Post by seahen
For spells, the "Apply Aura - Mod Stat (X)" and "Apply Aura - Mod Rating (X)" effects would be more readable if it gave the stat name instead of X. The stat names are:
Mod Stat:
(-1) = Str, Agi, Stam, Int and Spirit
no number = Str
(1) = Agi
(2) = Stam
(3) = Int
(4) = Spirit
Mod Rating:
(1) = weapon skill?
(4) = dodge
(8) = parry
(16) = block (pre 4.0.1)
(96) = hit
Increased Hit 10(224) = hit
Increased Hit 15(1792) = crit
(114688) = resilience
(917504) = haste
(8388608) = expertise
(33554432) = mastery
Post by seahen
Update: It looks like Mod Rating is actually a bit field, since the rating numbers all have 1, 2 or 3 ones in binary.
2^0 = 1 = attack?
2^1 = 2 = defense
2^2 = 4 = dodge
2^3 = 8 = parry
2^4 = 16 = old block
2^5 = 32 = melee hit? (
Increased Hit 10 = 32+64 & is a set bonus from a strength set)
2^6 = 64 = ranged hit
2^7 = 128 = spell hit? (
Increased Hit 15 = 32+64+128 & is a caster set bonus)
2^8 = 256 = melee crit
Increased Melee Critical 142^9 = 512 = ranged crit
2^10 = 1024 = spell crit
Slip'kik's Savvy2^14, 2^15, 2^16 = 16384, 32768, 65536 = components of resil
2^17 = 131072 = melee haste
Blinding Light2^18 = 262144 = ranged haste (by process of elimination: 917504 = 524288 + 262144 + 131072)
2^19 = 524288 = spell haste
Blinding Light2^23 = 8388608 = expertise
2^24 = 16777216 = armor pen
2^25 = 33554432 = mastery
Notice how when a rating is divided into melee, ranged and spell, they're always adjacent bits in that order. Also note that a value of -1 (
) means all of the above ratings.