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Grim Dawn Wiki
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Game Mechanics
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== Advanced Mechanics == === Order of Defense === :Grim Dawn provides many methods of defense for a character, and it is important to know how the various levels of defense stack up. In order for an attack to land, it must make it through the following defenses: :*Fumble, Dodge and Projectile Deflection :*Chance to hit via Offensive Ability vs. Defensive Ability :*Shield :*% Reduced Damage from Monster Types :*Resistances :*Armor :*Flat Reduced Damage from Monster Types :*% Damage Absorption :*Flat Damage Absorption :Because flat damage absorption occurs only after damage has gone through all your other defenses, it can be a very powerful tool in your survival and should not be underestimated. === Armor Formula === :Armor in Grim Dawn has both a defense value and an absorption value. By default, the armor absorption is 70% across all equipment. When physical damage is inflicted upon a character, armor will mitigate 70% of the portion of the damage that is within the armor's protection value. 30% of damage within the protection value, along with 100% of damage above the protection value, will always get through. :For example: A piece of chest armor has a protection value of 100, and an enemy hits the character in the chest for 120 damage. 100 of the damage is within the armour's protection value, and so is reduced by 70%, giving 30 damage inflicted. 20 of the damage is unaffected. The total damage taken by the character is 50. :With the same armor, an enemy hits for 80 damage. This time, 80 of the damage is within the armour's protection value, giving 24 damage inflicted. There is no unaffected damage. The total damage taken by the character is 24. :Items that increase the armor absorption rate will result in reductions of greater than 70% for damage within the armour's protection value, but have no effect on damage above the protection value. :Hence, if an attack for 100 damage strikes an armor piece which has 100 armor, as well as a 20% bonus to armor absorption, the armor absorption is 70% * 1.2, or 84%. 84 damage from the blow is absorbed, and the character takes 16 damage. === Offensive vs Defensive Ability Formula === :'''Offensive Ability (OA)''' and '''Defensive Ability (DA)''' are critical to both your ability to deal out damage and in your own survival. If you let your Offensive Ability fall behind as you level, you will find that more and more of your attacks will miss. Similarly, an insufficient Defensive Ability will result in your enemies not only landing blows more frequently but also sometimes landing devastating critical hits. The '''Percentage to Hit(PTH) '''is determined by the attacker's Offensive Ability and the defender's Defensive Ability. :The Base Value of PTH is at 90%. So, the same amount of Offensive Ability against the same amount Defensive Ability will result in an attack hitting a target 90% of the time. :The exact PTH formula is: :PTH = 3.15 * (OA / (3.5 OA + DA)) + 0.0002275 * (OA - DA) + 0.2 :where OA = Offensive Ability, DA = Defensive Ability :Furthermore exist the following dependencies: :* The higher the PTH already is, the more Offensive Ability will be needed to get additional PTH :* The higher the Defensive Ability of the target, the more Offensive Ability will be needed per % PTH :Some values: :* Striking the Training Dummy at Lv 51: :** 1195 OA, 88.2% PTH :** 1498 OA, 98.5% PTH -> +303 OA resulted in 10.3% PTH gain -> 1% per 2.94 OA :** 1817 OA, 106.9% PTH -> +329 OA resulted in 8.4% PTH gain -> 1% per 3.92 OA :* Striking the Training Dummy at Lv 85: :** 1696 OA, 88.1% PTH :** 2019 OA, 98.1% PTH -> +323 OA resulted in 10% PTH gain -> 1% per 3.23 OA :The value resulting from this calculation is your chance to strike the target. You may notice that it is feasible for this chance to go over 100. This is where critical multiplier thresholds come in. :'''PTH Threshold 1: 75 (1.0 damage)''' ::If your PTH is lower than 75, any attacks that land will do reduced damage. The damage reduction multiplier is equal to your PTH / 75 (ex. if your PTH is 70, you will do 93.33% of normal damage on a hit, or 70/75). It is highly uncommon to go below a PTH of 75, though it can happen against targets that are significantly higher level than you ::Note that PTH cannot go below 60 for you or your enemies, meaning that no matter how much Defensive Ability you or your foe may have, you will never have a lower than 60% chance to hit them, and vice-versa. :::''Example: PTH = 70, 70% for 93.33% damage, 30% misses'' === Critical Strikes === :'''PTH Threshold 2: 90 (1.1x damage)''' ::After this Threshold you will start to see critical strikes. The chance to critically strike is PTH - 90. ::If you have 95% PTH, you will have a 5% Critical Chance . ::If you have 110% PTH, you will have a 20% Critical Chance. ::Critical Strikes appear in different