Tutorial · Weapons
How to Edit Weapon Parameters in DSMapStudio
How to Edit Weapon Parameters in DSMapStudio
Make a weapon hit harder, change its scaling, drop its strength requirement — all of it lives in one table, EquipParamWeapon, and editing it is the single most common thing people do in DSMapStudio. The catch is knowing which of a row's dozens of columns matter: get the damage, scaling, requirement, and weight fields right and you've rebalanced the weapon; touch the wrong ones and you get odd behavior. This is the field reference for editing existing weapons — to build a brand-new one, see adding a weapon. You'll need a project open (first project setup); general workflow in the Param Editor hub.
Find the weapon
Open the Param Editor, select EquipParamWeapon, and search the row list by name ("Dagger") with Paramdex names loaded instead of hunting IDs. Select the row; its fields appear on the right. Note that what you see is usually the base (+0) row — it has siblings for each upgrade level, which matters once you reinforce (below).
The stats that matter
Many columns, but for balancing you care about these groups (field names are consistent across the Souls/Elden Ring titles; confirm against your loaded param):
| Group | Fields (typical) | Controls |
|---|---|---|
| Base damage | attackBasePhysical, attackBaseMagic, attackBaseFire, attackBaseThunder, attackBaseDark | Raw damage per element before scaling |
| Scaling | correctStrength, correctAgility (dex), correctMagic, correctFaith, correctLuck | How much each stat boosts damage (the letter grades) |
| Requirements | properStrength, properAgility, properMagic, properFaith | Stats needed to wield without penalty |
| Weight & handling | weight (+ moveset/category fields) | Equip load and behavior |
| Upgrade reference | reinforceTypeId | Which ReinforceParamWeapon curve governs upgrades |
Edit these and the weapon changes in your project immediately. The rest (effects, model references, behavior IDs) leave alone unless you know what they do.
How scaling actually works
Scaling trips people up because the correct* fields aren't the in-game letter grade directly — they're inputs to a curve. Each correct* value feeds a CalcCorrectGraph that converts your character's stat into a bonus-damage multiplier, so a weapon's effective scaling comes from two places: the correct* value and the CalcCorrectGraph it references (DSMapStudio even ships a CalcCorrectGraph visualizer). For everyday edits, raise or lower the correct* numbers to make a stat matter more or less; for finer control over how scaling ramps, adjust the underlying graph.
Editing across the upgrade block
A weapon isn't one row — it's a block, one row per upgrade level (+1, +2 … max). The game looks up the row matching the weapon's current reinforcement, so editing only the +0 row changes it at +0 but not when upgraded. Two approaches:
- Edit the base, let reinforcement scale it.
reinforceTypeIdpoints at aReinforceParamWeaponcurve that multiplies base stats per level. Change base damage, leave the reference alone, and every level scales from the new base. - Edit each level directly for exact per-level values — more work, total control.
For across-the-board changes (every weapon +10%), a mass edit command beats editing rows by hand.
Worked edit — buff one weapon's damage
- Select
EquipParamWeapon, find the weapon by name. - On the base row, raise
attackBasePhysicalto your target. - To carry the buff through upgrades, leave
reinforceTypeIdas-is so reinforcement scales from the new base; otherwise edit the higher-level rows too. - (Optional) adjust
correctStrength/correctAgilityto change how much your stats add on top. - Type
modifiedin the row search to confirm, then save (Ctrl+S).
Same pattern — find the row, change the right field, verify with the Modified filter — applies to requirements, weight, and scaling.
Save and test
Ctrl+S writes your edits into the project's regulation.bin. Point ModEngine2 at the project's mod folder, launch, check the weapon in your inventory. A change missing in-game but present under the Modified filter is ModEngine2 config, not a failed edit.
To create an entirely new weapon, follow adding a weapon; to change many weapons at once, CSV export/import or mass edit; for the wider workflow, the Param Editor hub.