pathofexile
Not to be confused with modifiers.

Stats modify a single statistic of the game. Stats can apply to most aspects of the game, such as the player's character, items, monsters, skills or an area. Common sources of stats include modifiers, passive skills, buffs and skills.

Overview

Each stat has an internal ID (for example maximum_life_+%) 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[1] and rounds down to the nearest integer if the stat value is modified[2].

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 maximum_life_+% will appear as x% increased maximum Life for positive values and x% reduced maximum Life for negative values on things that affect the player's character, but will appear as Extra Life and Reduced Life on monsters respectively.

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.

Sources

An incomplete list of sources:

Interaction

Stats will stack with themselves additively, so two or more stats with the same ID will simply be added up. [3]

However, there is a distinction between Global and Local stats:[4]

Local stats will only be added to the relevant source.
Global stats are applied globally as the name suggests.

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.

Rule of thumb based on descriptions

The visible description generally hints at a few rules for the interaction. However be wary there may be edge cases where it behaves differently.

Flat, additive and multiplicative stats

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.

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.

For more information about the symbols, see sum and product notation.


Also see the example section below.

Order of application

Stats are only applied once per calculation. The usual order of application is:

  1. Local flat stats
  2. Local additive and multiplicative stats
  3. Global and skill flat stats
  4. Global and skill additive stats
  5. Global and skill multiplicative stats

Tip: Assuming equal values, "more" is usually far more powerful than increased.

Applicability from other sources

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, Lua error: Error: invalid field alias "items._pageName"; aliases cannot contain dots or quotes.. has the Melee tag, but its projectiles do not do melee damage, and Lua error: Error: invalid field alias "items._pageName"; aliases cannot contain dots or quotes.. has the Attack tag, but the charge detonation does not do Attack damage.

Some words have special meanings:

Converted statistics count as both the Type converted from and converted to, but can only be affected by a particular stat at most once.

Effectiveness of stacking stat values

The following applies to most statistics that can be stacked, as it's a side effect of the linearity of the stats.

From the general interactions it is possible to derive some basic rules for the effectiveness of stacking stats:

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).

Rule of thumb

Increased Stat Effectiveness

For increased and more modifiers, they generally scale as:


Compared to base Compared to last 100
Points Multiplier Effectiveness
100 2 2
200 3 1.5
300 4 1.333
400 5 1.25

Similarly, for the reduction:

Compared to base Compared to last result
Points Multiplier Effectiveness
20 0.8 1.25
40 0.6 1.33
60 0.4 1.5
80 0.2 2
100 0 infinity

Examples

more vs increased

You have 1000 base damage and "100% increased damage" from gear and "100% increased damage" from passives. You can then choose between slotting either of two support gems:

Gem A gives "100% increased damage".

Gem B gives "100% more damage".

Calculation:

Gem A: gear+passive+gem = 300% increased, so 1000*(1+3.0) = 4000 damage.

Gem B: (gear+passive)*gem = 200% increased and 100% more, so 1000*(1+2.0)*(1+1.0) = 6000 dmg

"Reduced" is equivalent to "increased" (but getting smaller instead of larger); likewise "less" works in the equivalent way as "more".

Global stats

If you have

You will get:

Local stats

Assume you are dual wielding two one-handed melee weapons.

On each of the weapons, you have rolled the modifiers Lua error: Error: invalid field alias "mods.name"; aliases cannot contain dots or quotes.. and Lua error: Error: invalid field alias "mods.name"; aliases cannot contain dots or quotes.. at their maximum value, which grant the following respectively:

On each weapon, you will get a total of:

However, as you can see the stats from each weapon will not add up, because they're local to each weapon.

Interaction of flat, additive, multiplicative stats and conversion

For this example, we assume the following:

First the local stats are applied:

Method A: Stats first

Adding the global physical damage increase:

In the next step, damage conversion. Broken down into two individual branches

Branch 1 (Physical)

Branch 2 (Lightning)

Total

Method B: Conversion first

We break it down into two branches right away:

Branch 1 (Physical)

Branch 2 (Lightning)

Total

See also

References

  1. Mark_GGG (February 24, 2018). "Enough mice can kill a wolf.". Path of Exile subreddit. Retrieved February 25, 2018.
  2. Mark_GGG (Apr 6, 2013). "auras and increased buff effect". Official Path of Exile Forums. Retrieved February 25, 2018.
  3. Mark_GGG (Feburary 21, 2019). "Lightning Warp is again losing viability if mechanics remain unchanged". Reddit. Retrieved July 06, 2019.
  4. Mark_GGG (January 30, 2013). "Local vs Global modifiers". Official Path of Exile Forums. Retrieved August 21, 2016.