DARK SOULS™: REMASTERED

DARK SOULS™: REMASTERED

Not enough ratings
DPS R1 Calculator Script (Boss-Optimized Weapons)
By EERIE
A Tampermonkey script that adds a “DPS R1” column to the Dark Souls weapon table on soulsplanner.com/darksouls/weaponatk.
It uses per-weapon R1 attack speed (APS) with boss/enemy resistance calculator (Regular / Strike / Slash / Thrust + Magic / Fire / Lightning).
The guide explains the exact formulas used for damage after defense, Bleed damage over time, Black Knight vs Chaos Demon bonus, and Occult vs Occult-weak bonus.
Under its assumptions (pure R1 spam, no downtime), you can sort by DPS and see the mathematically optimal weapon for any given boss or custom enemy setup.
   
Award
Favorite
Favorited
Unfavorite
Introduction
I’m EERIE, and this guide provides two Tampermonkey scripts for Dark Souls 1 that:

  • Add a “DPS R1” column to the weapon table on SoulsPlanner.
  • Use per-weapon R1 attack speed (APS).
  • Use per-boss enemy defenses and HP (Regular / Strike / Slash / Thrust + Magic / Fire / Lightning + BleedRes).
  • Bleed, Black Knight vs Chaos Demon, and Occult vs Occult-weak bonuses.

The goal is simple:
Given one specific enemy or boss, show you the mathematically best weapon (under the script’s assumptions).

This is mainly a PvE theorycrafting tool, which assumes continuous R1 spam.
Script Links
You’ll need 2 scripts for this:
  1. APS + R1 Weapon Data
    • Stores Attacks Per Second (APS) for each weapon’s R1 chain (1H and 2H where available).
    • Stores the main physical damage type of each weapon (Regular / Strike / Slash / Thrust).
    • Stores boss presets:
      • Defenses (Regular / Strike / Slash / Thrust + Magic / Fire / Lightning)
      • HP per NG / NG+ / NG+6 (where known)
      • BleedRes and Bleed%
      • Flags for Chaos Demon and Occult-weak
    • Link Here:
      https://gist.github.com/EerieGoesD/d5e95dcedd713964c017adbca4e02b3c

  2. DPS R1 Column
Tampermonkey Installation
Install Tampermonkey
Download it for your browser:
https://www.tampermonkey.net

Enable the Tampermonkey extension and add the scripts.

Script 1: APS + R1 Damage Type Data
  1. Open Tampermonkey → “Create a new script…”.
  2. Delete all default code.
  3. Paste the full DS1 – APS + R1 Damage Type Data script.
  4. Save.
  5. Make sure it’s enabled and matches on:

Script 2: DPS R1 Column
  1. Open Tampermonkey → “Create a new script…”.
  2. Delete all default code.
  3. Paste the full DS1 – DPS R1 Column script.
  4. Save and enable it (same match URL).

Open SoulsPlanner
Go to:
https://soulsplanner.com/darksouls/weaponatk

You should now see:
  • A Boss/Enemy panel above the table.
  • A “DPS 1H R1” or “DPS 2H R1” column at the right of the table.
How to Use
Open:
https://soulsplanner.com/darksouls/weaponatk

On the left side, input your character stats:
Strength, Dexterity, Intelligence, Faith, Humanity.

In the Boss/Enemy dropdown, select:
  • A specific boss (to use its preset defenses, HP, BleedRes, etc.), or
  • “Custom / Free Input” if you want to enter your own values.

The table will now show the expected DPS of each weapon against that boss/enemy, using:
  • Your current stats and weapon AR from SoulsPlanner
  • The boss’ defenses (from the preset or your custom input)
  • The boss’ HP only for Bleed calculations
  • The correct APS (attacks per second) for 1H or 2H R1 chains

You can:
  • Toggle “Two-handed” on SoulsPlanner to see 1H vs 2H DPS.
  • Click the DPS 1H R1 / DPS 2H R1 column header to sort it.

The weapon at the top of the sorted DPS column is the mathematically strongest option for that boss/enemy under continuous R1 spam (no downtime).
Formulas Used
1. Attacks Per Second (APS)
Each weapon has a measured R1 speed for 1H and 2H.

