Weapon attack, armour, attributes, bonuses and resistances are shown as individual values instead of disappearing into one unexplained total.
Where does the result actually come from?
When a player changes a weapon, adds an enhancement or moves a few stat points, the useful question is not only “which number is higher?” It is also “why did it become higher?”
StatTuner is built around that second question. We keep item values visible, test both builds under the same conditions and separate verified game data from assumptions and estimates.
We Start With the Gear, Not a Rating
Every build begins with the actual values recorded for its equipment. Depending on the game, this may include attack, defence, strength, accuracy, item power, resistances, health, attack speed or other supported bonuses.
These values are kept separate for as long as possible. We do not automatically decide that one point of defence is worth the same as one point of attack, or that every resistance should be folded into a single score.
When enhancement data is supported, the selected upgrade level changes the item before the build is calculated.
Class, level, attributes, skill choice and other available controls are included according to the selected game.
Defence, resistance, health and PvP or PvE settings can change the result just as much as the weapon does.
Build A and Build B Use the Same Test
A comparison is only useful when both sides face the same conditions. StatTuner keeps the selected skill, target, mode and test settings consistent between Build A and Build B.
That means changing one item does not quietly change the enemy, selected skill or another unrelated setting. The goal is to make the source of the difference easier to spot.
What the Confidence Labels Mean
Not every game publishes its full combat formula. Rather than pretending otherwise, StatTuner labels the basis of a result.
How Item Comparison Works
The Item Comparison section first compares the recorded values of two items. This is different from declaring one item universally better.
An item with more attack may still perform worse for a particular build if another item provides a useful attribute, attack speed, resistance, set effect or class-specific bonus.
That is why StatTuner separates two questions:
- Which raw item statistics are higher or lower?
- What happens when the item is actually equipped in the current build and tested against the selected target?
The first question is answered by the item comparison table. The second is answered by equipping the item into Build A or Build B and running the full build comparison.
Why the Live Game May Show a Different Number
Even a carefully built calculator can differ from the live game. MMORPG combat systems often contain details that are difficult or impossible to reproduce outside the server.
- Hidden server-side coefficients.
- Random damage rolls.
- Rounding or truncation at multiple calculation stages.
- Regional server differences.
- Temporary buffs and debuffs.
- Class, race, monster or map-specific rules.
- Set bonuses or conditional effects not yet supported.
- Attack animations, latency and player execution.
- Game patches released after the data was collected.
Because of this, StatTuner is best used to compare options under a controlled setup, not as a promise that every hit in the live game will display the exact same number.
Different Games Need Different Models
StatTuner does not force every game into the same formula. Each game page uses the stats and mechanics that make sense for that game.
Item attack values, attributes, bonuses, resistances and supported skill or target settings are combined in a consistent comparison model. Where server-side behaviour is not public, the result is marked accordingly.
Weapon attack, class-related values, attributes, armour and supported combat settings are used to compare builds. Private or server-dependent mechanics are not presented as official formulas.
Supported attack-roll, hit-chance, max-hit and speed mechanics are applied where the required values are available. The selected weapon and target remain part of the calculation.
Item Power, equipment values, damage, defence and resistance-related mechanics are handled according to the supported data and the selected build conditions.
Before You Spend Currency or Upgrade an Item
StatTuner is most useful as a filter. It can help remove weak options and show which upgrade deserves a closer look.
Before committing a large amount of game currency or real money, check:
- The current item values in the live game client.
- The latest official patch notes.
- Whether your regional server uses different values.
- Whether the build depends on a bonus not yet represented.
- The confidence label shown by StatTuner.
- The item’s actual market price and upgrade risk.
- Your own play style, target and game mode.
Corrections and Model Updates
Game data changes and mistakes can happen. If an item, skill, enhancement or calculation appears wrong, send us:
- The game name.
- The exact item, skill or page.
- The result you expected.
- The result StatTuner displayed.
- A current source, patch note or screenshot if available.
Reports are checked before a value or formula is changed because different regions, private servers and old database entries can show conflicting information.
