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if that makes sence, I bad at explaining how I mean...
To address a few of the comments.
1. I'll need to add that in for the parry calculation, thanks.
2. I wasn't seeing that in the tooltip, but i guess it doesn't matter because now bleed has a scaling value to it (though it seems minor).
3. Maybe it was updated, back in the Beta poison didn't stack and I hadn't seen much for it. Even spells that continually stack it like the warden's thorns skill seemed to barely attach anything.
Final parry chance with three sources is:
1 - ((1 - Parry Value) * (1 - Parry Value) * (1 - Parry Value)).
So for an example with 50%, 15%, and 15%:
1 - ((1-0.5) * (1-0.15) * (1-0.15)) = 0.63875 which is 63.875%
Every additional parry source is just another multiplication.
Each source reduces your actual chance to get hit by the percentage it shows, instead of them adding up like most games would. So if you picked up three 50% parry items, each individual one would decreased the chance you get hit by a multiplicative 50%, and you'd end up with a 87.5% parry chance.
I would assume that other things with weird values work the same way, like Evade, damage reduction, and who knows what else.
Oddly, experience increases are multiplicative as well, but the other way.
If you've got 100%, 50%, and 50% increases, your experience would be:
(1+1)*(1+0.5)*(1+0.5) = 450%
Lighting Balls base 7 second cooldown becomes 5.25 second cooldown.
Then 5.25/2.15=2.44 second cooldown.
Using my phone as a stopwatch I get about 2.6 seconds every Lighting Ball which is close enough.
I guess that makes sense, fan of knives is basically spammable so it probably doesn't have a cooldown, so cast speed helps there. I'll need to probably add a mention, because yeah its only applicable to a very small bit of skills.