# 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 | mana, spell power, status power, part of magic resist | skills, casting, status system | | `Стойкость` | Primary Attribute | class, level, equipment, buffs | HP, stamina pool, defense, sustain, resist | survivability, control, defense | | `Мастерство` | Primary Attribute | class, equipment, archetype bonuses, buffs | specialization quality, weak spot, class hooks, part of magic resist | 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 | | `Stamina` | Core Visible | `Стойкость`, class, gear, buffs | dodge, sprint, heavy actions, weapon-heavy abilities | main | | `Mana` | Core Visible | `Фокус`, class, gear, buffs | spells, 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 | | `Stamina Regen` | Advanced | `Ловкость`, `Стойкость`, class, gear, buffs | physical tempo sustain | advanced | | `Mana 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`, `Мастерство`, 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 | | `Mana Cost Modifier` | Hidden Runtime | `Фокус`, gear, skill, mastery | mana spending | cost tuning | | `Stamina Cost Modifier` | Hidden Runtime | `Ловкость`, gear, skill, mastery | stamina spending | cost tuning for heavy and mobility actions | | `Mana Efficiency` | Hidden Runtime | `Фокус`, mastery, buffs | cast economy | hidden for MVP | | `Stamina Efficiency` | Hidden Runtime | `Ловкость`, `Мастерство`, buffs | physical economy | focused on dodge/heavy/commit actions | | `Exhaustion Pressure` | Hidden Runtime | stamina state, gear, buffs | limits heavy actions under low stamina | should not fully disable core loop | | `Resource Type Tag` | Hidden Runtime | weapon, skill, class | action gating | mana/stamina/none | | `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` - `Stamina` для heavy/charged/commit actions, если это задано archetype - hidden offensive/runtime modifiers ### Skill System Навыки используют: - `Mana` для spell-oriented действий - `Mana Regen` для магического темпа - `Stamina` для физических и weapon-heavy действий - `Stamina Regen` для физического темпа - `Spell Power` - `Status Power` - `Cast Speed` - `Mastery` hooks Для MVP `Stamina` не должна быть обязательной ценой каждой базовой немагической кнопки. ### 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: - `Resource Bucket` - `Stamina` - `Stamina Regen` - `Mana` - `Mana Regen` - `Mana Cost Modifier` - `Stamina Cost Modifier` - `Exhaustion Pressure` - `Offense Bucket` - `Damage` - `Crit Chance` - `Crit Quality` - `Armor Penetration` - `Stagger Power` - `Caster Bucket` - `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.