Backbone
The default way to write a build's affixes and resistances, from the owner's ask.
The owner's ask, taken in from an earlier build's damage channel: the stat-reading backbone as the default way to write a build's affixes, and one form reading the type of the portion a scale acts on, so a resistance to every type is one rule. An affix is a modifier on a stat, carried by an effect with no rule of its own; one rule a stage reads the stats. The attacker's damage by type is read at Attack, its increases summed and its "more" multiplied, as a stat's percents and factors are; the defender's resistance by type at Resistance; each read bare in its scale, so each portion meets its own type's member. The armour, on the physical alone, keeps a rule of its own. A hit's receipt leads to the affix: its line items name the rule, the rule's line names the stat, and the stat's receipt the affix.
# The owner's ask, taken in from an earlier build's damage channel: the stat-reading backbone as the default way to write# a build's affixes, and one form reading the type of the portion a scale acts on, so a resistance to every type is one# rule. An affix is a modifier on a stat, carried by an effect with no rule of its own; one rule a stage reads the# stats. The attacker's damage by type is read at Attack, its increases summed and its "more" multiplied, as a stat's# percents and factors are; the defender's resistance by type at Resistance; each read bare in its scale, so each# portion meets its own type's member. The armour, on the physical alone, keeps a rule of its own. A hit's receipt# leads to the affix: its line items name the rule, the rule's line names the stat, and the stat's receipt the affix.rate 60portions Physical Fire Cold Lightningstat MaxHealthstat Armourstat Damage by type default 1stat Resist by type max 0.75pool Health max MaxHealthdamage Healthstages Attack Armour Resistanceeffect Hits before Damage by holder at Attack scale holder.Damage before Damage of holder having Physical at Armour scale 100 / (100 + holder.Armour) before Damage of holder at Resistance scale 1 - holder.Resistarchetype Exile base MaxHealth 100 full Health has Hits grants Strikearchetype Brute base MaxHealth 1000 base Armour 100 base Resist.Fire 0.5 base Resist.Cold 0.25 full Health has Hitsability Strike target one deal 40 Physical + 40 Fire + 40 Cold + 40 Lightning to target# ---- the affixes: modifiers, and no rule ----# + 20% fire damageeffect Searing Damage.Fire + 20%# + 10% damage of every type: a term on each member, summed with the fire's into one factoreffect Sharpened Damage + 10%# 50% more physical damage: a factor, multipliedeffect Brutal Damage.Physical x 1.5# + 25% to all resistances: one lineeffect Warded Resist + 0.25catalog backbone.ledger# The Brute's defences: Armour 100 halves the physical; Resist.Fire 0.5 and Resist.Cold 0.25; Physical and Lightning# none. A Strike is 40 of each of the four types.play "a strike in four types, each portion meeting its own type's resistance, one rule for all four" make a Exile make d Brute act a Strike at d expect done expect d.Health = 890 from content: Physical 40 halved by armour, 20; Fire 40 at 0.5, 20; Cold 40 at 0.75, 30; Lightning 40 whole; 110 from 1000play "an affix added: + 20% fire damage moves the fire portion alone" make a Exile make d Brute apply Searing to a expect a.Damage.Fire = 1.2 from content: Damage's default 1, and Searing's + 20% expect a.Damage.Cold = 1 from content: Searing names Fire's member alone act a Strike at d expect done expect d.Health = 886 from content: Fire 40 x 1.2 = 48 at 0.5, 24; the rest as before, 20 + 30 + 40; 114 from 1000play "+ 10% damage beside it: two percents on Fire's member summed, x 1.3, as an ARPG sums its increases" make a Exile make d Brute apply Searing to a apply Sharpened to a expect a.Damage.Fire = 1.3 from content: Damage's default 1, Searing's + 20% and Sharpened's + 10% summed into one factor expect a.Damage.Lightning = 1.1 from content: Sharpened's + 10%, a term on every member act a Strike at d expect done expect d.Health = 875 from content: Physical 44 halved, 22; Fire 52 at 0.5, 26; Cold 44 at 0.75, 33; Lightning 44; 125 from 1000play "50% more physical: a factor, multiplied after the summed percents" make a Exile apply Sharpened to a apply Brutal to a expect a.Damage.Physical = 1.65 from content: Damage's default 1, Sharpened's + 10%, then Brutal's x 1.5play "all resistances in one line, each member held at the declared max" make a Exile make d Brute apply Searing to a apply Sharpened to a apply Warded to d expect d.Resist.Fire = 0.75 from content: the Brute's base 0.5 and Warded's + 0.25, at the declared max 0.75 expect d.Resist.Physical = 0.25 from content: no base, and Warded's + 0.25 act a Strike at d expect done expect d.Health = 915.5 from content: Physical 22 at 0.75, 16.5; Fire 52 at 0.25, 13; Cold 44 at 0.5, 22; Lightning 44 at 0.75, 33; 84.5 from 1000What a change to Health meets
Every rule in this recipe a change to Health passes through, in order. Each line is a link to the rule.
Health: a change to it meets 3 rules, in this order before, at Attack Hits: Damage by holder at Attack (content/cookbook/backbone.ledger:20) scales it; held by Exile, Brute before, at Armour Hits: Damage of holder having Physical at Armour (content/cookbook/backbone.ledger:22) scales it; held by Exile, Brute before, at Resistance Hits: Damage of holder at Resistance (content/cookbook/backbone.ledger:24) scales it; held by Exile, Brute no archetype lacks a layer its like hold