Stat

Old: horsepowerhsu 2021-09-17 22:28:24

New: Kithemall 2022-12-10 00:49:46

OldNewDifferences
1-# 隱身
1+# 人物狀態
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3-**隱身**會減少成為敵人的照亮範圍,在原本敵人可偵測的範圍內,擁有此能力時,會再次檢測,並降低怪物的照亮範圍。
3+**人物狀態** modify a single statistic of the game. Stats can apply to most aspects of the game, such as the player's [[character]], [[items]], [[monster]]s, skills or an area. Common sources of stats include [[modifiers]], [[passive skill]]s, [[buff]]s and skills.
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5-來自隱身的減少敵人照亮範圍的計算是相乘,非相加。例如,有增加 200% 隱身效果,意為敵人減少 66% 能見度。1/(1+200%)-1=-66%
5+## Overview
6+Each stat has an internal ID (for example <span class="explicitMod">maximum_life_+%</span>) and a number of settings associated with it. Stats themselves do not have a value, their values are given by other sources such as modifiers or skills. The values are always integers and round downs to the nearest integer if the stat value is modified.
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7-## 來源
8-- [[傲貓祝福]]的[[傲貓隱身]]
9-- [[暗影迷蹤]]
10-- [[晦暗的屍布]]的[[暗影姿態]]
8+The ID and the values are used for translating the stat into a more human readable format, as such, stats may often appear in descriptions differently then they are used in game. This means they may omit information (i.e. values) or change their text and numbers to be more readable. For example the stat <span class="explicitMod">maximum_life_+%</span> will appear as <span class="explicitMod">x% increased maximum Life</span> for positive values and <span class="explicitMod">x% reduced maximum Life</span> for negative values on things that affect the player's character, but will appear as <span class="explicitMod">Extra Life</span> and <span class="explicitMod">Reduced Life</span> on monsters respectively.
9+
10+It is also possible that the description of a stat is omitted entirely and not visible to the player, however stats will still be effective. Very often this is the case for monster modifiers such as hidden item quantity or rarity boosts. This is also the case for stats that have a value of exactly 0.
11+
12+## Sources
13+
14+An incomplete list of sources:
15+
16+- [[Modifiers]] which can be commonly found on items,
17+- Areas
18+- [Monsters](Monsters)
19+- [Passive Skills](Passive_skill) from the passive skill tree
20+- [Buffs](Buff) (often granted by [auras](Aura))
21+- [Skills](Active_skill)
22+- Base stats, i.e. from the player's [[character]] and [[character class]]
23+
24+## Interaction
25+
26+Stats will stack with themselves additively, so two or more stats with the same ID will simply be added up.
27+
28+However, there is a distinction between **Local** and **Global**stats:
29+
30+- **Local** stats will only be added to the relevant source.
31+- **Global** stats are applied globally as the name suggests.
32+
33+Stats with different IDs may also interact with each other, however there is no dead set rule on how different stats interact with each other. Often the interaction can be derived from the description of the stats.
34+
35+### Rule of thumb based on descriptions
36+The visible description generally hints at a few rules for the interaction. However be wary there may be edge cases where it behaves differently.
37+
38+
39+### Flat, additive and multiplicative stats
40+
41+- **Flat** stats usually use a form of the the word <span class="explicitMod">add</span>. They stack additively with other flat stats of the same scope. Resistances are flat stats which use the word <span class="explicitMod">increased</span> and are represented as percentages, and so are notable exceptions to the general rules.
42+- **Additive** stats are usually percentages and use forms of the the words <span class="explicitMod">increase</span> or <span class="explicitMod">reduce</span>. They are summed with other additive stats of the same scope.
43+- **Multiplicative** stats are usually percentages and use forms of the words <span class="explicitMod">more</span> or <span class="explicitMod">less</span>. They stack multiplicatively with other multiplicative stats of the same scope. A multiplicative stat's internal ID can usually be identified by the suffix "_final".
44+
45+What this means in plain English is that you add the various "increased"/"reduced" effects together into a single multiplier, and multiply the base stat by the result, whereas you multiply the base stat by each "more"/"less" effect in turn.
46+
47+The total stat value can be calculated as the sum of any added stat, multiplied by the sum of all increases and reductions to stat, multiplied by all more and less stat modifiers.
48+
49+<table border="0" cellpadding="0" cellspacing="0" style="width: 100%">
50+ <tbody>
51+ <tr>
52+ <td>
53+  <img
54+ alt=""
55+ src="https://wikimedia.org/api/rest_v1/media/math/render/png/9fb916341869c02c34a0e8972ffde069b363d624"
56+ /> 
57+ </td>
58+ <td>
59+  <img
60+ alt=""
61+ src="https://wikimedia.org/api/rest_v1/media/math/render/png/4ea14008c326f2fb428ccdf8f7a8d1fe5cbde8d3"
62+ /> 
63+ </td>
64+ </tr>
65+ </tbody>
66+</table>
67+
68+Also see the example section below.
