Stat

Old: horsepowerhsu 2021-08-25 18:13:41

New: horsepowerhsu 2021-08-25 18:15:06

OldNewDifferences
11 # Stat
2+
23 **Stats** 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.
34
45 # Overview
910 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.
1011
1112 ## Sources
13+
1214 An incomplete list of sources:
1315
1416 - [[Modifiers]] which can be commonly found on items,
2022 - Base stats, i.e. from the player's [[character]] and [[character class]]
2123
2224 ## Interaction
25+
2326 Stats will stack with themselves additively, so two or more stats with the same ID will simply be added up.
2427
2528 However, there is a distinction between **Local** and **Global**stats:
3437
3538
3639 ### Flat, additive and multiplicative stats
40+
3741 - **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.
3842 - **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.
3943 - **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".
4246
4347 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.
4448
45-
46-<img src="https://wikimedia.org/api/rest_v1/media/math/render/png/9fb916341869c02c34a0e8972ffde069b363d624" style="float: left; margin: 30px; width: 50%">
47-
48-<img src="https://wikimedia.org/api/rest_v1/media/math/render/png/4ea14008c326f2fb428ccdf8f7a8d1fe5cbde8d3" style="float: right; margin: 30px; max-width: 50%">
49-
50-
51-<div class="bob-container">
52- <div class="bob-row">
53- <div class="bob-2item">
54- <img src="https://wikimedia.org/api/rest_v1/media/math/render/png/9fb916341869c02c34a0e8972ffde069b363d624">
55- <div style="height:43px;"></div>
56- </div>
57- <div class="bob-2item">
58- <img src="https://wikimedia.org/api/rest_v1/media/math/render/png/4ea14008c326f2fb428ccdf8f7a8d1fe5cbde8d3">
59- <div style="height:43px;"></div>
60- </div>
61-</div>
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>
6267
6368 Also see the example section below.
6469
6570 ### Order of application
71+
6672 Stats are only applied once per calculation. The usual order of application is:
6773
6874 - Local flat stats
8692 Converted statistics count as both the Type converted from and converted to, but can only be affected by a particular stat at most once.
8793
8894 ## Effectiveness of stacking stat values
95+
8996 The following applies to most statistics that can be stacked, as it's a side effect of the linearity of the stats.
9097
9198 From the general interactions it is possible to derive some basic rules for the effectiveness of stacking stats:
96103 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).
97104
98105 ### Rule of thumb
106+
99107 For increased and more modifiers, they generally scale as:
100108
101109 ![](https://wikimedia.org/api/rest_v1/media/math/render/png/75037a8df9723bfe82bc96a872b947696a3c9a04)
173181 <td><abbr title="if zero division is defined - alternatively this could be also expressed though limits">infinity</abbr>
174182 </td></tr></tbody></table></div>
175183
184+## Examples
176185
186+### more vs increased
177187
178-
179-## Examples
180-### more vs increased
181188 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:
182189
183190 Gem A gives "<span class="explicitMod">100% increased damage</span>".
193200 "<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".
194201
195202 ### Global stats
203+
196204 If you have
197205
198206 - 3x <span class="explicitMod">+1 Maximum Frenzy Charges</span> from the Passive Skill Tree
204212 - <span class="explicitMod">+7 Maximum Frenzy Charges</span> total
205213
206214 ### Local stats
215+
207216 Assume you are [[dual wielding]] two one-handed melee weapons.
208217
209218 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:
219228 However, as you can see the stats from each weapon will not add up, because they're local to each weapon.
220229
221230 ### Interaction of flat, additive, multiplicative stats and conversion
231+
222232 For this example, we assume the following:
223233
224234 - 75-75 Physical Damage from our weapon
235245 - 200-200 Physical Damage
236246
237247 ### Method A: Stats first
248+
238249 Adding the global physical damage increase:
239250
240251 - 200-200 Physical *2 (i.e. +100%)
258269 - 200-200 Physical 300-300 Lightning Damage
259270
260271 ### Method B: Conversion first
272+
261273 We break it down into two branches right away:
262274
263275 Branch 1 (Physical)
277289 - 200-200 Physical 300-300 Lightning Damage
278290
279291 ## See also
292+
280293 - [[Modifiers]]
281294 - [[Damage Conversion]]