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	<title>Effect stacking - Revision history</title>
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		<title>gww&gt;Emily Malkieri: /* Effect caps */</title>
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		<summary type="html">&lt;p&gt;&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Effect caps&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{redirect|Non-stacking|stack|other uses of the term stack}}&lt;br /&gt;
[[Effect stacking]] refers to the combined impact on a single [[effect]] from multiple sources, including [[equipment]], [[skill]]s, and [[environment effect|environment]]. Typically, effects stack by adding the totals from all sources, however some effects are capped, some sources have their contribution capped, and other effects might combine under a more complex formula.&lt;br /&gt;
&lt;br /&gt;
== Types of stacking ==&lt;br /&gt;
&lt;br /&gt;
=== Equipment bonuses ===&lt;br /&gt;
&lt;br /&gt;
All bonuses on weapons stack. However, weapon bonuses to [[armor rating]] are limited by a shared cap (see below), unless that bonus is from an [[inscription]].&lt;br /&gt;
&lt;br /&gt;
Bonuses on [[armor]] generally stack, but sometimes in unintuitive ways:&lt;br /&gt;
&lt;br /&gt;
; &amp;quot;Non-stacking&amp;quot; armor upgrades&lt;br /&gt;
&lt;br /&gt;
Some effects of [[rune]]s and [[insignia]]s are labeled as ''(Non-stacking)''. This is a bit of a misnomer. Effects labeled as non-stacking don't stack with each other, but still stack with other effects.&lt;br /&gt;
* For example, the [[elementalist]] runes of Major and Superior Air Magic both list their [[attribute]] bonus as ''(Non-stacking)''. An elementalist equipped with both will receive only the greater bonus of +3 [[Air Magic]], not a combined +5.&lt;br /&gt;
** This &amp;quot;non-stacking&amp;quot; bonus will, however, stack with other sources of Air Magic that aren't labeled as non-stacking, such as the [[Storm Eye]] headpiece or the [[Glyph of Elemental Power]].&lt;br /&gt;
** Note that only the attribute bonuses of these runes are labeled as non-stacking, not the health penalties. Both penalties apply to the elementalist, for a total of 110 health lost.&lt;br /&gt;
* For another example, a [[Rune of Clarity]] reduces the duration of both [[Blindness]] and [[Weakness]] on you by 20%; both effects are non-stacking. Equipping a second Rune of Clarity won't reduce blindness duration any further, but equipping a shield with the [[&amp;quot;I Can See Clearly Now&amp;quot;]] inscription or summoning a spirit of [[Recovery]] will.&lt;br /&gt;
&lt;br /&gt;
; &amp;quot;Local&amp;quot; armor effects&lt;br /&gt;
&lt;br /&gt;
[[Armor rating]] and [[damage reduction]] from insignias, as well as the inherent armor rating of each armor piece, only apply when that specific body part is hit and don't affect other armor pieces.&lt;br /&gt;
* For example, if your headpiece has an armor rating of 60 and your other armor pieces have armor ratings of 45, you don't have a combined armor rating of 240. You have an armor rating of 60 against hits to your head and 45 against all other hits.&lt;br /&gt;
* For another example, if you upgrade all of your armor pieces with Blessed insignias, which provide +10 armor rating while enchanted, and you are enchanted, your armor rating isn't increased by +50. Rather, your armor rating is consistently increased by +10, regardless of where you are hit.&lt;br /&gt;
&lt;br /&gt;
=== Skill effects ===&lt;br /&gt;
&lt;br /&gt;
Most skill effects ''do not stack'' — the most recent or the most powerful application takes precedence.&lt;br /&gt;
&lt;br /&gt;
; Effects that stack&lt;br /&gt;
* The beneficial effects of [[hex spell]]s on ''different targets'' stack. &lt;br /&gt;
** [[Life Siphon]] cast on two foes will provide twice as much health regeneration to the [[spellcaster]] compared to only one Life Siphon.&lt;br /&gt;
* The beneficial effects of [[hex spell]]s on the ''same target'' stack.&lt;br /&gt;
** [[Assassin's Promise]] provides each spellcaster the energy gain and skill recharge when the foe dies.&lt;br /&gt;
; Effects that do not stack&lt;br /&gt;
* Some skills will not stack with others of the same type: a character can only be affected by one [[stance]], one [[preparation]], one [[party bonus]], one [[glyph]], one [[weapon spell]], and one [[form]] at a time. Activating a new one of the same type will override any existing ones.&lt;br /&gt;
* [[Animal companion]]s can only be under the effects of a single [[Pet Attack]] buff.&lt;br /&gt;
* Characters can only hold one [[bundle]] at a time, so each new casting of an [[Item Spell]] causes the first urn to be dropped (triggering the ''when dropped'' effects).&lt;br /&gt;
* Armor rating bonuses from all skills are capped to a maximum of 25, however there are several bugs associated with this.&lt;br /&gt;
* Each [[Binding Ritual]] will result in the death of any allied spirit of the same type. Similarly, [[Nature Ritual]]s will kill existing allied ''and'' enemy spirits of the same type.&lt;br /&gt;
