dobra propozycja >_<
Haha xD
Gently asking to add these

Code:
public int IncreasedDamagePct
{
get { return _myItem.GetStatValue(StatTypeGGG.DamagePosPct); }
}
public int AllAttributes
{
get { return _myItem.GetStatValue(StatTypeGGG.AdditionalAllAttributes); }
}
public int AddedAttackPhysDamageAverage
{
get { return _myItem.GetStatRangeAverage(StatTypeGGG.AttackMinimumAddedPhysicalDamage, StatTypeGGG.AttackMaximumAddedPhysicalDamage ); }
}
public int AddedAttackLightningDamageAverage
{
get { return _myItem.GetStatRangeAverage(StatTypeGGG.AttackMinimumAddedLightningDamage, StatTypeGGG.AttackMaximumAddedLightningDamage); }
}
public int AddedAttackFireDamageAverage
{
get { return _myItem.GetStatRangeAverage(StatTypeGGG.AttackMinimumAddedFireDamage, StatTypeGGG.AttackMaximumAddedFireDamage); }
}
public int AddedAttackColdDamageAverage
{
get { return _myItem.GetStatRangeAverage(StatTypeGGG.AttackMinimumAddedColdDamage, StatTypeGGG.AttackMaximumAddedColdDamage); }
}
Would be great to have one func like "item.Stat(AttackMinimumAddedColdDamage)". That would solve everyone's needs

You could add functions like StatNumber, StatString for various types of return.
Shouldn't IncreasedRarity be ItemFoundRarityPosPct instead BaseItemFoundRarityPosPct? Same with everywhere that use's "Base". It's going to return only implicit modifier, won't sum everything. But I may be wrong.
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