For starters, I would like to thank everyone who contributed to gathering this information over the past 15 years, and I hope people will keep adding to it as long as the game keeps running. In the past, information about all the math behind the game could be found on eq2flames. There was a period the devs would make posts on the official forums with some details. But over time, the math changes and old information is no longer updated. I wanted to put this on the wiki, but couldn't find a proper place for it. So instead here goes, some math in a forum post. Please be aware that all numbers are decimal numbers. Multiply by 100% if you want results as percentages. Unless stated otherwise, when multiple stats affect the same result, the numbers are multiplied. Order of multiplication does not matter. Be aware that opponents may debuff these stats. When aiming for caps, going for higher amounts may be beneficial. Below list is not complete. Green stats Primary Attributes (Strength, Agility, Wisdom or Intelligence depending on archetype) These stats increase all outgoing damage (Spells, combat arts and autoattack) by a percentage. Stat < 1200: depends on level; not relevant at level 120. Stat > 1200: ln(PrimaryAttribute) / ln(2) * 0,28 - 2,2 These stats also increase maximum mana. Amount depends on level and is visible in ingame tooltip. For level 120, 1 stamina gives 10 mp. Stamina Increases maximum health. Amount depends on level and is visible in ingame tooltip. For level 120, 1 stamina gives 60 hp. Health Increases maximum health by the stated amount. Power Increases maximum power by the stated amount. Offensive skills Increases Bludgeoning, Piercing, Slashing, Ranged and Aim by the stated amount. These skills improve hit rates of the corresponding weapon type and increase the minimum damage of auto-attack and combat arts. Spell skills Increases Disruption, Ministration, Ordination, Subjugation and Focus by the stated amount. These skills improve resist rates for offensive spells, reduce spell costs for support spells and increases the minimum damage for damaging spells. Focus improves the hit rates for wands, increases the minimum damage for wand autoattack and reduces interrupt rates when receiving damage while casting spells. Defensive skills Increases Defense, Parry, Deflection and Aggression by the stated amounts. Utterly useless. Blue stats Potency Increases outgoing spell damage. Also used in the math related to Combat Mitigation. Increases outgoing heal amounts. Increases outgoing damage for buffs cast on other players that have a damage proc. Crit Bonus Increases outgoing damage for combat arts, spells and auto-attack. Increases outgoing heal amounts. Increases outgoing damage for buffs cast by other players that have a damage proc. All classes have a base amount of this stat (between 20% and 50%). Details in in-game tooltips. Fervor Almost the same as potency. When recording damage (for example when charging Victorious Concerto), recorded damage is before applying fervor. DPS mod Increases auto-attack damage. DPS < 200: Diminishing returns curve, ending at 200 DPS = 2,00 damage increase. DPS < 600: 1 DPS = 0,01 damage increase DPS < 1000: 4 DPS = 0,01 damage increase DPS < 1600: 6 DPS = 0,01 damage increase DPS > 1600: 295 DPS = 0,117 damage increase Cap unknown. It's over 9000. Multiattack Increases amount of auto-attack swings. Hard cap at 3000 MA for 2 extra swings. MA < 200: Diminishing returns curse, ending at 200 MA = 1,25 extra swings. Extra swings = -0.0000000000014036 * MA ^ 5 + 0.000000000763038 * MA ^ 4 - 0.000000157311 * MA ^ 3 - 0.000012886 * MA ^ 2 + 0.01126 * MA MA < 300: 10 MA = 0,01 extra swings MA < 900: 20 MA = 0,01 extra swings MA < 1200: 30 MA = 0,01 extra swings MA < 3000: 72 MA = 0,01 extra swings Flurry Increases amount of auto-attack swings by a random amount from 1 to 4. Stacks additive with multiattack. Hard cap at 100 flurry. Weapon Damage Bonus Increases auto-attack damage by the stated amount. Base auto-attack multiplier Increased auto-attack damage by the stated amount. Does not work for wands. Melee Multiplier Increases attack damage by the stated amount. Does not work for wands, bows and crossbows. Hidden class auto-attack multiplier. Increases attack damage. Value depends on class and can be determined by calculating back from the WeaponStats damage. Templar: 1,4 Bruiser: 3,4 Troubadour: 5,6 Haste Decreases time between auto-attack swings. Also called Attack Speed. Caps at 200 for 1,25 faster swing speed. No longer overcaps to flurry. Weapon speed: Base speed / (1 + HasteMod) * (1 + IfDualWield / 3) Where HasteMod = -0.0000000000014036 * Haste ^ 5 + 0.000000000763038 * Haste ^ 4 - 0.000000157311 * Haste ^ 3 - 0.000012886 * Haste ^ 2 + 0.01126 * Haste IfDualWield = 1 when dual wielding and IfDualWield = 0 when using a 2-hander, sword & board or ranged.