69+
70+### Order of application
71+
72+Stats are only applied once per calculation. The usual order of application is:
73+
74+- Local flat stats
75+- Local additive and multiplicative stats
76+- Global and skill flat stats
77+- Global and skill additive stats
78+- Global and skill multiplicative stats
79+
80+Tip: Assuming equal values, "more" is usually far more powerful than increased.
81+
82+### Applicability from other sources
83+Often a stat has a set of types determining to which statistics it applies. Types can be subtypes or supertypes of other Types. Supertypes affect their subtypes but not vice versa. Many types correspond to Gem Tags; however, this relationship is not strict. For example, [[Molten Strike]] has the Melee tag, but its projectiles do not do melee damage, and [[Explosive Arrow]] has the Attack tag, but the charge detonation does not do Attack damage.
84+
85+Some words have special meanings:
86+
87+- If a stat specifies only one Type, or if the word <span class="explicitMod">and</span> is used to combine multiple Types, then the stat applies to any combination of the Types. For example, armour and energy shield affects <span class="explicitMod">armour, or energy shield, or both armour and energy shield</span>.
88+- If a stat specifies multiple Types not combined using the word <span class="explicitMod">and</span>, then it only applies to all of the Types together. For example, <span class="explicitMod">elemental damage with maces</span> would not affect non-elemental damage with maces, nor non-damage elemental effects with maces, nor elemental damage not dealt with maces.
89+- If the word <span class="explicitMod">while</span> is used in conjunction with an item Type, the stat is effective globally whether the statistic applies directly to the item or not. For example, while wielding a staff would apply to spells cast <span class="explicitMod">while wielding a staff</span>, even though the staff is not involved in the casting of spells.
90+- If the word <span class="explicitMod">with</span> is used in conjunction with an item Type, the stat is effective only when that item is being directly used. For example, <span class="explicitMod">with claws</span> would only affect attacks made with the claws themselves.
91+
92+Converted statistics count as both the Type converted from and converted to, but can only be affected by a particular stat at most once.
93+
94+## Effectiveness of stacking stat values
95+
96+The following applies to most statistics that can be stacked, as it's a side effect of the linearity of the stats.
97+
98+From the general interactions it is possible to derive some basic rules for the effectiveness of stacking stats:
99+
100+- Stats that will stack towards infinity will become less effective per point as you increase them (diminishing return)
101+- Stats that will stack towards zero will become more effective per point as you decrease them (slippery slope)
102+
103+Remember that some stats have altered descriptions and in reality often values behave differently from what is shown. A good example are resistances - it is better to think of them as damage reduction in this case (75% being 75% less damage, aka a 0.25 multiplier).
104+
105+### Rule of thumb
106+
107+For increased and more modifiers, they generally scale as:
108+
109+![](https://wikimedia.org/api/rest_v1/media/math/render/png/75037a8df9723bfe82bc96a872b947696a3c9a04)
110+<img align="center" valign="center" src="https://i.imgur.com/dKYZyRc.png" style="float: right; margin: 30px; width: 50%">
111+
112+<div style="max-width: 100%; overflow-x: auto;"><table class="wikitable" style="max-width: 100%;">
113+<tbody><tr>
114+<th colspan="2">Compared to base
115+</th>
116+<th>Compared to last 100
117+</th></tr>
118+<tr>
119+<th>Points</th>
120+<th>Multiplier</th>
121+<th>Effectiveness
122+</th></tr>
123+<tr>
124+<td>100</td>
125+<td>2</td>
126+<td>2
127+</td></tr>
128+<tr>
129+<td>200</td>
130+<td>3</td>
131+<td>1.5
132+</td></tr>
133+<tr>
134+<td>300</td>
135+<td>4</td>
136+<td>1.333
137+</td></tr>
138+<tr>
139+<td>400</td>
140+<td>5</td>
141+<td>1.25
142+</td></tr>
143+</tbody></table></div>
144+
145+Similarly, for the reduction:
146+
147+<div style="max-width: 100%; overflow-x: auto;"><table class="wikitable" style="max-width: 100%;">
148+<tbody><tr>
149+<th colspan="2">Compared to base
150+</th>
151+<th>Compared to last result
152+</th></tr>
153+<tr>
154+<th>Points</th>
155+<th>Multiplier</th>
156+<th>Effectiveness
157+</th></tr>
158+<tr>
159+<td>20</td>
160+<td>0.8</td>
161+<td>1.25
162+</td></tr>
163+<tr>
164+<td>40</td>
165+<td>0.6</td>
166+<td>1.33
167+</td></tr>
168+<tr>
169+<td>60</td>
170+<td>0.4</td>
171+<td>1.5
172+</td></tr>
173+<tr>
174+<td>80</td>
175+<td>0.2</td>
176+<td>2
177+</td></tr>
178+<tr>
179+<td>100</td>
180+<td>0</td>
181+<td><abbr title="if zero division is defined - alternatively this could be also expressed though limits">infinity</abbr>
182+</td></tr></tbody></table></div>
183+
184+## Examples
185+
186+### more vs increased
187+
188+You have 1000 base damage and "<span class="explicitMod">100% increased damage</span>" from gear and "<span class="explicitMod">100% increased damage</span>" from passives. You can then choose between slotting either of two support gems:
189+
190+Gem A gives "<span class="explicitMod">100% increased damage</span>".
