Attribute.GENERIC_MAX_HEALTH = 20.0 + (Stat.HEALTH * Setting.HEALTH_MODIFIER)
Damage = InitialDamage + (Stat.STRENGTH * Setting.STRENGTH_MODIFIER)
Damage = InitialDamage * (1 + (Stat.STRENGTH * Setting.STRENGTH_MODIFIER) / 100)
Damage = OriginalDamage * (1 - (-1 * (1.01)^(-1 * Stat.TOUGHNESS * Setting.TOUGHNESS_MODIFIER) + 1))
AmountRegenerated = VanillaAmount + (Stat.REGENRATION * Setting.SATURATED_MODIFIER)
AmountRegenerated = VanillaAmount + (Stat.REGENRATION * Setting.HUNGER_FULL_MODIFIER)
AmountRegenerated = VanillaAmount + (Stat.REGENRATION * Setting.HUNGER_ALMOST_FULL_MODIFIER)
AmountRegenerated = Setting.BASE_REGEN + (Stat.REGENERATION * Setting.HUNGER_FULL_MODIFIER
AmountRegenerated = Setting.BASE_REGEN + (Stat.REGENERATION * Setting.HUNGER_ALMOST_FULL_MODIFIER
AmountRegenerated = Setting.BASE_REGEN + (Stat.REGENERATION * Setting.SATURATED_MODIFIER
Luck = Stat.LUCK * Setting.LUCK_MODIFIER
% Chance = Stat.LUCK * Setting.DOUBLE_DROP_MODIFIER * 100
ExperienceGained = InitialExperience * (1 + (Stat.WISDOM * Setting.EXPERIENCE_MODIFIER))
NewCost = OriginalCost * (1 - (-1 * 1.025^(-1 * Stat.WISDOM * Setting.ANVIL_COST_MODIFIER) + 1))