Mécaniques de Jeu

Mecaniques de jeu

Statistiques du Héro

Il y a trois statistiques principales dans Grim Dawn :

  • Physique
  • Malice
  • Esprit

Physique

Physique est la statistique principale requise pour les armures, les armes
de mêlée et de boucliers. Il offre les avantages suivants:

  • +0.04 (1/25) régénération de santé par seconde par Physique au-delà de
    la base de 50.
  • +2.5 Bonus santé.
  • +0.5 Capacité défensive (chance d’éviter les coups,
    d’évitez les coups critiques et de réduire les dommages qui vous sont
    infligés en cas de coup critiques).

Activé 1 Point d’Attribut en physique ajouteras les statistiques suivante a
votre héro : +8 en Physique (+20 Bonus Santé, 0,32 Bonus Santé Regen, et 4
Capacité défensive.)

Malice

Malice est la statistique principale requise pour les armes à distance, et
offre les avantages suivants:

  • +0.33% Bonus dégâts physiques (partez sur une base de 50 pour un bonus
    de + 16,67% au niveau 1)
  • +0.285% Bonus Pierce Damage (Counts the base of 50 for a bonus
    of +14.25% at level 1)
  • +0.333% Bonus Duration Damage (Counts the base of 50 for a
    bonus of +16.67% at level 1)
  • +0.5 Offensive Ability (chance to hit with attacks and spells, chance
    to crit, and damage dealt by crits)

Assigning 1 Attribute Point to Cunning grants +8 Cunning (+2.67% Bonus
Physical Damage,+2.28% Bonus Pierce Damage, +2.67% Bonus Duration Damage,
and 4 Offensive Ability. Note: Bonuses to physical, pierce, and
duration damage from cunning apply to both spells and attacks that deal
those damage types.

Esprit

Spirit is the primary requirement for rings and amulets, and for
caster-oriented weapons, armor, and off-hand items such as tomes. It also
provides the following benefits:

  • +0.33% Bonus Magical Damage (Counts the base of 50 for a
    bonus of +14.25% at level 1)
  • +0.333% Bonus Duration Damage (Counts the base of 50 for a
    bonus of +16.67% at level 1)
  • +2 Bonus Energy
  • +0.01 Bonus Energy Regen (not a percentage)

Assigning 1 Attribute Point to Spirit grants +8 Spirit (+2.67% Bonus Magical
Damage, +2.67% Bonus Duration Damage, 16 Bonus Energy, and +0.08 Bonus
Energy Regen. Note: Bonuses to Magical Damage and Duration Damage from Spirit apply to both spells and
attacks that deal those damage types. Note: Cunning will only
increase Bleed and Internal Trauma Duration Damage Types, while Spirit
increases the remaining.

Damage Types

There are (10) damage types in Grim Dawn, some of which have an
additional Duration Damage sub-type.

Pierce Damage bypasses all armor and is reduced solely by Piercing
Resistance. Internal Trauma, a physical damage DoT, is reduced only by
Physical Resistance. « Elemental Damage » refers to Fire, Lightning, and Cold.
If a source lists only « Elemental Damage » it will add the resistance to each
Fire, Lightning and Cold types.

Combat

Armor

Armor protects against Physical Damage only. It does not reduce any
other type of damage, including Pierce and Internal Trauma.
Armor in Grim Dawn is location-based. Whenever an enemy attacks you
with a physical attack or skill, an area on your body will be randomly
selected to take the hit. The chance for each area to be hit is:

  • Head: 12%
  • Shoulders: 12%
  • Torso: 24%
  • Arms: 16%
  • Legs: 20%
  • Feet: 16%
This means that upgrading your equipment is equally important across
all armor slots. If you have low protection in a slot, you are
vulnerable to hard hits in that area.

Landing Hits and Critical Hits

The ability to hit and critically hit is directly tied to your Offensive
Ability (OA)
and your target’s Defensive Ability (DA).
When your OA is higher than your opponent’s DA, your chance to hit and
even critically hit will increase.
As you continue to gain more bonuses to your OA, you will reach higher
critical multipliers. The highest possible critical multiplier is x3.5,
but to achieve this threshold you must either significantly out-level
your target or have invested heavily in your OA.
Both weapon attacks and abilities rely on OA to hit and critically
hit, so OA is an important attribute for any character. Offensive
Ability and Defensive Ability can be increased through Cunning and
Physique, respectively, and directly through equipment and skills.

