What are the usual suspects when it comes to multipliers, "pools", keywords, conversions, and % stuff?

For example, on the database site I found recently, they have modifiers for “added”, “increased”, and “more”. Is this sort of like Path of Exile? (The “more” pool in POE for example is a rather specific and big deal) Which pool is which? How do they function internally, and in what sequence do they apply to each other?

Is poise the super-armor values before something suffers hitstun, and stagger the “fill meter = help I’ve fallen and I can’t get up [for however long it would take for you to circle behind me minus half a second]”, or vice versa? Are they related, as in poise damage values do contribute to stagger (or vice versa), but have checkpoints while helping fill up the meter to see if the target can be interrupted along the way?

With armor penetration %, is this a direct subtraction from the enemy armor % value, or is it a “this much % removed” from the enemy armor value? Does “overpenetration” exist in some form regarding this, or can it only drop to 0/generally never goes to zero but functionally at X point of reduction?

Is armor a universal damage reduction layer, so that all damage benefits, or is it specific?

Does armor damage reduction get calculated after elemental resists, before, etc, if it’s involved?

There seems to be no facets for bleed (but why though) and from what I’ve seen, every other form of “buff weapon with element X” is a full conversion of the physical damage into X? Except for bleed (I assume) which isn’t elemental damage (for the sake of resists), and retains physical damage of the weapon? How does bleed work, can it be scaled in some way like elemental DoT?

If you use rune attacks that temporarily infuse your weapon with an element for the sake of the attack, and you have bleed on it, because Bleed is “technically” an element as far as infusion goes, does that mean it doesn’t apply any bleed status at the same time?

I see there was only 1 bleed “element” rune attack in the entire game so far, an attack for dual daggers - does that mean using that move is the opposite, where if you had something infused to a different element, this move would temporarily force the weapon to deal pure physical damage again while also applying bleed ailment buildup? I ask because I saw a common issue with freeze element was that the infusion converts all your physical, including runes that would do physical, into the ice element, so you cannot shatter the enemy with the same weapon under normal circumstances, and need to swap to something physical - would a bleed rune attack be an exception to this, since it’s “element” is physical?

I’ve seen the handful of combined elemental reactions, but I haven’t gotten too crazy with it - how many be activate at a time? Can you bleed and burn something, or does one take precedence? Can you freeze a plagued enemy while they take the DoT? When you plague a bleeding enemy, can you stack both plague DoT and Bleed DoT, or is the combo interaction simply that plague element damage soft pauses bleed recovery to extend it?

Some of the criticisms of bleed are that it’s only activate when the enemy is moving - does attack count as moving? Does being knocked down or pushed back by incoming attacks count as moving? Would backstab animations that push enemies away count as moving? Some people were saying bleed lacked interesting elements and agency, perhaps something like “damage dealt increases severely while enemy is staggered or being backstabbed” could be added innately, or perhaps some value of bleed could instantly “pop/exsanguinate” if they get fully staggered or get backstabbed while affected.

What is “kickback multiplier”?

Does increasing elemental damage and does damage dealt in general apply to ailment buildup related to the element (does high physical damage improve bleed application?") or are there ways to amplify application beyond the obvious?

Attack speed seems rare to obtain, at least initially - how does it scale? Do multiple sources of it act as multipliers to each other, or is it additive?

The “X% to deal X more damage” stat that differs regularly between weapons, I assume this is the “natural crit chance” of that weapon, and it’s baseline crit damage? Are crits checked for each individual hit, so for example if a normal attack or rune attack has multiple hits from 1 button input, each one is checked for a crit chance?

Can backstabs crit? (I don’t really have access to a lot of it since I am recently playing the game, so I haven’t really seen it happen if it does, or I wasn’t checking floating damage text if it killed them)

Do weapons have different backstab ratios innately, or is it a static universal modifier?

If you have stats from a given source, when are they local versus general? For example if I have lifesteal gem on a shield, is it only when I deal damage with the shield it will lifesteal, or will it combine with lifesteal on a 1 handed weapon provided I have them both out when I do damage with the 1 handed weapon? I assume lifesteal applies to all damage, including elemental?

When something mentions it only scaling from weapon damage exclusively, what does that mean, since your weapon damage scales with stats? (The stamina costing melee strikes seem to all be like this) Do runes scale from stats beyond your weapon damage otherwise?

What’s your favorite color? Favorite snack?

There looks to be a rather extensive community for the game and solid third party tools for info, so I figured I would lean upon the expertise of those playing a bunch before me. I don’t mind vibing through games to a degree, but I get to a point where I want to understand what I’m looking at and how it works, especially in an ARPG, where you get to a point that bricking is possible and the waters get muddy in terms of game clarity - it’s also a genre favorite for anything souls-like to be intentionally obtuse about power and scaling.

Please help me! I guarantee I will leverage what I learn for my friends who will or already play, as well as any newcomers to the game I meet in the future to pay it forward.

As I’m not good at build making and mechanics take my answers with a grain of salt. For all the people reading, please correct me if I’m wrong.

