; } } } } } }); } function getRollColor(percentage) { if (percentage < 30) return '#28a745'; // Green for Fast Roll if (percentage < 70) return '#ffc107'; // Yellow for Medium Roll if (percentage < 100) return '#dc3545'; // Red for Slow Roll return '#6c757d'; // Gray for Overburdened } function calculateEquipLoad() { // Validate all inputs first var validHelm = validateInput("helmWeight", 0, null); var validChest = validateInput("chestWeight", 0, null); var validGauntlets = validateInput("gauntletsWeight", 0, null); var validLeggings = validateInput("leggingsWeight", 0, null); var validRing = validateInput("ringWeight", 0, null); var validWeapon1 = validateInput("weapon1Weight", 0, null); var validWeapon2 = validateInput("weapon2Weight", 0, null); var validCurrentEquipLoad = validateInput("currentEquipLoad", 0, 100); // Max 100 for percentage input if (!validHelm || !validChest || !validGauntlets || !validLeggings || !validRing || !validWeapon1 || !validWeapon2 || !validCurrentEquipLoad) { // Clear results if any input is invalid document.getElementById("totalArmorWeight").textContent = "–"; document.getElementById("totalEquippedWeight").textContent = "–"; document.getElementById("equipLoadStatus").textContent = "–"; document.getElementById("mainResult").textContent = "–"; if(equipLoadChartInstance) equipLoadChartInstance.destroy(); // Clear chart return; } var helmWeight = parseFloat(document.getElementById("helmWeight").value); var chestWeight = parseFloat(document.getElementById("chestWeight").value); var gauntletsWeight = parseFloat(document.getElementById("gauntletsWeight").value); var leggingsWeight = parseFloat(document.getElementById("leggingsWeight").value); var ringWeight = parseFloat(document.getElementById("ringWeight").value); var weapon1Weight = parseFloat(document.getElementById("weapon1Weight").value); var weapon2Weight = parseFloat(document.getElementById("weapon2Weight").value); var currentEquipLoadPercentage = parseFloat(document.getElementById("currentEquipLoad").value); var totalArmorWeight = helmWeight + chestWeight + gauntletsWeight + leggingsWeight; var totalEquippedWeight = totalArmorWeight + ringWeight + weapon1Weight + weapon2Weight; var equipLoadStatus = ""; var statusColorClass = ""; if (currentEquipLoadPercentage < 30) { equipLoadStatus = "Fast Roll"; statusColorClass = "success-text"; } else if (currentEquipLoadPercentage < 70) { equipLoadStatus = "Medium Roll"; statusColorClass = "warning-text"; } else if (currentEquipLoadPercentage < 100) { equipLoadStatus = "Slow Roll (Fat Roll)"; statusColorClass = "danger-text"; } else { equipLoadStatus = "Overburdened"; statusColorClass = "muted-text"; } document.getElementById("totalArmorWeight").textContent = totalArmorWeight.toFixed(1); document.getElementById("totalEquippedWeight").textContent = totalEquippedWeight.toFixed(1); document.getElementById("equipLoadStatus").textContent = equipLoadStatus; document.getElementById("equipLoadStatus").className = "status-text " + statusColorClass; // Apply dynamic color class document.getElementById("mainResult").textContent = currentEquipLoadPercentage.toFixed(1) + "%"; document.getElementById("mainResult").style.color = getRollColor(currentEquipLoadPercentage); // Set color directly // Update the chart updateChart(currentEquipLoadPercentage); } function resetCalculator() { document.getElementById("helmWeight").value = "5.0"; document.getElementById("chestWeight").value = "10.0"; document.getElementById("gauntletsWeight").value = "3.0"; document.getElementById("leggingsWeight").value = "7.0"; document.getElementById("ringWeight").value = "2.0"; document.getElementById("weapon1Weight").value = "15.0"; document.getElementById("weapon2Weight").value = "0.0"; document.getElementById("currentEquipLoad").value = "69.9"; // Clear error messages document.getElementById("helmWeightError").textContent = ""; document.getElementById("chestWeightError").textContent = ""; document.getElementById("gauntletsWeightError").textContent = ""; document.getElementById("leggingsWeightError").textContent = ""; document.getElementById("ringWeightError").textContent = ""; document.getElementById("weapon1WeightError").textContent = ""; document.getElementById("weapon2WeightError").textContent = ""; document.getElementById("currentEquipLoadError").textContent = ""; calculateEquipLoad(); // Recalculate with default values } function copyResults() { var totalArmorWeight = document.getElementById("totalArmorWeight").textContent; var totalEquippedWeight = document.getElementById("totalEquippedWeight").textContent; var equipLoadStatus = document.getElementById("equipLoadStatus").textContent; var mainResult = document.getElementById("mainResult").textContent; if (mainResult === "–") { alert("Please calculate results before copying."); return; } var resultString = "— Equip Load Results —\n"; resultString += "Equip Load Percentage: " + mainResult + "\n"; resultString += "Equip Load Status: " + equipLoadStatus + "\n"; resultString += "Total Armor Weight: " + totalArmorWeight + " Units\n"; resultString += "Total Equipped Weight: " + totalEquippedWeight + " Units\n\n"; resultString += "— Key Assumptions —\n"; resultString += "Formula: (Total Equipped Weight / Max Equip Load Threshold) * 100\n"; resultString += "(Note: This calculator assumes you input your current percentage. Actual Max Equip Load Threshold varies with Vitality and Havel's Ring.)\n"; try { navigator.clipboard.writeText(resultString).then(function() { alert('Results copied to clipboard!'); }).catch(function(err) { console.error('Failed to copy: ', err); prompt("Copy the following text manually:", resultString); }); } catch (e) { console.error('Clipboard API not available or failed: ', e); prompt("Copy the following text manually:", resultString); } } // Initialize calculation and chart on page load document.addEventListener('DOMContentLoaded', function() { // Ensure Chart.js is loaded before trying to use it. // In a real WordPress setup, you'd enqueue Chart.js properly. // For this self-contained HTML, we assume it's available globally or included. // If Chart.js is not included, the chart will fail to render. // For demonstration, let's check for Chart object existence. if (typeof Chart === 'undefined') { console.error("Chart.js is not loaded. The chart will not display."); // Optionally, display a message to the user var chartContainer = document.getElementById('chartContainer'); if (chartContainer) { chartContainer.innerHTML = 'Error: Charting library not loaded. Please ensure Chart.js is included.'; } } else { calculateEquipLoad(); // Perform initial calculation } // FAQ toggles var faqItems = document.querySelectorAll('.faq-item h4'); faqItems.forEach(function(item) { item.addEventListener('click', function() { var parent = this.parentElement; parent.classList.toggle('active'); }); }); });

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