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#1




Advanced Mechanics
Welcome to the advanced game mechanics thread, where I go over some mechanics of the game that you may not know about.
On each link, you can see the build that the post is last updated to. This will help ensure that you have the most accurate information possible! Current Build: B29 H0 Content:
Currently Being Written Up: Currently Being Tested, or on Hold to be Tested:
Quote:
As always, thank you for taking your time to read this.
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This is a signature. You can post stuff here! Last edited by Raiyaz; 12272015 at 01:44 AM. Reason: Added Armor :D 
#2




Trivia and One Liners
This post is dedicated to small or basic tidbits of information that are too short or too simple to garner a whole seperate post for.
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This is a signature. You can post stuff here! Last edited by Raiyaz; 08252015 at 03:53 AM. Reason: Updated to B27. 
#3




Probablity to Hit  OA/DA Formula
This post is dedicated purely to the Probability to Hit Formula.
B27 H0 Terms Used:
Code:
PTH = (OADA+1275)/15 OA=(PTH*15)+DA1275 DA=(PTH*15)+OA+1275 CC=1(90)/(max[100,PTH])) PTH=90/(1CC) [IF CH IS GREATER THAN 100, OTHERWISE PTH=CH] Due to the rounding of CH and CC in Grim Dawn to the nearest tenth, expect errors no greater than 100. There exists a relationship between OA and DA, each 15 OA/DA difference between you and the enemy will give 1 more PTH. Unsimplified Formulas
Spoiler!
Example Usage of Formulas:
Spoiler!
Misses, Critical Thresholds, and Weights This image may make it seem like that PTH and Crits are done by a percentage based system. This is a lie. Crits, hits, and misses are done via weights. There are always at least 100 weights, and each PTH gives one weight that can hit or crit. There are 6 PTH Thresholds, and a sorta kinda one that I'm just going to call PTH Threshold 0. PTH Thresholds
PTH Threshold 0: Less than 70 (Less than 1x Damage). If your PTH is less than 70, any attacks that land will do (PTH/70)x less damage. So, if your PTH is 65, you will do 92.86% of a normal damage on a hit, or 65/70. PTH Threshold 1: 70 (1x Damage) Let us assume you have exactly 70 PTH. This means you have 70 weights that can hit, and 30 weights that can miss. To visualize this, let each "X" be 10 weights: XXXXXXXXXX The game then picks a weight at random, and you will do that amount of damage. PTH Threshold 2: 90 (1.25x Damage) So, for values between this threshold (90) and the next threshold (110), you will get a Critical. So, let us assume you have 100 PTH. XXXXXXXXXX Notice that we cannot miss anymore. If our PTH was 99, we'd have 89 Normal Hit weights, and 10 1.25x Crit weights, and 1 miss weight. Also notice that at PTH=100, you have exactly 10% chance to crit. Pretty nice, eh? PTH Threshold 3: 110 (1.5x Damage) So now let us assume that we have 120 PTH. That would lead our weight bar to look like this: XXXXXXXXXXXX But wait! We have more than 100 weights! That's right. We have 120 weights in our weight bar (remember that each X represents ten weights). Also notice that we have 90 weights on a normal hit, and 30 (20 1.25x, and 10 1.5x) weights to crit. This means that our Chance to Crit would be CC=1(90/PTH), or in this case 25%! Let's keep going! PTH Threshold 4: 130 (1.75x Damage) This time let's assume a PTH of 140: XXXXXXXXXXXXXX Our Chance to Crit Formula tells us we have 35.7% Chance to Crit. Not too shabby, eh? PTH Threshold 5: 150 (2x Damage) Nothing too special here, let's just continue what we've been doing. Let PTH=160: XXXXXXXXXXXXXXXX PTH Threshold 6: 170 (2.5x Damage) Let PTH=200: XXXXXXXXXXXXXXXXXXXX The only thing to note is that since there is no PTH Threshold above 6, all extra weights are added on as a 2.5x damage multiplier. Recap:So let's recap, did we notice anything significant? Well, we noticed that when PTH=100, then CC=10. We also noticed that at PTH=120, then CC=25. Well, if you took a guess, you might be able to tell that you can know when you broke a threshold by looking at how much CC you have. This might not sound like much, but if you know this, then you can know that at CC=47.1%, then you have just barely broken into PTH Threshold 6, and can get those juicy, oh so juicy, 2.5x Crits. Of course you will only have one weight in, so your chance of getting this particular Critical is only 1/170 or .0059% chance. Here are the CC% and what Threshold you're in:  CC  PTH Damage Threshold 0.0%  1 or less 1.0%  2 PTH 90 18.2% 3 PTH 110 30.8% 4 PTH 130 40.0% 5 PTH 150 47.1% 6 PTH 170 Conclusion: And that about concludes everything you need to know about the PTH formula. All information is from the Game Guide on PTH Formula. The reason I took the time to write this all down is solely because of Ninetrix and ex_cathedra, who didn't understand how the formula worked. So you can thank them for their ignorance if this post helped you in some way Special thanks to doublebuck, ex_cathedra, and gabfou for correcting and explaining my errors to me. A very, very special thank you Grohuf for telling me repeatedly that I have an error. Thanks buddy! Feel free to correct misinformation, suggest additions, or ask questions!
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This is a signature. You can post stuff here! Last edited by Raiyaz; 08242015 at 06:11 AM. Reason: Updated to B27 (No changes) 
#4




