# Stat Catalog MVP

## Purpose

Этот документ фиксирует единый список всех статов MVP, их системную роль, слой видимости и основные связи с атрибутами, классами, оружием, навыками и combat resolution.

## Related Docs

- `docs/gameplay/attribute-system-gdd.md`
- `docs/gameplay/attribute-reference.md`
- `docs/gameplay/attribute-stats-visibility-mvp.md`
- `docs/gameplay/combat-resolution-gdd.md`

## Stat Layers

Все статы делятся на четыре слоя:

- `Primary Attributes` - канонические атрибуты персонажа
- `Core Visible Stats` - минимум информации для основного UI
- `Advanced Stats` - детали для расширенного экрана или tooltip
- `Hidden Runtime Stats` - внутренние параметры для расчета, не обязательные к показу игроку

## Primary Attributes

| Stat | Layer | Main Sources | Main Outputs | Main Systems |
| --- | --- | --- | --- | --- |
| `Мощь` | Primary Attribute | class, level, equipment, buffs | physical offense, penetration, block power | weapons, skills, combat damage, guard |
| `Ловкость` | Primary Attribute | class, level, equipment, buffs | speed, crit, projectile handling | attacks, crit resolution, movement |
| `Фокус` | Primary Attribute | class, level, equipment, buffs | resource, spell power, status power | skills, casting, status system |
| `Стойкость` | Primary Attribute | class, level, equipment, buffs | HP, defense, sustain, resist | survivability, control, defense |
| `Мастерство` | Primary Attribute | class, equipment, archetype bonuses, buffs | specialization quality, weak spot, class hooks | classes, weapon archetypes, skill archetypes |

## Core Visible Stats

| Stat | Layer | Depends On | Used By | UI |
| --- | --- | --- | --- | --- |
| `HP` | Core Visible | `Стойкость`, level, gear, buffs | health system, survivability | main |
| `Resource` | Core Visible | `Фокус`, class, gear, buffs | skills, casting, ability gates | main |
| `Damage` | Core Visible | `Мощь`, `Фокус`, weapon, skill, mastery hooks | damage build | main |
| `Attack Speed` | Core Visible | `Ловкость`, weapon cadence, buffs | attack execution | main |
| `Armor` | Core Visible | `Стойкость`, gear, buffs | defense pass | main |
| `Move Speed` | Core Visible | `Ловкость`, gear, buffs, slows | movement system | main |

## Advanced Stats

| Stat | Layer | Depends On | Used By | UI |
| --- | --- | --- | --- | --- |
| `HP Regen` | Advanced | `Стойкость`, gear, buffs | sustain | advanced |
| `Resource Regen` | Advanced | `Фокус`, class, gear, buffs | sustain, cast flow | advanced |
| `Cast Speed` | Advanced | `Фокус`, `Ловкость`, skill hooks, buffs | cast execution | advanced |
| `Crit Chance` | Advanced | `Ловкость`, gear, buffs, mastery hooks | crit roll via PRD | advanced |
| `Magic Resist` | Advanced | `Фокус`, gear, buffs | magic defense pass | advanced |
| `Armor Penetration` | Advanced | `Мощь`, gear, weapon, buffs | physical penetration pass | advanced |
| `Control Resist` | Advanced | `Стойкость`, gear, buffs | control duration and severity | advanced |
| `Status Power` | Advanced | `Фокус`, skill hooks, mastery hooks | status apply and status strength | advanced |
| `Block Power` | Advanced | `Мощь`, shield state, gear, buffs | guard and block pass | advanced |
| `Projectile Speed` | Advanced | `Ловкость`, weapon, buffs | ranged delivery | advanced |
| `Mastery Bonus` | Advanced | `Мастерство`, class, weapon archetype, skill archetype | class-specific specialization | advanced/contextual |

