A checklist for deciding which bonuses can stack and where each bonus belongs in a build comparison.
Start with the exact resolved name of every modifier. Physical ATK, Physical Damage, skill-specific damage, race damage, size damage, and element damage describe different scopes. A shared percentage symbol does not make them one stat.
Conditions travel with the value. A bonus while mounted, against an MVP, below a health threshold, or during a named buff should not be active in every simulation.
- Record source, value, scope, condition, and duration.
- Treat before → after skill replacements as changes, not extra copies.
- Keep permanent Handbook effects separate from equipped effects.
Bonuses with the same labeled scope are normally accumulated inside their group before independent multipliers are applied. Multiplying every percentage independently exaggerates a build; adding every percentage together hides genuinely separate multipliers.
Keep every target qualifier attached so a specific race, size, element, class, or skill bonus is not flattened into a generic “damage” bucket.
An item description and its linked bonus text may describe the same gameplay effect. Count it once unless the game clearly lists separate bonuses. The same caution applies to a rune that replaces a skill value and also describes that replacement in text.
Build a baseline with no conditional effects, then enable one condition at a time. If the result does not change, check the target qualifier, equipment restriction, affected skill list, and whether a replacement superseded the original value.
This guide is based on the following player-facing evidence. Read the data quality standards for accuracy commitments and known limitations.
- Published effect details
- Displayed bonuses provide their value, scope, condition, and affected targets.
- Item, rune, and Handbook pages
- Cross-checking the relevant pages prevents one described effect from being counted more than once.