Quote Originally Posted by Vulcwen View Post
Also @ nekotee.. yes, it appears probability-related stats do stack additively. Which makes sense from a design perspective.. It makes all those buffs situation-independent, making it easy to reason about them.
Looking at the wording is all you need to do to verify this.

Steady Hand:
Improves action success rate by 20% for the next five steps.

Internal Release:
Increases critical hit rate by 30%.

Blood for Blood:
Increases damage dealt by 30% and damage suffered by 15%.

Divine Seal:
Increases spell-based HP restoration by 30%.


If you think about what these mean, it makes sense that the latter two are multiplicative while the former two are additive. Consider stacking two instances of each of those skills.

My "action success rate" and "critical hit rate" are already in the form of a percentage. Increasing by a percentage would logically be an additive change.

My "damage dealt," "damage suffered," and "spell-based HP restoration" are not percentages, but values. Increasing a value by a percentage would logically be a multiplicative change.


Think of it this way.

Say I deal 100 damage with an attack.
I now use Blood for Blood to increase my damage by 30%.
My attack now does 100 + 100x30% = 100 + 30 = 130 damage.
Now, I'll use Heavy Thrust. This increases my damage by 15%.
My attack now does 130 + 130x15% = 130 + 19.5 = 149.5 damage.

You can do this in the opposite order and get the same result.
100 + 100x15% = 100 + 15 = 115 damage.
115 + 115x30% = 115 + 34.5 = 149.5 damage.


And then let's look at critical hit rate.
Say I have a 10% chance to have a critical hit.
I use Internal Release to increase my critical hit rate by 30%.
Now I have a 10% + 30% = 40% chance to hit critically.
On top of this, my Dragoon hits Battle Litany to increase it again by 15%.
Now I have 40% + 15% = 55% chance to hit critically.

It wouldn't make sense to use the same formula I used for attack damage for critical hit rate, and the same can be said vice versa.