191+
192+Gem B gives "<span class="explicitMod">100% more damage</span>".
193+
194+Calculation:
195+
196+Gem A: gear+passive+gem = 300% increased, so 1000*(1+3.0) = 4000 damage.
197+
198+Gem B: (gear+passive)*gem = 200% increased and 100% more, so 1000*(1+2.0)*(1+1.0) = 6000 dmg
199+
200+"<span class="explicitMod">Reduced</span>" is equivalent to "increased" (but getting smaller instead of larger); likewise "<span class="explicitMod">less</span>" works in the equivalent way as "more".
201+
202+### Global stats
203+
204+If you have
205+
206+- 3x <span class="explicitMod">+1 Maximum Frenzy Charges</span> from the Passive Skill Tree
207+- <span class="explicitMod">+1 Maximum Frenzy Charges</span> from Equipment
208+- <span class="explicitMod">+3 Maximum Frenzy Charges</span> your Character starts with
209+
210+You will get:
211+
212+- <span class="explicitMod">+7 Maximum Frenzy Charges</span> total
213+
214+### Local stats
215+
216+Assume you are [[dual wielding]] two one-handed melee weapons.
217+
218+On each of the weapons, you have rolled the modifiers <span class="explicitMod">Heavy</span> and <span class="explicitMod">Squire's</span> at their maximum value, which grant the following respectively:
219+
220+- <span class="explicitMod">49% increased Physical Damage</span>
221+- <span class="explicitMod">19% increased Physical Damage</span> and <span class="explicitMod">20 to Accuracy Rating</span>
222+
223+On each weapon, you will get a total of:
224+
225+- <span class="explicitMod">68% increased Physical Damage</span>
226+- <span class="explicitMod">20 to Accuracy Rating</span>
227+
228+However, as you can see the stats from each weapon will not add up, because they're local to each weapon.
229+
230+### Interaction of flat, additive, multiplicative stats and conversion
231+
232+For this example, we assume the following:
233+
234+- 75-75 Physical Damage from our weapon
235+- Local stats on the weapon: <span class="explicitMod">Adds 25-25 Physical Damage</span>
236+- Local stat on the weapon: <span class="explicitMod">100% increased Physical Damage</span>
237+- Global stat: <span class="explicitMod">100% increased Physical Damage</span>
238+- Global stat: <span class="explicitMod">100% increased Lightning Damage</span>
239+- Skill stat: <span class="explicitMod">50% of Physical Damage converted to Lightning Damage</span> (i.e. from [[Physical to Lightning Support]] or [[Static Strike]])
240+
241+First the local stats are applied:
242+
243+- 75-75 Physical Damage +25 min, +25 max
244+- 100-100 Physical Damage *2 (i.e. +100%))
245+- 200-200 Physical Damage
246+
247+### Method A: Stats first
248+
249+Adding the global physical damage increase:
250+
251+- 200-200 Physical *2 (i.e. +100%)
252+- 400-400 Physical
253+
254+In the next step, [[damage conversion]]. Broken down into two individual branches
255+
256+Branch 1 (Physical)
257+
258+- 400-400 Physical Damage *0.5 (i.e. 50% non-converted damage)
259+- 200-200 Physical Damage
260+
261+Branch 2 (Lightning)
262+
263+- 400-400 Physical Damage *0.5 (i.e. 50% converted damage)
264+- 200-200 Lightning Damage * 3/2 (i.e. in a prior step, we already applied a increased stat of 100% (/2). We apply another 100% on top of - the other 100%, for a total of 200% (*3))
265+- 300-300 Lightning Damage
266+
267+Total
268+
269+- 200-200 Physical 300-300 Lightning Damage
270+
271+### Method B: Conversion first
272+
273+We break it down into two branches right away:
274+
275+Branch 1 (Physical)
276+
277+- 200-200 Physical Damage * 0.5 (i.e. 50% non-converted damage)
278+- 100-100 Physical Damage * 2 (i.e. 100% increased Physical Damage)
279+- 200-200 Physical Damage
280+
281+Branch 2 (Lightning)
282+
283+200-200 Physical Damage * 0.5 (i.e. 50% converted damage)
284+100-100 Lightning Damage * 3 (100% increased Physical + 100% increased Lighting -> 200%)
285+300-300 Lightning Damage
286+
287+Total
288+
289+- 200-200 Physical 300-300 Lightning Damage
290+
291+## See also
292+
293+- [[Modifiers]]
294+- [[Damage Conversion]]