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TheDeclineOfWarriors/docs/gameplay/stat-catalog-mvp.md
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2026-04-09 11:11:52 +07:00

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# 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.