## Hidden Runtime Stats

| Stat | Layer | Depends On | Used By | Notes |
| --- | --- | --- | --- | --- |
| `Crit Quality` | Hidden Runtime | `Ловкость`, `Мастерство`, weapon, skill | crit damage bonus | не определяет факт crit |
| `Weak Spot Bonus` | Hidden Runtime | `Мастерство`, weapon, hit zone logic | precision damage | skill-based layer |
| `Headshot Precision Bonus` | Hidden Runtime | weapon type, hit zone, mastery | ranged precision | contextual |
| `Heavy Projectile Scaling` | Hidden Runtime | `Мощь`, weapon archetype | heavy ranged damage | mostly heavy ranged only |
| `Spell Power` | Hidden Runtime | `Фокус`, skill, buffs | spell damage build | может не показываться отдельно в MVP |
| `Spell Penetration` | Hidden Runtime | `Фокус`, mastery, skill hooks | magic defense pass | optional MVP-hidden |
| `Debuff Duration Reduction` | Hidden Runtime | `Стойкость`, gear, buffs | debuff resolution | linked to control resist |
| `Stagger Resist` | Hidden Runtime | `Стойкость`, armor state, buffs | stagger resolution | hidden for MVP |
| `Stagger Power` | Hidden Runtime | weapon, skill, `Мощь`, mastery | stagger resolution | attacker-side stat |
| `Interrupt Resistance` | Hidden Runtime | `Стойкость`, buffs | cast/skill stability | hidden for MVP |
| `Anti-Slow Coefficient` | Hidden Runtime | `Ловкость`, buffs | movement recovery | keep hidden |
| `Projectile Control` | Hidden Runtime | `Ловкость`, `Мастерство`, weapon | ranged handling | contextual |
| `Reload Modifier` | Hidden Runtime | `Ловкость`, weapon, buffs | ranged cadence | hidden for MVP |
| `Proc Chance` | Hidden Runtime | weapon, skill, buffs, mastery | proc resolution via PRD | generic proc entry |
| `Proc Quality` | Hidden Runtime | mastery, skill, gear | proc strength | separate from proc chance |
| `PRD State` | Hidden Runtime | base chance, prior failures | crit/status/proc rolls | server authoritative |
| `Soft Cap Thresholds` | Hidden Runtime | system formulas | post-cap scaling | tuning-only |
| `Diminishing Returns` | Hidden Runtime | system formulas | post-cap scaling | tuning-only |
| `Class Conversion Rules` | Hidden Runtime | class design | attribute to derived hooks | not player-facing |

## Optional Future Stats

Эти статы допустимы как будущие расширения, но не должны входить в обязательный MVP core.

| Stat | Why Deferred |
| --- | --- |
| `Accuracy` | риск ложного miss в action combat |
| `Evasion` | требует аккуратного UX и точной анимационной читаемости |
| `Pierce Count` | лучше держать как weapon/skill-specific modifier |
| `Cleave Radius` | лучше держать как mastery or skill hook |
| `Bleed Chance` | лучше держать как частный proc, а не отдельную общую строку UI |
| `Burn Chance` | лучше держать как частный proc |
| `Poison Chance` | лучше держать как частный proc |

## System Links

### Class Definition

Класс задает:

- стартовые значения атрибутов
- приоритеты роста
- class conversion rules для `Мастерства`
- доступ к разным skill и weapon archetypes

### Level Progression

Прогрессия задает:

- базовый рост атрибутов
- allocation points или predetermined growth
- soft cap pressure через progression formulas

### Equipment

Экипировка задает:

- flat bonuses
- percent modifiers
- archetype-specific hooks
- часть visible и hidden stats

### Weapon System

Оружие использует:

- `Damage`
- `Attack Speed`
- `Projectile Speed`
- `Armor Penetration`
- `Block Power`
- hidden offensive/runtime modifiers

### Skill System

Навыки используют:

- `Resource`
- `Resource Regen`
- `Spell Power`
- `Status Power`
- `Cast Speed`
- `Mastery` hooks

### Combat Resolution

Combat pipeline использует:

- contact data
- crit data
- offense stats
- defense stats
- status data
- control and stagger data
- PRD state для chance-based roll-слоя

## Recommended MVP Buckets

Для легковесного runtime-обновления рекомендуется группировать статы так:

- `Offense Bucket`
  - `Damage`
  - `Crit Chance`
  - `Crit Quality`
  - `Armor Penetration`
  - `Stagger Power`
- `Caster Bucket`
  - `Resource`
  - `Resource Regen`
  - `Spell Power`
  - `Status Power`
  - `Cast Speed`
- `Defense Bucket`
  - `HP`
  - `HP Regen`
  - `Armor`
  - `Magic Resist`
  - `Control Resist`
  - `Stagger Resist`
- `Utility Bucket`
  - `Move Speed`
  - `Projectile Speed`
  - `Projectile Control`
  - `Reload Modifier`
  - `Mastery Bonus`

## Final Position

Единый список статов нужен не ради большого character sheet, а ради общей канонической модели. В MVP игроку показывается только минимум, но runtime должен опираться на полный согласованный каталог и единые системные связи.