% Weapon Damage

Skills that deal % Weapon Damage take the damage and effects you would
deal on a regular attack with your weapon and multiplies it by the
displayed %. This includes things such as life steal, bonus magical
damage and chance on attack item skills.
For example: 125% Weapon Damage on a skill will take your basic attack
and multiply it by x1.25.

Flat vs. Percent Damage

Damage on equipment comes in two forms: Flat Damage and Percent
Damage. Flat Damage applies only to your weapon attacks and does not
increase the damage from your skills unless they include a % Weapon
Damage component. If found on a weapon, the Flat Damage bonus applies
only to that weapon.
Percent Damage bonuses affect all damage dealt of that type, which
includes skills and weapon attacks. So if you have a 20% bonus to Fire
Damage, all of your fire-based skills will do increased damage, as well
as any fire damage you deal on weapon attacks.

Elemental Damage

Elemental Damage is a combination of the three basic magical elements:
Fire, Ice and Lightning. When it appears as flat damage, Elemental
Damage will be dealt as 1/3 Fire + 1/3 Ice + 1/3 Lightning, divided
equally.
Percent Elemental Damage on the other hand is a bonus to all three
elements equal to the full value. It is not split evenly. This makes
percent Elemental Damage a powerful way to increase several damage types
at once.
Note that Elemental damage bonuses are not applied to burn, frostburn
or electrocute.

% Current Life Damage

Percent Current Life Damage is dealt as a fraction of the monster’s
current health. This causes Percent Current Life damage to be less
effective the closer to death the target is. The damage is not a
temporary reduction to the target’s maximum health.
Note that Hero and Boss Monsters have a high resistance to this damage
type.

Life Steal

Percent of Attack Damage Converted to Health is a form of life steal
available in Grim Dawn. It functions differently depending on whether
you find it on equipment or on a skill. When on equipment, life steal
applies only to your weapon attacks. If you use a skill with % Weapon
Damage, that component of the skill benefit from the life steal.
When found on a skill, Percent of Attack Damage Converted to Health
applies to all of that skill’s damage.

Passively Activated Weapon Skills

Some abilities in Grim Dawn are passively activated on your basic
attacks. The Soldier and Nightblade masteries provide several examples of
this. Each of these abilities has a chance to activate, which is
displayed as a percentage. What that means is that on every basic attack
you do, you will have a chance of using the ability instead.
As you invest in these skills, their chance of activation will
increase. It is possible to get the total chance of activating passive
weapon abilities to go beyond 100%. When this occurs, all of your basic
attacks will be replaced by abilities and their chances of activation
will be used to determine their relative frequency.

Shields

Shields
are the definitive defensive option for the off-hand. When you are
struck by an attack with a shield equipped, you will have a chance to
block some of the damage (shields can block any damage type). When this
occurs, you will be unable to block again until the shield’s Block
Recovery time has expired. This cooldown can be reduced through various
skills and equipment.
Some abilities can use the shield when striking, rather than your
weapon. In this case, the % Weapon Damage component of the ability will
use the shield’s damage rather than your main-hand.

Crowd Control

There are many ways in Grim Dawn with which you can lock down your
target’s ability to react to you. These effects are known as crowd
control. The following are the various effects players (and monsters)
can use to get advantage in battle:
  • Stun – This effect
    prevents all actions for its duration.
  • Freeze – This effect prevents all actions for its duration.
  • Petrify – This effect prevents all actions for its duration.
  • Knockdown – This effect sends the target flying and crumbling to
    the ground. The target will stand back up at the end of its
    duration. Players are immune to knockdowns.
  • Trap – This effect immobilizes the target for its duration. It is
    particularly strong against melee monsters.
  • Confusion – This effect causes the target to wander aimlessly for
    its duration. Players are immune to confusion.
  • Fear – This effect causes the target to flee from the caster for
    its duration. Players are immune to fear.
  • Sleep – This effect prevents all actions for its duration, but
    will end early if the target takes damage.
  • Convert – This effect causes the target to fight on your side for
    its duration. Players are immune to convert.
  • Slow – This effect reduces the attack speed, cast speed, move
    speed or a combination of all three of the target for its duration.

