Damage Lab / Community defense model

From weapon AR.
To damage per hit.

Enter attack rating, enemy defenses and damage negation to see how a hit changes across five independent damage channels. Adjust motion value and attack speed to estimate DPS. Calculations stay in your browser.

Free · No account · No API · Research preview / noindex
01 / Your attack

Attack Rating by damage type

Attack Rating is not damage. Use values from our v1.17 Weapon AR calculator or enter your own. The URL handoff is user-supplied and is not trusted proof of source authenticity.

Manual values. The weapon's attack animation is not automatically inferred.

02 / Motion & timing

Attack conditions

Set the motion value for the exact attack yourself. No moveset, buff or talisman effects are guessed; Two explicit stages are separate: pre-defense attack × and post-negation final ×. Enter the actual condition yourself; no automatic game buff mapping.

03 / Enemy

Enemy defenses & negation

Enter enemy defense as a flat value and negation as a percent. Defense is applied before negation for each channel. Sample values are fictional, not a named enemy or NG+ preset.

Damage channelEnemy defenseNegation (%)

Named Boss context: the following sources currently supply Blood Loss thresholds only. Choosing a Boss does not replace the fictional defense/negation inputs in the table above.

Boss Blood Loss reference · NG solo only

Two named, community-reported encounter snapshots. The picker fills only the first Blood Loss threshold and its matching resistance correction ID. Weapon AR, enemy defense and damage negation remain manually entered, and the tool does not imply actual enemy damage accuracy. NG+, multiplayer and other boss encounters are unsupported by these snapshots.

Only community-cited Blood Loss thresholds can be imported. Defense, negation and other combat data stay manual. Current scope: first journey (NG), solo only.

Open status timeline

Nothing applied. Choose an encounter to copy source-reported thresholds into the experimental timeline.

Quick estimate · hits until first Blood Loss

Enter your weapon's effective Blood Loss buildup per actual landed hit (after any skill/affinity scaling), not an invented base weapon value. This independent first-proc estimate needs no animation frames. It assumes identical buildup on each landed hit, no decay, and the selected community NG solo Boss threshold. For multi-hit skills with different buildup per hit, use the detailed status estimator below instead.

Optional weapon reference · innate base Blood Loss

The eleven values below are individually published community weapon-passive values, not verified effective per-hit buildup. A real hit may differ with affinity, Arcane, skills, and hit-specific status multipliers. The source list never changes the calculation automatically.

Choose a weapon to inspect its community base reference. No effective buildup will be prefilled.

Select a source Boss above and enter actual per-hit buildup. No calculation has been made.

Different buildup on each hit · no frame input needed

For a multi-hit attack, enter actual effective Blood Loss per landed hit, in chronological order. Repeat the entered pattern for up to 10 uses (at most 80 landed hits). This separate estimate checks only the first threshold with zero status decay. No damage, frame timing, enemy defense, FP availability, or second proc is inferred.

Repeating Thrust uses a community-reported four-hit pattern, not game-verified Regulation 1.17.3 measurements. Some community descriptions disagree on total buildup. Confirm the exact skill and effective base value yourself; no animation frames are invented.

Enter an actual per-hit sequence and select a Boss. Nothing is inferred from the weapon list.

Boss tables: Godrick the Grafted · Malenia, Blade of Miquella · Resistance Correction.

Edit values and calculate. Example values are not official game stats.

Special mechanics / Source-attributed conditions

Situational talisman & armor effects

Choose the equipped items and currently active aura/body buffs, then declare the attack, stance, HP and PvE/PvP conditions. Inactive effects do not boost damage. This is a separate source-backed multiplier preview, not a Tarnished.dev-tested final game damage result; the original damage formula above is unchanged.

Equipped talismans (maximum four)

Status-proc activated bonuses · time gated

Checking equipment does not activate a buff. Confirm an actual nearby (about 7 m) Blood Loss or Poison/Scarlet Rot proc, on yourself or someone nearby, and enter elapsed seconds since the latest proc. The status buildup estimator below never automatically activates these bonuses.

Blood exultation and White Mask expire after 20s; Rot exultation and Mushroom Crown after 20s; Poisoned Hand after 30s. At exactly 20/30 seconds this preview treats the buff as expired. No automatic timers or invented event detection. Confirmed status proc is different from a buildup-threshold prediction.