Example:
Claymore 1H R1 ≈ 1.01 attacks/sec
Claymore 2H R1 ≈ 0.91 attacks/sec

Conceptually:
APS = number of R1 attacks / time in seconds

The script just picks:
- 1H APS when you are one-handing
- 2H APS when you tick “Two-handed”

Final DPS later is:
DPS = DamagePerHit * APS

2. Boss / Enemy Defenses
When you pick a boss, the script loads:

- Physical defenses: Regular / Strike / Slash / Thrust
- Elemental defenses: Magic / Fire / Lightning
- BleedRes (bleed resistance)
- HP (used only for Bleed damage)

You can also use “Custom / Free Input” to enter your own defenses and HP.

3. Weapon Attack Types (Regular / Strike / Slash / Thrust)
Every weapon in the script has its main R1 attack type tagged manually:

- Great Club → Strike
- Uchigatana → Slash
- Spears → Thrust
- Whip → Regular
- etc.

This tag decides which physical defense the script uses when comparing your AR to the boss:

- Regular weapons use the boss’s Regular defense
- Strike weapons use Strike defense
- Slash weapons use Slash defense
- Thrust weapons use Thrust defense

This is why the script can correctly handle bosses that, for example, are weak to Strike but strong vs Slash.

4. Damage After Defense (per hit)
SoulsPlanner gives your weapon’s AR split:

- Physical AR
- Magic AR
- Fire AR
- Lightning AR

The script:

- Takes the correct physical defense based on the weapon’s attack type (from section 3).
- Uses the boss’ Magic / Fire / Lightning defenses for those elements.
- Runs each damage type through a DS1-style curve (more realistic than “AR – defense”).

All four are then added:

DirectDamagePerHit = PhysDamageAfterDefense + MagicDamageAfterDefense + FireDamageAfterDefense + LightningDamageAfterDefense

5. Bleed Damage
Bleed is treated as extra damage over time on top of that direct hit.

It uses:

- Weapon BleedBuildup (from SoulsPlanner)
- Enemy BleedRes
- Enemy HP
- Bleed% (how much of their HP they lose when bleed pops)

For bosses, the script uses a fixed boss Bleed% (10% by default unless data says otherwise).
For regular enemies, it uses a per-weapon Bleed% (30% for most bleed weapons, 50% for some like Priscilla’s Dagger / Lifehunt Scythe).

Average Bleed damage per hit is:

BleedDamagePerHit = (Bleed% of HP) / (hits needed to cause bleed)

Then:

BleedDPS = BleedDamagePerHit * APS

If an enemy is basically bleed-immune (huge BleedRes or 0 Bleed%), Bleed contribution becomes ~0.

6. Black Knight & Occult Bonuses

Some bosses are flagged internally as:

- Chaos Demon
- Occult-weak

When:

- You use a Black Knight weapon vs a Chaos Demon boss
→ DPS is multiplied by 1.2 (+20%).

- You use an Occult weapon vs an Occult-weak boss
→ DPS is also multiplied by 1.2 (+20%).

I am not entirely sure how Occult-weakness works and whether it should be a damage boost of +20%. If someone ever finds the formula out, feel free to let me know, but for the moment, I've hard-coded it to +20%.

You don’t have to set these manually; they’re part of the boss data.

7. Final DPS Calculation

1) Direct damage per hit:
DirectDamagePerHit = Phys + Magic + Fire + Lightning (all after defense)

2) Add average Bleed damage per hit:
TotalDamagePerHit = DirectDamagePerHit + BleedDamagePerHit

3) Apply any Black Knight / Chaos Demon or Occult-weak bonuses.

4) Multiply by APS:
DPS = TotalDamagePerHit * APS
Contributors
Feedback
If you enjoyed this guide and want to support me, feel free to check out my music and socials:
beatstars[www.beatstars.com]
tiktok[www.tiktok.com]
youtube
eeriegoesd@gmail.com

If you are having any issues setting the script up, feel free to hit me up.