That is rarely going to do much for you for many reasons. It is not impossible it yields something and can even suggest it if you can do it quickly but... yeah.
Four of the big reasons are compression (there are others but
http://www.amnoid.de/gc/ ,
https://ece.uwaterloo.ca/~ece611/LempelZiv.pdf being my usual primer on compression), it may not be in the main.dol file (probably a whole bunch of other files available to store data in, though stats tables being in the main binary is very much a thing many games do), obfuscation (in compression it is generally noted that the minimum size might be 2 bytes, any less and you are not saving space, so a value of 0 for length actually means copy 2 bytes, and that corresponding increases the maximum amount you might copy, same idea here is every weapon has a minimum of 50 damage then now you have 50 more potential value to the max damage) and if data representation works differently for this game.
Data representation then being the big one.
Two main ways older games did it, modern ones might treat it as more of an abstract affair where each weapon is unique and is defined with something not so far off XML or something*.
Anyway the two big ways are each weapon (or party character, enemy, potion, vehicle...) would be... actually if you want to imagine it all as a big spreadsheet (every weapon gets its own line of each stat) then one way takes each stat in a column and puts that one after the other, one takes each item as an individual unique thing all to itself in row by row and puts those end to end (byte 0 of each entry is atk, byte 2 def, byte 4 magic...). You were searching for the column approach when there is a whole other world.
You can try to infer things from memory searching, file searching, save editing and more (equip, unequip, discard... things that modify various values). However it tends to be 10 times easier if you dip into basic tracing. I don't know what Dolphin has for this these days (
https://www.romhacking.net/documents/361/ is old and for the GBA but the principle is the same whether you are on a commodore 64 right up to whatever PC game was released yesterday, give or take security on modern computers making it marginally more annoying).
With tracing you get to follow data back up the chain to where it comes from, and learn whatever was done to it along the way (as well as probably being able to create the equivalent of
https://www.dragonflycave.com/mechanics/gen-i-capturing for your game of choice, or at least the full listing of stats far quicker than the ones on gamefaqs that might maybe use a cheat to be able to get any weapon and hand transcribe it, nothing stopping you from using cheats to gain things either).
My general approach pending a better idea for the game is find the enemy's health (see basic cheat making
https://web.archive.org/web/20080309104350/http://etk.scener.org/?op=tutorial ), set a break on write to that, attack the enemy and see what changed it, part of that will be the atk/damage value. Now you know where the atk/damage value for the character presumably is (maybe you are lucky and it includes the weapon separately) you can repeat with a new break on write and fiddle with the equipped weapon in the relevant screen, the location of the weapon's value now being known and repeat a few more times until you are staring at the location in a file of it, and presumably everything else for it is all going to be similar (again might be each stat right after the other, and even in the columns approach it still tends to be column following column right next to each other or near enough in memory).
*modern game with 7 stats, 9 elemental damage effects, 100 potential specialist traits... adds up in space quickly when you also want thousands of weapons such that is easier to say <atk=3>,<acc=5>,<mag=10>,<scope=0><rate=2.56><reload=3><cost=4000><firedmg=10> and not have to worry about listings for the however many other possibilities there are).