Successive attacks · confirmed stack tier

This is not a hit counter. Tier thresholds depend on weapon/move-specific point gains, multiple-hit detection and stack decay. Select the actual current tier rather than assuming three button presses guarantee a buff. Tier 0 applies no successive-hit damage bonus.

Winged Sword Insignia and Rotten Winged Sword Insignia cannot be equipped together; Millicent's Prosthesis can stack with either. The +5 Dexterity passive is not recalculated automatically here. If that AR condition is not confirmed, the adjusted hit and DPS are withheld.

Shard of Alexander and Warrior Jar Shard are mutually exclusive. Godfrey Icon is only numerically applied here to the three explicitly listed eligible sorceries when charged; charged skill and incantation eligibility is not guessed. Two-Handed Sword Talisman excludes paired-stance weapons.

Active conditional multiplier
×1
Adjusted community-model hit (not site certified)
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Adjusted estimated DPS (manual rate)
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Select equipped effects and conditions to preview.

Auras and body buffs are separately selectable, and physical/fire-only effects are applied per channel. Multipliers are a conditional what-if layer after the base community estimate. This does not simulate game-specific buff stage ordering, intermediate truncation, stagger/poise, status buildup, durations, PvP attack coefficients or actual animation timings. Unknown eligible skills and Holy-PvP exceptions intentionally withhold adjusted totals.

Status mechanics / User-supplied target

First status proc · no-decay estimate

Plan the first Blood Loss, Frostbite, Poison, Scarlet Rot, Sleep or Madness trigger. Status buildup is not direct weapon damage. All buildup values and target resistance are provided by you; this tool does not claim a named enemy's resistance, hidden Arcane correction or universal number of hits.

First proc in this scenario
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Resisted by
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Enter actual status inputs. This is not an enemy database.

Landed hitStatus addedMeter before first proc

Important limitations: assumes zero decay between hits and only the first proc. Real timed meter decay may require more hits, and after a proc target resistance may increase. A target may be immune. No repeated-proc simulation, target HP burst damage, procs per second or exact game timing is inferred. Fictional defaults 80/200 demonstrate arithmetic only.

Mechanics reference: Status Effects · Resistance Correction.

Tarnished.dev v1.17 · directly observed damage result rows

Reference-only: real browser outputs, read in two independent sessions. This is not the manual damage model above and does not establish our independent DPS calculation. Exact Wretch baseline: others 10, unbuffed, one-handed Uchigatana Standard +25, site Default enemy and NG.

Observed AR
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Observed DPS · Single
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Observed DPS · Paired
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Go to sequence calculator

Reference AR is shown above but not applied to your calculation inputs.

Loading source observations…

The reference also lists poise 5. Results for another weapon, enhancement, character, buff, enemy or moveset are not observed in this reference panel; the manual calculator above remains separately labelled as an estimate.

View the three independently observed spell reference scenarios ↗

Four actual v1.17 weapon actions · independently reconstructed

Real twice-read v1.17 source: Wretch STR 15 / DEX 20, Standard Uchigatana +25, one handed, Default target, no buffs, NG. Unlike source-only DPS above, these four single hit values are independently recomputed using public Katana motion values and explicit integer attack-stage rounding.

Real selected actionMotion %Site hitIndependent hitVerdict

The four source action rows apply only to Wretch STR 15 / DEX 20, Standard Uchigatana +25. Frame timing and status buildup remain unknown.

Verifying exact public v1.17 move inputs…

The site's displayed Physical Defense field was separately changed from 100 to 150 in two browser sessions, but the four displayed hit values did not change. This behavior is recorded rather than being passed as a correct target-defense model. Site DPS Single / Paired values 464 / 547 still lack independently matched source animation timing and are not certified.

Independent animation-frame damage & sequence DPS

Give every attack its actual motion value, hit count, and total animation/recovery frame count. The engine computes each hit after your entered enemy defense/negation, sums the move sequence, then divides by elapsed frames. Unknown frames cannot be guessed from AR. Inputs above supply the five AR components, enemy and damage multiplier.

Documented skill preset · Repeating Thrust

Eldenpedia's Repeating Thrust skill reference reports four hit attack-motion percentages and independent status buildup factors. The preset replaces your existing move rows. Enter your own actual weapon base status buildup: it is not read from an invented weapon or enemy. Animation frames stay blank until you measure them. Current game-version parity is not certified.

