Stat
Old: horsepowerhsu 2021-08-25 18:13:41
New: horsepowerhsu 2021-08-25 18:15:06
| Old | New | Differences | |
|---|---|---|---|
| 1 | 1 | # Stat | |
| 2 | + | ||
| 2 | 3 | **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. | |
| 3 | 4 | ||
| 4 | 5 | # Overview | |
| 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. | |
| 10 | 11 | ||
| 11 | 12 | ## Sources | |
| 13 | + | ||
| 12 | 14 | An incomplete list of sources: | |
| 13 | 15 | ||
| 14 | 16 | - [[Modifiers]] which can be commonly found on items, | |
| 20 | 22 | - Base stats, i.e. from the player's [[character]] and [[character class]] | |
| 21 | 23 | ||
| 22 | 24 | ## Interaction | |
| 25 | + | ||
| 23 | 26 | Stats will stack with themselves additively, so two or more stats with the same ID will simply be added up. | |
| 24 | 27 | ||
| 25 | 28 | However, there is a distinction between **Local** and **Global**stats: | |
| 34 | 37 | ||
| 35 | 38 | ||
| 36 | 39 | ### Flat, additive and multiplicative stats | |
| 40 | + | ||
| 37 | 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. | |
| 38 | 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. | |
| 39 | 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". | |
| 42 | 46 | ||
| 43 | 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. | |
| 44 | 48 | ||
| 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> | |
| 62 | 67 | ||
| 63 | 68 | Also see the example section below. | |
| 64 | 69 | ||
| 65 | 70 | ### Order of application | |
| 71 | + | ||
| 66 | 72 | Stats are only applied once per calculation. The usual order of application is: | |
| 67 | 73 | ||
| 68 | 74 | - Local flat stats | |
| 86 | 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. | |
| 87 | 93 | ||
| 88 | 94 | ## Effectiveness of stacking stat values | |
| 95 | + | ||
| 89 | 96 | The following applies to most statistics that can be stacked, as it's a side effect of the linearity of the stats. | |
| 90 | 97 | ||
| 91 | 98 | From the general interactions it is possible to derive some basic rules for the effectiveness of stacking stats: | |
| 96 | 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). | |
| 97 | 104 | ||
| 98 | 105 | ### Rule of thumb | |
| 106 | + | ||
| 99 | 107 | For increased and more modifiers, they generally scale as: | |
| 100 | 108 | ||
| 101 | 109 |  | |
| 173 | 181 | <td><abbr title="if zero division is defined - alternatively this could be also expressed though limits">infinity</abbr> | |
| 174 | 182 | </td></tr></tbody></table></div> | |
| 175 | 183 | ||
| 184 | + | ## Examples | |
| 176 | 185 | ||
| 186 | + | ### more vs increased | |
| 177 | 187 | ||
| 178 | - | ||
| 179 | - | ## Examples | |
| 180 | - | ### more vs increased | |
| 181 | 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: | |
| 182 | 189 | ||
| 183 | 190 | Gem A gives "<span class="explicitMod">100% increased damage</span>". | |
| 193 | 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". | |
| 194 | 201 | ||
| 195 | 202 | ### Global stats | |
| 203 | + | ||
| 196 | 204 | If you have | |
| 197 | 205 | ||
| 198 | 206 | - 3x <span class="explicitMod">+1 Maximum Frenzy Charges</span> from the Passive Skill Tree | |
| 204 | 212 | - <span class="explicitMod">+7 Maximum Frenzy Charges</span> total | |
| 205 | 213 | ||
| 206 | 214 | ### Local stats | |
| 215 | + | ||
| 207 | 216 | Assume you are [[dual wielding]] two one-handed melee weapons. | |
| 208 | 217 | ||
| 209 | 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 | 228 | However, as you can see the stats from each weapon will not add up, because they're local to each weapon. | |
| 220 | 229 | ||
| 221 | 230 | ### Interaction of flat, additive, multiplicative stats and conversion | |
| 231 | + | ||
| 222 | 232 | For this example, we assume the following: | |
| 223 | 233 | ||
| 224 | 234 | - 75-75 Physical Damage from our weapon | |
| 235 | 245 | - 200-200 Physical Damage | |
| 236 | 246 | ||
| 237 | 247 | ### Method A: Stats first | |
| 248 | + | ||
| 238 | 249 | Adding the global physical damage increase: | |
| 239 | 250 | ||
| 240 | 251 | - 200-200 Physical *2 (i.e. +100%) | |
| 258 | 269 | - 200-200 Physical 300-300 Lightning Damage | |
| 259 | 270 | ||
| 260 | 271 | ### Method B: Conversion first | |
| 272 | + | ||
| 261 | 273 | We break it down into two branches right away: | |
| 262 | 274 | ||
| 263 | 275 | Branch 1 (Physical) | |
| 277 | 289 | - 200-200 Physical 300-300 Lightning Damage | |
| 278 | 290 | ||
| 279 | 291 | ## See also | |
| 292 | + | ||
| 280 | 293 | - [[Modifiers]] | |
| 281 | 294 | - [[Damage Conversion]] | |