Buffs, Debuffs and Damage over Time

There are many effects in Grim Dawn which can be applied through
several different sources. Whenever this occurs, the strongest effect
always takes precedence. For example, if two players in a multiplayer
session have the same aura active, the player who invested more skill
points into the aura will have theirs take effect while the other
player’s will not apply its bonuses.
This works similarly for debuffs and damage over time effects. If you
apply a % reduction to a monster’s damage by using a skill and then do
the same thing with a weapon attack, only the strongest debuff will be
take effect. The effects do not stack.
Damage over time (DoT) effects are different. Unlike debuff effects,

DoTs stack from different sources and always do full damage. For example, if
you apply Poison with your weapon, and then another Poison effect with a
spell, both will deal full damage.

In the case that a strong effect has a shorter duration than a weaker
effect, the weaker effect will become active once the stronger effect
expires.

Constitution

Constitution is a secondary health regeneration system which activates
outside of combat. Commonly referred to as Out-Of-Combat Regeneration,
it’s purpose is to reduce a player’s overall reliance on health potions
and eliminate the need to drink potions after battles to refill health
before engaging the next group of enemies.
A health bar with
full constitution.
Constitution
activating to restore health.
A portion of
Constitution used up to restore a player’s health.
Constitution is represented by a yellow overlay on the health bar.
Whenever Out-Of-Combat Regen activates, the Constitution pool will
be drained as the health bar rapidly refills. After running out of
Constitution, health will no longer regenerate outside of combat. To
exit combat, the player must avoid dealing or taking damage for 2.5
seconds. A character starts with 300 points of constitution, and
each point heals 1% of maximum health. This means a character can
fully regenerate three times before constitution runs out.
Constitution can be restored in various ways:

  • Gaining a level
  • Picking up Vital Essence (33%) or Food Rations (75%) from a fallen
    enemy or a Journeyman’s Pack
  • Looting an Untouched Meal
  • Dying
  • Speaking to the Cook in Devil’s Crossing or Homestead
    (available once per game session)

Potions

Potions serve as a means to restore health or energy in an emergency.
  • Tonics of Mending restore 35% of your health
    instantly and another 40% over a few seconds. They are on an 8
    second cooldown.
  • Elixirs of Spirit restore 33% + 500 of your
    energy instantly. They are on a 30 second cooldown.

Pets

Pets are powerful companions you can summon to your aid. These can be
anything from a trusty raven familiar to a devious thermite mine. All
pets scale separately from you and benefit from special bonuses, found
on equipment and skills, which only apply to pets.
Some pets last for only a few seconds, while others can be summoned
indefinitely. Some pets can also be issued direct commands, such as to
attack a specific target or to move to a specific location. These pets
will have their health status displayed in the upper left of the screen.
Controllable pets have three stances: Normal, Defensive and Aggressive.
  • Normal Stance is the default used when a pet is summoned.
    It is a balance between the Defensive and Aggressive states.
  • Defensive Stance forces the pet to stay close to you and
    causes it to attack anything that attacks you.
  • Aggressive Stance allows the pet to roam and attack
    anything that comes within its line of sight. It will aggressively
    seek out targets, even ones that have not attacked you.

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:

  • Dodge and Projectile Deflection
  • Chance to hit via Offensive Ability vs. Defensive Ability
  • Damage Absorption
  • Armor
  • Resistances
  • Shield
Because shields absorb damage only after it has gone through all your
other defenses, they can be a very powerful tool for 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 85%. So the same amount of Offensive
Ability against the same amount Defensive Ability will result in 85%
PTH.
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
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: 125 (1.3x damage)
PTH Threshold 5: 145 (1.4x damage)
PTH Threshold 6: 165 (1.5x damage)
[PTH THRESHOLD 4, 5 and 6 UNCONFIRMED, PLEASE REMOVE THIS
IF CONFIRMED]
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.
Example:
Your Character has:
+ 100% Physical Damage resulting from points in Cunning
+ 200% Magical Damage restulting 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 Phyiscal 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
There are two different cases to be aware of 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[Unconfirmed].
On Skills
On Skills, the Conversion will only 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.
Exception 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.
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: Discord + 10% fire Conversion on an amulet + Stormcaller’s
Pact, using Cadence as attack
Lets 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: 45 Physical Damage 26 Fire Damage 29
Lightning Damage 20 Cold Damage

 

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