borderlands
A stat with -50% modifier will result in an overall 66% attribute.

A stat with -50% modifier will result in an overall 66% attribute.

Like many role playing games, Borderlands is rife with stats, and modifiers.

A stat modifier, for example, is "+50% Damage". While this mechanic is usually pretty straight forward, there are some pitfalls, and some not-so obvious details:

Adding modifiers

When a player/weapon has several different sources of a same modifier, they will combine additively to each other to create a grand total. This total can be either positive or negative.

For example:

Grand Total: +175% Damage
Grand Total: -30% Recoil

Different stats

Note that the "additive" effect is only for a given stat. In particular, "WeaponDamage", "MeleeDamage", "BulletDamage" and "CriticalDamage" are all stats that grow independently. Because the final damage output is the multiplication of all these fields (when applicable), getting bonuses for each of these fields will yield exponential results.

Amplifying modifier

Once the grand total is calculated, it is applied as a whole to the corresponding value (and not 1 by 1): Having two +100% Damage modifiers will triple damage, not quadruple it.

Positive totals

If the total is positive, then it is straight up applied. For example, wielding a 100 damage gun and with a +175% Damage modifier, the gun will deal 100*(1+1.75) = 275 Damage.

Negative totals

When the total is negative, Borderlands uses another formula. Instead of directly applying the modifier, Borderlands applies it to a reciprocal function. For example, for a gun with a spread modifier of -130% from a barrel5, the modifier will be of 1/(1 + 1.3); if that gun had a base spread of 2, the final spread would be 0.87.

The rationale for this mechanic is to have the same scale of effect, regardless of the modifier's sign.

A notable list of stats that are affected by this rule are:

Scope of the modifiers

Modifiers have two scopes: Gun and player. Basically, a gun will have its own internal modifiers, but these are invisible to the outside world. The gun will appear as a "base" to the player. The Player's modifiers will not mix with the gun's modifiers.