# 📊 Stat Calculation
Your character's final stats are calculated through a **four-phase pipeline**. Understanding this system helps you optimize your build and know which bonuses stack best.
## The Four Phases
### Phase 1: Flat Values
All flat stat sources are added together:
- Equipment stats
- [[Mechanics/Obols|Obol]] bonuses (Discipline & Greed)
- [[Mechanics/Talents|Talent]] flat bonuses
- [[Mechanics/Skills|Skill]] tree node rewards
- [[Mechanics/Super Foods|Super Food]] bonuses
### Phase 2: Percentage Scaling
Percentage bonuses are applied to your Phase 1 total:
- Potion effects
- Talent percentage bonuses
### Phase 3: Percentage On Top
A **separate multiplier** applied after Phase 2:
- [[Mechanics/Relics|Relic]] percentage stats
This is why Percentage On Top is so powerful — it multiplies your already-multiplied stats rather than competing with Phase 2 percentages.
### Phase 4: Absolute Values
Final flat additions applied on top of everything. These bypass all percentage scaling. Currently not used.
## Why This Matters
The phase system means that **flat stats and percentage stats complement each other**:
- More flat stats → percentage bonuses become more valuable
- More percentage bonuses → Percentage On Top becomes more valuable
- Absolute values are consistent but don't benefit from any multipliers
> [!tip] The most efficient builds balance flat stats (Phase 1) with percentage multipliers (Phase 2/3). Stacking only one type gives diminishing returns compared to a balanced approach.