Normal Deviation Calculator

Expert Reviewed: This tool and its methodology have been reviewed by David Chen, Game Mechanics Analyst. The formulas are based on established community research for combat damage modeling.

Calculate the estimated damage output of any weapon against a specific enemy in Elden Ring. This calculator uses a simplified model focusing on Attack Rating (AR), Flat Defense, and Percentage Absorption.

Elden Ring Weapon Damage Calculator

ESTIMATED FINAL DAMAGE

Elden Ring Weapon Damage Calculator Formula

The damage calculation in Elden Ring is complex, involving multiple stages of reduction. Our simplified model uses the following steps:

Stage 1 (Motion Value): Effective AR = AR × (Motion Value / 100) Stage 2 (Flat Reduction): Damage After Flat Defense = Max(0, Effective AR - Target Flat Defense) Stage 3 (Absorption): Final Damage = Damage After Flat Defense × (1 - (Target Absorption / 100))

Formula Sources:

Variables Explained

  • Weapon Total Attack Rating (AR): The raw damage number shown on your status screen for the specific damage type (e.g., Physical).
  • Weapon Motion Value / Scaling Factor (%): A percentage representing the specific attack’s damage multiplier (e.g., 100% for a standard R1, potentially 180% for a jump attack).
  • Target Flat Physical Defense (Defense): A numerical value that is subtracted from the scaled AR, causing greater reduction for low-AR attacks.
  • Target Percentage Physical Absorption (%): The final percentage negation applied to the remaining damage.

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What is the Elden Ring Weapon Damage Calculator?

The Elden Ring Weapon Damage Calculator is a crucial tool for optimizing builds. Unlike simple percentage-based damage models in other RPGs, Elden Ring utilizes a two-stage defense system. First, your weapon’s Attack Rating (AR) is reduced by a flat defense value based on the enemy’s stats. This makes low-damage attacks highly ineffective against high-defense enemies, a mechanic known as “damage absorption scaling.”

The remaining damage is then subjected to the enemy’s percentage absorption (Negation). By accurately modeling both these stages, this calculator helps you determine if investing in higher weapon AR is truly worth the stat points, or if you should pivot to a damage type (like Fire or Magic) that bypasses the enemy’s highest defense stat.

Using this tool allows you to pre-test various weapon combinations and talismans before committing Smithing Stones, saving you valuable time and resources.

How to Estimate Damage (Example)

Follow these steps to estimate the damage of a Claymore R1 attack against a generic Foot Soldier:

  1. Find Base AR: Look at your weapon’s physical AR. Let’s assume 600 AR.
  2. Input Motion Value: A standard R1 is typically 100% (1.0 Motion Value).
  3. Estimate Target Defense: Based on community data, a Foot Soldier might have 110 Flat Physical Defense.
  4. Estimate Target Absorption: The Foot Soldier has 25% Physical Absorption.
  5. Calculate: Input the values (600, 100, 110, 25) and press “Calculate.”
  6. Result: The tool will show an estimated final damage of approximately 367 (600 * 1.0 – 110 = 490. 490 * (1 – 0.25) = 367.5).

Frequently Asked Questions (FAQ)

Is the damage calculation 100% accurate?

No, the actual in-game damage calculation is influenced by minor factors like directional damage modifiers and complex hidden defense curves that cannot be perfectly modeled outside the game. This calculator provides a very close, highly reliable estimate for comparative purposes.

What is Motion Value (MV)?

Motion Value (or Scaling Factor) is a hidden multiplier applied to your AR based on the specific attack used. A light attack (R1) often has an MV of 100%, while a jump attack or charged heavy attack might have MVs exceeding 130%, significantly increasing your effective AR.

Why is the calculated damage so low when my AR is high?

This is due to the Flat Defense reduction (Stage 2). If your AR is only slightly higher than the enemy’s flat defense (e.g., 100 AR vs. 80 Defense), the final damage after flat reduction will be very low (20), which is then further reduced by absorption. High AR weapons are essential to overcome this flat reduction threshold.

Do I need to calculate this for every damage type?

Yes. If your weapon deals split damage (e.g., Physical and Magic), you must calculate the physical damage and the magic damage separately using the respective AR, flat defense, and absorption values, and then sum the two final damage numbers.

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