# 📊 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.