&lt;br /&gt;
=== Non-additive stacking ===&lt;br /&gt;
&lt;br /&gt;
* Random chances stack multiplicatively rather than additively. For example, a character enchanted with both [[Aegis]] and [[Guardian]] (each giving 50% block chance) will have a 75% chance to block rather than a 100% chance.&lt;br /&gt;
* [[Attack speed]] and [[movement speed]] stack multiplicatively. For example, a character affected by [[Flail]] and [[&amp;quot;Fall Back!&amp;quot;]] will have 89.1% movement speed rather than 100%.&lt;br /&gt;
* Percentage modifiers stacking multiplicatively tend to be the rule rather than the exception (for example: healing, adrenaline gain, recharge time, and damage multipliers also).&lt;br /&gt;
&lt;br /&gt;
== Effect caps ==&lt;br /&gt;
&lt;br /&gt;
The game limits the maximum bonus or penalty that can be accrued from multiple sources; the effects stack, but only to a specified amount. In most cases, this cap can be exceeded by a single source.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|silver}}&lt;br /&gt;
|- style=&amp;quot;background-color:lightgray;&amp;quot;&lt;br /&gt;
! Property !! Positive !! Negative !!  Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Attack speed]]&lt;br /&gt;
| +33%&lt;br /&gt;
| -50%&lt;br /&gt;
| Specific implementation details distort the potency of this modification. Actually, attack speed bonuses cause up to +49% more or -33% fewer attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Speed boost|Movement speed]]&lt;br /&gt;
| +34%&lt;br /&gt;
| -50%&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Chance to [[block]] or [[miss]]&lt;br /&gt;
| 100%&lt;br /&gt;
| {{x}}&lt;br /&gt;
| Stacks multiplicatively. &amp;lt;br /&amp;gt;There are effects that prevent blocking or missing, but none that reduce the chances to block or miss.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Heal]]ing&lt;br /&gt;
| {{x}}&lt;br /&gt;
| -40%&lt;br /&gt;
| Stacks multiplicatively.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Adrenaline]] gain&lt;br /&gt;
| +100%&lt;br /&gt;
| -50%&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;white-space:nowrap;&amp;quot; | [[Health regeneration|Health]] or [[energy regeneration|energy regeneration]] &amp;lt;!-- apply the style to the widest column --&amp;gt;&lt;br /&gt;
| +10&lt;br /&gt;
| -10&lt;br /&gt;
| These caps also apply to single effects (not just multiple sources).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Recharge time]]&lt;br /&gt;
| {{x}}&lt;br /&gt;
| -50%&lt;br /&gt;
| A single skill's effect can bypass this limit; item mods cannot stack beyond this limit.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Activation time]]&lt;br /&gt;
| +150%&lt;br /&gt;
| -25%&lt;br /&gt;
| [[Fast Casting]] does not count toward this cap.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Armor rating]]&lt;br /&gt;
| +25&lt;br /&gt;
| 60 AR&lt;br /&gt;
|&lt;br /&gt;
* The positive cap is only applied to bonus armor. Core and special armor are uncapped.&lt;br /&gt;
* Negative bonus armor can only reduce your armor to 60, or to your core armor rating if that is below 60.&lt;br /&gt;
* See [[armor calculation]] for the full formulas.&lt;br /&gt;
|-&lt;br /&gt;
| [[Attribute]]&lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
|&lt;br /&gt;
* These caps also apply to single effects (not just multiple sources).&lt;br /&gt;
* 21 can be reached using weapons with a chance of boosting an attribute.&lt;br /&gt;
|-&lt;br /&gt;
| [[Damage]] multipliers&lt;br /&gt;
| {{x}}&lt;br /&gt;
| {{x}}&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Projectile]] travel-speed&lt;br /&gt;
| +100%&lt;br /&gt;
| -50%&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Maximum [[health]]&lt;br /&gt;
| {{x}}&lt;br /&gt;
| 1&lt;br /&gt;
| The minimum cap also apply to single effects (not just multiple sources).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Condition]] duration&lt;br /&gt;
| {{x}}&lt;br /&gt;
| 0s&lt;br /&gt;
|&lt;br /&gt;
* The cap only applies to the remaining duration; conditions can be re-applied indefinitely (although there is [[Talk:Condition#Max duration|some evidence]] that suggests this is capped at 12 hours, on a practical level, there is no maximum). &lt;br /&gt;
* A zero-second duration condition will trigger [[Fragility]] only once (not twice, as expectable if it was on application and on end).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Combat [[experience]]&lt;br /&gt;
| 350%&lt;br /&gt;
| {{x}}&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* The maximum number of [[Upkeep|maintained enchantments]] is limited only by your energy regeneration; you can never have your net energy regeneration at less than -10 (any maintained enchantments in excess of that cap will be lost). For example, a Monk can maintain a maximum of 14 enchantments.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Effects|*]]&lt;/div&gt;</summary>
		<author><name>gww&gt;Emily Malkieri</name></author>
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