Give this a read: https://nrftw.wiki.gg/wiki/Poise

Yes, every infusion fully changes the weapon damage type to whatever element you picked, the facets also give you a -10% damage debuff though. Bleed scales with physical damage. Check out this page, it should all be correct apart from the max 70% damage reduction: https://nrftw.wiki.gg/wiki/Elements

This multiplier should affect how far enemies get pushed back by your attacks I think.

I guess it means not taking into account damage increasing enchantments and gems, but only the base damage of the weapon, which can still be increased by upgrading it and putting points into the stat/s the weapon scales with.

Universal afaik.

Correct

Some are additive, others are multiplicative. You can check that on the database.

  1. Correct
  2. I believe so

Some effects are only active during blocking, but that’s specified in the description I think. Generally shields are great stats sticks though. Lifesteal applies to all kinds of damage.

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Answers for build 28175 unless stated otherwise. Mechanics are subject to change. I am unfamiliar with PoE’s terminology and will remain so.

  • Modifier stacking is inconsistent, external databases are still outdated and often wrong. For an extended discussion of damage modifier stacking, see here.
  • Poise is resistance to both. Also note that there are two ‘poise bars’ and I’m willing to bet almost all players miss the second one.
  • Armour pen reduces enemy DR by a percentage. 50% arpen against 50% results in 25% DR. No overpenetration at >100% arpen (0% DR).
  • Armour affects all damage types except special sources (drowning, falling, health costs for runes).
  • Elemental DR multiplicatively reduces leftover damage after armour DR. In 26973, rings added to elemental DR. From 28175, they no longer do. If an attack does 100 damage and you have 50% DR from armour and 10% fire res, you have 55% effective fire DR.
  • Bleed is physical. Dual Breaker does bleed/physical even with an ice gem/facet (and can shatter). Damage while moving scales with physical damage increases.
  • From my testing status build-up is mutually exclusive outside of advanced status effects (fester, overload, searing). New overrides old.
  • For bleed: Almost all attacks move enemies, even just back and forth. Involuntary movement is movement. Try an AoE knockdown rune on a weapon with bleed (Petal Spear’s Crush with a spike is strong). It is not Dark Souls bleed.
  • Kickback multiplier is how far enemies are pushed back on hit. Does not scale with poise. The value is (or was) much increased for frozen enemies.
  • Status/ailment buildup scales with damage. Some enchantments/effects (plagued chests, rare runes like Static) grant increased buildup.
  • Crit is checked per hit and per enemy.
  • Backstabs have varying numbers of hits but total damage is broadly even across animations and weapon classes. Backstabs cannot crit.
  • Lifesteal is global, as are most stats. Conditional effects are mostly labelled as such (outside of the focus regen enchantment on helmets, which only works in combat).
  • Lifesteal applies to most damage except reactive, DoT, and indirect damage. There were recent changes to this in build 28175, especially removing lifesteal from reactive damage.
  • Runes with odd scaling like the one you mentioned (AoE shockwaves, stamina runes) are inconsistent. I have found no rhyme or reason to it. That said …
  • Weapon damage is modified for attributes (see link above for an example) and used as the universal basis of damage calculations.

As for sBAM’s post:

  • Elemental facets were changed recently to modify base damage, not final damage; so the 10% damage penalty holds at level 1 and is nearly meaningless at level 16. Should be about 2.5%–2% around levels 9 to 12. This makes facets with damage penalties more appealing.
  • Attack speed seems to stack inconsistently. I only know few sources – % of durability, woven ring, after shock status, rapid, quick. I know of no database with sensible data on this (such as frame counting).
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Thank you! A very quick summary for POE calc is this - “increased” is the universal, generic pool, where all the various eligible bonuses sum together to be a single multiplier blob for whatever is dealing damage. “More” is calculated after, is it’s own category, it’s own multiplier, and then WITHIN that category, every single “more” is a sequential multiplier upon itself, for every eligible “more” applying to whatever damage is coming through (fire, stunned enemy, physical, projectile, etc). So increased would be a very diminishing return esque pool once you get to a point, whereas “more” truly lives up to the name. Knowing the difference there for example makes a ridiculously impactful comparison, so I had warning sirens going off just seeing the multiplier names in the database website.

While I doubt it’s the same in this game, I WILL assume as a start “added” is added to the base, “increased” applies as a multiplier to the base, and “more” is another multiplier category, otherwise I’m not sure why the game would bother defining these as different named pools - but I’ll go ahead and pop over to the thread you linked and start reading.

These helped a lot, that poise article in particular was really well put together and easy to understand. I had dark souls 3 poise analysis PTSD flashbacks going in but came out the other end refreshingly informed.

The game does not define all of these terms, nor does it have the concepts you are importing. Dammitt’s tools are not the game, nor an official tool.

The game’s terminology includes ‘increased’, ‘reduced’, and ‘gain’, and in one case ‘grant additional’. With all respect to the developers, these terms are not used carefully nor chosen with the sensibilities of technical writing that you are attempting to apply. They do not clearly distinguish different stacking models.

It may be a safer base assumption that bonuses stack multiplicatively if they are of a different type, and additively if they are of the same type; and to prepare to be surprised.

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