multipliers, depending on the PTH Threshold. ::Equipment and Skills granting +% Critical damage will be added to PTH Threshold multipliers. ::(Critical behavior beyond 20% yet unconfirmed, remove this if confirmed) :Example for 95% PTH: ::5% of all attacks miss ::(*)95% * (**)95% = 90.25% of all attacks hit normally ::(*)95% * 5% = 4.75% of all attacks critically strike with 1.1x damage ::[(*) this value of 95% consists of 100% - chance to miss] ::[(**)this value of 95% consists of 100% - chance to crit] '''PTH Threshold 3: 105 (1.2x damage)''' ::Example for 110% PTH and +15% Critical Damage: ::0% of all attacks miss ::80% of all attacks hit normally ::15% of all attacks critically strike for 1.25x damage ( 1.1 + 0.15) ::5% of all attacks critically strike for 1.35x damage (1.2 + 0.15) ::this behaviour continues with the following Thesholds. ::'''PTH Threshold 4: 120 (1.3x damage)''' ::'''PTH Threshold 5: 130 (1.4x damage)''' ::'''PTH Threshold 6: 135 (1.5x damage) ''' ::'''''<u>[PTH THRESHOLD 4, 5 and 6 UNCONFIRMED, PLEASE REMOVE THIS IF CONFIRMED]</u>''''' ::Critical base multipliers themselves are very low, so without any support from items or skills, stacking up a lot of Offensive Ability will not result in high damage gain. Getting to about 100% hit chance should be tried to achieve though in most cases, as missing attacks on the other hand will result in high dps loss. === Conversion === Conversion is a special stat found on equipment and skills that changes one damage type to another. Conversion will always, without exception, use damage modifiers of the damage type that will be dealt in the end. ''The order of events for Conversion is as follows: Base Skill > Skill Modifiers > Conversion on the Skill or Transmuter > Conversion on Equipment and Buffs > Equipment, Auras and Passives'' ==== Example: ==== :Your Character has: ::+ 100% Physical Damage resulting from points in Cunning ::+ 200% Magical Damage resulting from points in Spirit ::+ 50% Fire Damage ::10% Conversion from Physical Damage to fire Damage You are using any form of attack. The attack deals the following damages: Without Conversion, before any multiplier would be applied: :100 Physical Damage :50 Fire Damage :50 Cold Damage Actual damage dealt without the Conversion: :200 Physical Damage :175 Fire Damage :150 Cold Damage After the Conversion, before any multiplier would be applied: :90 Physical Damage :60 Fire Damage :50 Cold Damage Actual damage Dealt with the Conversion: :180 Physical Damage :210 Fire Damage :150 Cold Damage ====The two cases where Conversion can be found==== =====On Equipment===== On Equipment, the Conversion affects all damage your character will deal, completely regardless of source. Exception to this would be pets, which have their own modifier for this. =====On Skills===== On Skills, the Conversion will only affect that skill itself. ======Example: Discord in the Soldier Skill Tree====== Putting 3 points into this Skill would affect only Cadence and Convert 50% of the physical damage dealt by only that skill to Elemental damage. Exceptions to this are buffs/auras, which will work the same as Conversion on Equipment. (for example Stormcaller's Pact in the [[Shaman]] Skill Tree) Buffs which grant Conversion (like Iskandra's Elemental Exchange in the [[Arcanist]] Skill Tree) will never grant any Conversion to another player in multiplayer games. ======Example: Discord + 10% fire Conversion on an amulet + Stormcaller's Pact, using Cadence as attack====== Let's simplify this calculation by assuming cadence deals 120 Physical Damage with every strike. Discord converts 50% Physical Damage to Elemental Damage and Stormcaller's Pact converts 15% Physical damage to [[Lightning Damage]]. Not taking into account any % Damage Modifiers. '''Steps:''' :Cadence: 120 Physical Damage :-> Discord: 60 Physical Damage 20 Fire Damage 20 Lightning Damage 20 Cold Damage :-> Amulet: 54 Physical Damage 26 Fire Damage 20 Lightning Damage 20 Cold Damage :-> Stormcaller's Pact: 46 Physical Damage 26 Fire Damage 28 Lightning Damage 20 Cold Damage ====Important Note:==== :All Modifiers from Equipment will not result in the "diminishing returns" from above. Their percentages get fully applied to the remaining damage. :(Only Equipment was tested, but this probably applies to all other groups belonging together as well) ======Complex Example:====== 10% Fire Conversion on Weapon(as Stat of that Weapon), 10% Fire Conversion from a Searing Ember embedded to the weapon, 10% Lightning Conversion from an amulet :Weapon Basic Attack (without Conversion): 100 Physical Damage :Weapon Basic Attack (with Conversion): 70 Physical Damage :20 Fire Damage :10 Lightning Damage [[Category:Game Mechanics]] In the Example Above with Discord this Conversion would take place instead of the Amulet of that example, resulting in the remaining 60 Physical Damage at that point getting converted to 42 Physical, 12 Fire and 6 Lightning Damage. -
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