Generally speaking:
If a treasure mod says there's a percentage chance of something happening, those percentage chances are always rolled separately. If you have two "10% chance to blah" mods, that's two dice rolls for a 10% chance, not one 20% chance.
Additive bonuses for damage, mitigation, and everything else I can think of stack. (There are probably exceptions, but not for typical combat stats.)
Multiplicative bonuses for damage and mitigation also stack. They are added together before multiplication. Two "+10% base damage" mods give you +20% base damage.
When calculating damage, the order of calculation is:
- additive damage for that ability (e.g. +5 to Slashing Strike)
- additive damage for that damage type (e.g. +5 to Slashing Damage)
- multiplicative damage for that ability (e.g. +10% Slashing Strike damage)
- multiplicative damage for that damage type (e.g. +5% Slashing damage)
(That's off the top of my head, and there's lots of weird cases because there's hundreds of weird stats, but that's the gist for basic damage.)
Bubble mods ("magical field that protects") are a special case of the usual stacking. They are real procs ("procedures") in the old-school sense, meaning that each bubble adds a little bit of code to your character briefly, and that code intercepts the damage calculation to mitigate damage by X%. If you have two of those, they both apply, but since they are separate code snippets, they don't combine; they are each applied one by one.
Example: if you have two 10% mitigation bubbles and take 100 damage, then the first 10% mitigation would remove 10 damage, and the second one would see the damage as being 90, so would mitigate 9, for a total of 19 mitigation. (If they were additive like other percentage mods, two of them would mitigate 20, not 19.)
Bubbles, reflections, drains, and anything else that falls outside of the basic combat flow are implemented as callbacks (or procs if you prefer) that intercept the combat flow and change the results. Those are applied individually, one after the other, in the order they were buffed onto your character.
(At the risk of making this more complicated than necessary, I wanted to add that percentage-chance-to-do-X mods are also implemented as callbacks, which is why they are each rolled separately. And since the MUD term "proc" means both the callback ("procedure") and the act of the procedure going off (or "procing"), you could say that the mod "21% chance to conjure a magical field that mitigates 10% of all physical damage" is a proc that can proc a proc. And that explains why I don't usually use the term "proc" for anything!)





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