#31  
Old 07-21-2015, 10:43 PM
Raiyaz Raiyaz is offline
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Everything should be fixed. Please let me know if there are still errors.
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  #32  
Old 07-21-2015, 11:01 PM
Grohuf Grohuf is offline
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PTH=90/(CC-1) [IF CH IS GREATER THAN 100, OTHERWISE PTH=CH]
If CC=0.2 then PTH = -112.5
Wow, negative chance to hit. Life did not prepare me for this...
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  #33  
Old 07-21-2015, 11:10 PM
Raiyaz Raiyaz is offline
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Originally Posted by Grohuf View Post
If CC=0.2 then PTH = -112.5
Wow, negative chance to hit. Life did not prepare me for this...
Typo
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  #34  
Old 07-21-2015, 11:16 PM
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powbam powbam is offline
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Originally Posted by Ceno View Post
Edit: On a totally unrelated note, anyone know what the gamefile is for the 10k-health ring Zantai was using in one of the Misadventures? Edit: this thing...
Chances are good you won't be finding that hiding away (or I would think they'd take better care with that) as it's a dev item they use to test things out without worrying about dying.

:ah read the link and they already say what it is, my bad ;/
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  #35  
Old 07-21-2015, 11:20 PM
Raiyaz Raiyaz is offline
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Originally Posted by Ceno View Post
On a somewhat related note, is this thread appropriate for asking questions on advanced mechanics (that you haven't touched on), or would you prefer that in a different thread, Raiyaz?
Go for it, that's why I have the linking system in the OP, so I can just add another peice to the thread and then link it, otherwise I'd have to reserve 10+ posts to get all the advanced mechanics in a row, and I didn't want to do that.
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  #36  
Old 07-22-2015, 08:06 AM
doublebuck doublebuck is offline
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Quote:
PTH=-90/(1-CC)
PTH is still negative..
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  #37  
Old 07-23-2015, 01:33 AM
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Originally Posted by Raiyaz View Post
Go for it, that's why I have the linking system in the OP, so I can just add another peice to the thread and then link it, otherwise I'd have to reserve 10+ posts to get all the advanced mechanics in a row, and I didn't want to do that.
  1. Crowd-Control timing, particularly with regards to Knockdown: Knockdown usually makes enemies have a particular getting-up animation associated with the debuff; is the duration of this animation considered part of the duration of the knockdown, i.e., if I knockdown an enemy with a .3 second animation for 1.5 seconds, they'll be knockeddown for 1.2 seconds and then display their animation for the full 1.5 seconds? Or, in the example described, is the .3 seconds added onto the 1.5 seconds of the knockdown debuff in terms of disable length?
    • Furthermore, is the getting-up animation standardized in length, or does it vary from enemy to enemy (barring knockdown resistance)?
  2. Maybe discuss Order of Defense in general, and with regards to reflection? i.e., at what point is the reflection calculation done, before or after damage mitigation?
  3. It's moderately well-known that flat statistic values on shields only affect abilities which use that shield; can the same be said for offhands? For instance, if I put a Mark of Dreeg on an offhand, does the offhand need to be used in a skill in order to take advantage of the acid damage/resist reduction?

I'll post more as they come to me, which they do from time to time.
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  #38  
Old 07-23-2015, 01:57 AM
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Originally Posted by Ceno View Post
It's moderately well-known that flat statistic values on shields only affect abilities which use that shield; can the same be said for offhands? For instance, if I put a Mark of Dreeg on an offhand, does the offhand need to be used in a skill in order to take advantage of the acid damage/resist reduction?
Caster offhands apply to the mainhand. A mark of dreeg on a weapon and a mark of dreeg on an offhand will stack additively.
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  #39  
Old 07-23-2015, 05:57 AM
Grohuf Grohuf is offline
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It's moderately well-known that flat statistic values on shields only affect abilities which use that shield; can the same be said for offhands? For instance, if I put a Mark of Dreeg on an offhand, does the offhand need to be used in a skill in order to take advantage of the acid damage/resist reduction?
I suppose damage of an offhand will be same as damage of a main weapon. But I forget did I test this.
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  #40  
Old 07-23-2015, 10:08 AM
Raiyaz Raiyaz is offline
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Exclamation Weapon Pool System (Chance to use an Attack)

