The list given above is true in all cases except collector items. Collectors (past the starting areas of all three campaigns) will give you a blue item with max base stats (damage and/or energy,) requiring 9 in an attribute, and a perfect inherent mod*. You can add any appropriate prefix or suffix mods to these collector items.
*before NF, inherent mod meant the unchangeable modifier on the weapon, like 17% chance at half skill recharge or damage +13% while enchanted. Items in NF may come with inscriptions. The inscriptions replace inherent mods and can be changed. Inscribed items only drop in NF. You cannot use an inscription on an old-style item with a fixed inherent mod. Some collectors will give you items that can be inscribed. Basically, NF made it easier for people to build their own max, tricked-out items just how they liked. Unfortunately, the new features probably make it a lot more confusing to newer players.
Yeah, it's complicated to understand at first. Guru is not a bad place to look for such explanations, but I tend to look for fixed, factual things (like how weapon coloring works) on
wiki first.
Hope it helps,
Luny