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Yes and no.
Yes, bc your build's base distribution may make it impossible anyway (I have so much resilience on my titan that I don't use +res mods for him, and he's still over 100 with my best gear, lol. Though that includes masterworked stats). Only way I can get it under 100 is with stat penalties, which only exist in subclass fragments now.
You can also be at a base of 95-99, and using a +5 stat mod would be fine. 104 wouldn't have mattered anyway, even if tiers of 10 above 100 did (e.g. 110, 120, 130, etc). So feel free to boost 99 to 104.
However, the closer you are to 100, say 99 for example, the more worth you'll get from masterworking armour. You'll want to masterwork GREAT armour pieces anyway, if only for those extra energy costs, but you also get +2 TO EVERY stat for EACH piece of MW armour. That's +10 to the base stats for all stats, and then that gives you more leeway for stat boosts via armour mods and subclass fragments.
Just also keep in mind whether the stat is worth boosting with a mod tbw. Intellect is boosted by so many other sources that you don't need to prioritize it at all in any way for your armour stat considerations -- but because intellect at 100 still takes quite a few minutes for even the shortest super cooldown, there's no practical return on actively trying to boost it. Strength and Discipline can still be boosted with armour charges and specific mods, plus perks that proc from specific gear (legendary perks or exotic ones), in addition to any synergy from the subclass itself. Discipline has more ubiquity than strength, as most melee attacks may not scale well at extreme difficulties. Str and Dis have very short cd at high tiers, hence why they're favoured so much more than Int (plus, their base cooldowns synergize with ability energy boosts from other sources, like exotic perks). Resilience is still very useful, same with Recovery, but depending on the class and the activity you should prioritize one or the other (note that in crucible, the dmg reduction from Resilience does not apply, hence why Recovery has equal if not better viability there). Mobility is useful in all game modes, more so in pvp, but keep in mind it does NOT boost sprint speed. Hunters should still prioritize mobility to speed up dodge cooldowns, and also to make their aerial shenanigans better (I main hunter so I'm one of those Stompee wearers y'all seem to hate so much, lmao).
Not quite, it depends on the stat and the mode you're playing. Like I said, some stats my have diminished returns the higher you go. Meaning you pump in more resource for less % increase. Resilience in Crucible game mode doesn't use the damage reduction btw, last I checked, so 100 res has less of a draw there.
You can also boost stats temporarily with blue-coloured armor mods, which require armor charge. You don't need to worry as much to get them as close to 100.
No try to get 100 cap in your class stat and maybe recovery or resilence depending on your class. But almost always class stat first
Bc it's still useful to know how far above 100 you've boosted a stat. That alone tells you to redistribute your gear so that you keep your boosts as close to 100 as possible.
If you require multiple stats to be as high as possible (<= ~100), boost them via:
* Stat mods (first column armour slots), which come as +5 or +10 to a specified stats.
* Subclass fragments, the square slots at the bottom of your subclass screen. However I recommend that you use fragments that synergize with your aspects, armour perks and weapons, rather than ones giving you boosts. That may mean you could incur stat penalties (-10 to resilience for example) rather than boosts!
* blue mods for armour. Helmets have Font of Wisdom, for example, which boosts Int by a variable amount (depends on how many repeats of the mod you've applied) as long as you have armour charge. You get AC primarily by picking up orbs of power during gameplay. Note that blue mods are temporary, lasting not even a minute unless you keep picking up orbs of power.
* yellow mods for armour are an alternative to raw boosts; these consume armour charge stacks (usually a minimum of x3) to trigger an effect, like returning some grenade energy to indirectly lower your grenade cooldown. The trick with these though is that you have to generate enough armour charge, and that activating just one yellow mod in combat will consume all of your charge (so make sure you equip only the yellow mods you want to rely on).
Note: you can use both blue and yellow mods at the same time, but don't bother. You either want to keep up temporary boosts as long as possible, or hoard stacks of armour charge for the right moment. Equipping just one blue mod causes all your armour charge to become temporary.
Other than that, exotic perks may grant ability energy when triggered by specific conditions during combat. Varies heavily case by case.
Also, a major tip: when you farm for gear, you should be looking for more than "god roll" weapons. It's more beneficial long-term to get armour that has both high stat totals and good distributions, and much of the time that requires putting stat focused ghost mods on your ghost.
The fourth slot in your ghost mod screen has all of those. Ghost mod stat focusers make it so that if any armour were to drop or get focused from an engram with 10 on a particular stat, then that value gets boosted (sometimes by a lot; it is possible to get a base stat of 30 using these ghost mods).
Stats have two "trees" to consider: upper tree (mob, res, rec) and lower tree (str, int & dis). If you focus boost a stat in the bottom tree, then two random ones in the upper tree get smaller random boosts, and vice versa. So equipping a ghost with a Discipline focuser gives you a chance to get armour that has high base discipline (usually like 16-20, sometimes way above 20, maxed out at 30) and good stats for Res & Rec, Mob & Res OR Mob & Rec.
Legendary armour pieces drop at 67 or 68 possible max total stats, which is rare; exotics have total 70 max, which is almost mythically rare (highest I ever got was 69). IIRC Unfocused tree (usually upper tree) distribution in my experience tends to be 34-36 max, and Focused tree (usually lower tree) tends to be 32-34 max.
Example: an armour piece, like some hypothetical boots for your warlock, has just dropped with 65 stat total. It specifically has upper tree stats adding up to 33 (out of 36), and bottom tree stats adding up to 32 (note that 33+32 = 65). This is good totalling, but you'd wanna check if that armour has higher rolls on key stats - usually Res, Rec and Dis. So if you see a large spike in their graphs occurring at those three stats and small ones for everything else, then your stat distribution is good. Keep that armour and keep playing until all your armour slots have pieces with similar distribution.
This is the way to ensure that your BASE stats are as high as possible for the KEY stats you want to focus and boost. Then worry about masterwork armour.