This post is dedicated purely to the Weapon Pool System. This system governs when your character uses skills like Mutilate, Zolhan's Technique, or Amarasta's Quick Cut over their default attacks.
B26 H3

Terms Used:
  • WPS - Weapon Pool System or Weapon Pool Skills, depending on context
What skills add to the Weapon Pool?
Skills that say "n% Chance to be Used" can be added to the Weapon Pool System.
This includes all these skills or skills on these items:
Spoiler!

This does not include skills that say one of these things:
Spoiler!

The Weapon Pool System
Recall that there is no such thing as percentage in Grim Dawn, everything is done by weights. So, when you equip an item or use a skill that adds to your WPS, what's really happening is you're adding weights to the Weapon Pool System. The game then rolls a die to decide whether you attack with a skill, or your default attack.
Pretty standard.
The system is the exact same whether you use a Ranged weapon or a Melee weapon.
Two Handed or One Handed + Shield/Focus
If we maxed out Markovian's Advantage (25 weights), for instance, our WPS bar would look something like this (Each letter is 5 weights, let us denote a Default attack as "D"):
MMMMMDDDDDDDDDDDDDDD
Duel Wielding
The only thing different about Duel Wielding is that you don't have a default attack, you have three default attacks*:
  • Left Hand Attack L (35)
  • Right Hand Attack R (35)
  • Both B (30)
*I don't know the weights for these, but for the purposes of explaining, I'm going to assume the numbers I put by them.

So a standard attack with nothing in your Weapon Pool would look like:
LLLLLLLRRRRRRRBBBBBB

If you add a Weapon Pool Skill, you take away equivalent amounts of the three different types of attacks. Here it is with a maxed Markovian's Advantage (25 Weights):
MMMMMLLLLLRRRRRBBBBB
Notice that some default Left attacks, some default Right attacks, and some default Both attacks were removed from the Weapon Pool Skill.

Pretty Simple. Let's say that we had more than 100 weights in our system:
MMMMMZZZZZBBBBAAAAWWWWEEEE
Then the engine would just roll a die with the range of 1 to the total number of weights in the system, in this case, 130.
Recap:
The Weapon Pool System is pretty simple. Just remember that if you go over 100 Weights, then you dilute the pool. So if you prefer to have Execution occur the most, then max that skill out, and lower other skills until your WPS has 100 weights!

Charges (Cadence)
There is reason to believe that B27 changed information in this section. This information may be out of date.
The differing WPS skills add different charges to skills like Cadence. Here are the skills you can get from Nightblade and Soldier.
  • Melee DW:
    • MA hits with both weapons, only gives one charge to Cadence.
    • ZT hits with one weapon, only gives one charge to Cadence.
    • BS hits with both weapons, gives two charges to Cadence.
    • AQC hits with both weapons, gives three charges to Cadence.
    • WD hits with both weapons, gives one charge to Cadence. (I could be wrong here).
  • Range DW:
    • MA hits with one weapon, only gives one charge to Cadence.
    • ZT hits with one weapon, only gives one charge to Cadence.

WPS Works with These Skills:
  • Fire Strike - Demolitionist
  • Savagery - Shaman
  • Troll Rage - Mistborn Talisman (Relic)
  • Beronath's Fury - Shard of Beronath (Melee Weapon Materia) (Not currently available)

Conclusion:
Most of this information comes from a quote from medierra where he describes a little bit of the system. So the credit goes to him.

Feel free to correct misinformation, suggest additions, or ask questions!
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Last edited by Raiyaz; 04-13-2018 at 10:15 PM. Reason: Updated a bit of information.
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