No skill preset applied. Source evidence is community-reported, not current-regulation in-game verified.

Damage per sequence
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DPS from entered frames
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Total frames
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Enter actual motion and frame data to calculate. No motion/frames are auto-generated from a weapon name.

Not yet verified against a selected Tarnished.dev Damage moveset unless precisely matching live move parameters and enemy context are available. This is a real parameter-driven formula, not an observed reference output being replayed.

Multi-hit status → first-proc → post-proc damage timeline

Experimental, manual what-if only. Use the move rows immediately above. Enter motion values, frames, and an exact buildup value for each landed hit (including explicit zeros). The hit that reaches the threshold keeps pre-proc damage factors; only later hits use your optional hypothetical post-proc factors. A threshold prediction is not a confirmed nearby status event and never activates the separate proc-triggered equipment controls.

For Blood Loss only, a known correction ID allows a hypothetical second/third proc after the buildup meter resets. Each source-table correction REPLACES the previous bonus on the base threshold. Selecting a correction ID does not identify your enemy or validate its resistance. Resistance Correction source.

Hypothetical sequence damage, including manual burst
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Scenario DPS from entered frames
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First threshold crossing · landed hit #
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Scenario proc count
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This is a local scenario calculator, not measured game damage. Enter per-hit buildup values in the move rows above.

Move / landed hitMV %BuildupMeter*Threshold at hitDamage phaseAfter-proc attack factorAfter-proc taken factorHit damageManual proc burstTotal

*Meter is not modeled after first proc unless an explicit Blood Loss correction ID is selected. Repeated Blood Loss assumes immediate meter reset, zero decay and the same user-entered extra damage on every proc. Other statuses remain first-proc only. Enemy IDs, actual hit timestamps, active-status lockouts, buff expiry, game-client rounding and current-regulation parity are not established. All multipliers and extra damage remain user-supplied, not default Elden Ring values.

Evidence / independent observation required

Compare actual per-hit readings · local evidence draft

Not a game-client golden sample. First calculate the exact multi-hit timeline above. Then transcribe the observed HP loss per landed hit (including any proc burst) and the actual hits that produced Blood Loss or another status. Attach your own original game title screenshot and gameplay frame; only their local SHA-256 fingerprints are saved in the exported JSON. The app does not see or authenticate the images, nor can two screenshots prove an entire attack sequence.

No current calculated timeline. Use “Calculate per-hit status phases” above first.

Manual transcription only. No API, upload, account or persistent storage. A matching number does not prove accuracy.

No observed evidence compared.
Landed hitMoveExperimental predictionObserved totalObserved − predictionPhase

Release gate: exports are explicitly UNREVIEWED-PLAYER-COMBAT-TRANSCRIPTION, not approved fixtures. Original footage, game version, weapon stats, enemy state, actual hit count and damage readout must be independently checked before any result can be considered a verified game-client golden. Integer-rounded agreement is only a comparison statistic; exact model stage rounding and source eligibility are still unverified.

How this preview works

For each damage type: Attack Rating × selected motion value × pre-defense multiplier → defense-ratio attenuation → enemy percentage negation → post-negation multiplier. The five remaining amounts are added for damage per hit; estimated DPS multiplies by the user's attacks-per-second value.

Defense-ratio breakpoints are ⅛, 1, 2.5 and 8. Even at zero defense, the documented ratio model caps this stage at 90% rather than 100%. Split elemental AR is attenuated separately for each corresponding defense. This preview is grounded in Eldenpedia's damage explanation and the documented community ratio equations.

Evidence is scoped, not all-or-nothing. The AR selector contains three twice-observed public v1.17 Uchigatana scenarios; the action table contains four independently reconstructed same-input single-hit results. Source-backed multi-hit status patterns, two named community boss Blood Loss thresholds and several situational equipment effects have separate evidence labels. The source website itself describes its Damage Calculator as a work in progress. The independent manual damage and frame-DPS engine does not automatically reproduce the reference website's move-specific rounding, target sensitivity, hit timing or overall DPS, and the source observations are not a game-client Regulation 1.17.3 certification. NG+, PvP, arbitrary enemy defenses and unobserved moves remain experimental.