Various ways to Reduce a Target's Resistance.
This post is dedicated purely to the various ways to Reduce a Target's Resistances.
B27 H0 Terms Used:
There are three ways to reduce a target's resistance:
So, n Reduced Target's Resistance and n% Resistance is most effective against any enemies that have a low resistance, as it can bring an enemy's resistance below 0 meaning that they take multiplicatively more damage. n% Reduced Target's Resistance is most effective against any enemy that has a really high resistance, as it will lower the enemy's resistance the most. Please note that in ALL CASES for Grim Dawn, flat reductions apply before %reduction, so in our case, the order the resistances would be applied in is thus:
Note about Reduce All ResistWhen a resistance reduces all resists, it reduces Physical, Pierce, Bleeding, Lightning, Cold, Fire, Vitality, Poison&Acid, Chaos, and Aether. It does not reduce CC resistances, like Entrapment, Stun, or Slow. Reduce all Resist does not stack with Reduce X Resist, only the strongest will apply. For example, if you had 15 reduced resistance and 30 reduced physical resistance, the 15 will apply to all the other resistances while the 30 will apply to the physical. Example 1: So, let's give a complex example: Let us say we are fighting an enemy with 80% Fire Resistance, and we have:
80%1846%=16% Then the "of the Abyss" Suffix would be applied: 16%*(130%)=11.2%. So after all the debuffs, the enemy would have 11.2% Fire Resistance. Example 2: Using the same gear and stats from before, let's do the same example but instead give the enemy 10% Fire Resistance. 10%1846%=54% Then the "of the Abyss" Suffix would be applied: 54%*(130%)=70.2%¹ So after all the debuffs, the enemy would have 70.2% Fire Resistance. ¹The formula for doing n% Reduced Target's Resistance to an enemy with negative resistances is slightly different than the one where enemies have positive resistances: Postive: (Enemy Resist)*(1n% Reduced Target's Resistance). Negative: (Enemy Resist)*(1+n% Reduced Target's Resistance). A Special Note: Debuffs given through Weapon Damage % will be effected by it, up to 100%. So if you use Phantasmal Blades (30% Weapon Damage) with the "18 Reduced Target's Resistance for 5 Seconds" from PlagueBearer's prefix, it will only do 30%*18=6 Reduced Target's Resistances for 5 Seconds. However, if you do it with, say, Shadow Strike (which gives 330% Weapon Damage at 16/16), it will only do 18 Reduced Target's Resistance, not of 59.4. Conclusion: I took a conversation that Ninetrix was having in a Twitch Chat awhile ago to write this. I kept forgetting this information, and that's why I wrote it. It also happens to help out the various people that come into the forums asking for just this information. But I seriously wish to attribute all the information here to Ninetrix, without him I wouldn't know anything about this. Another thanks to Ninetrix for being so damn knowledgable about the game. As always, feel free to correct misinformation, suggest additions, or ask questions!
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This is a signature. You can post stuff here! Last edited by Raiyaz; 09032015 at 03:41 AM. Reason: Updated with new information 
#5




Maybe you could add what happens with resistance if it's put on negative before % reduction happens. Afaik its multiplied further into negative (like in TQ), but you'd have to test it probably.
Could be that nothing happens, but thought I'd mention it in case my info is right as it could be interesting to put a monster on like 60 flat and then have something like the abyss suffix drop it to 80. 
#6




+1 Sticky. Nice write up.
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Spoiler!

#7




Chance to crit equations are wrong.

#8




Nice thread.
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Last edited by Shuranosuke; 07212015 at 12:02 PM. 
#9




Readed a bit more. You messed everything about crits.

#10




Quote:
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