Yo!
I was thinking about coming up with a ‘point system’ because I want to make radar charts for character builds so it’s easy to, at a glance, see their strengths and deficiencies. But I have many messy thoughts on the idea and would love some help refining it. If we can come up with something nice, I might try and build it into GetGrimDawn or something so we can make nice data visualisations of our builds. ![]()
Example of a radar chart:
I figured ultimately there’d be two charts, one for offense, one for defense. I was thinking of some kind of point system for each defensive attribute, where attributes are things like armour, physical resistance, damage absorption, etc. I guess for the purpose of data visualisation it makes sense that there’s a ‘maximum points’ that each attribute can achieve, so defining what makes ‘a point’ in each category becomes important.
For example, here are some off-the-top-of-my-head (read: arbitrary) numbers, like:
% Damage absorption: 1 point for every 10% damage absorption (This one’s tricky, as it has edge cases for things like Mirror or Mark of Torment which have potentially limited uptime)
Flat damage absorption: 1 point every 50 damage absorption
DA: 1 point for every 50 DA past 2,400. So 2,400 DA = 0 points. 2,500 = 2 points. 3,000 = 10 points.
Reduction to enemy damage: 1 point for every 3% of reduced damage to enemies? so, 6-8% damage absorption = 2 points, 9-12% = 3 points and so on. Of course you can get to 35% damage absorption (or higher for elemental damage) in game, but players don’t typically deal with decimals on their character sheets, so dividing 35% by 10 to get increments of 3.5% may not be super practical.
Phys Res: 1 point for every 8% points of resistance?
Health: 1 point for every 3k HP over 10k. 10k = 0 points. 13k = 1 point. 30k = 10 points.
Armour: 1 point per 500 armour. 1.5k armour = 3 point, 1.6k armour = 3 points. 2.4k armour = 4 points and so on ? Arbitrarily based on a ‘top number armour’ of 5k
Probably something to do with CC…
Maybe something to do with mobility (3 points per mobility skill, with evade = 3 points).
The top number can clearly be surpassed, but for the sake of data visualisation I thiiiink it makes sense to have an arbitrary ‘top number’. If you hit 10 points on any of these things, it’s clear at a glance on the radar chart that the build does very strongly in that area, which is really the point of this sort of thing I think (to get an overall idea of the build’s strengths and deficiencies quickly). For more accuracy, players can just checkout the specific stats in a grimtools link or something.
With this sort of measurement above, I could come up with this kind of chart for this build:
Which pulls these scores with the above system:
Armour: 5
DA: 8
% Absorption: 6
Flat Absorption: 2
Phys Res: 6
Health: 10
Damage Reduction: 8
Is this the sort of thing that people would find interesting when looking through character builds?
If so, is this point system good? Bad?
If it was helpful, what would a point system for offensive traits look like? Maybe something like:
% Damage: every 250% past 1000%. So, 3000% damage = 8 points. (Arbitrary top number 3,500%)
Crit Damage: 1 point per 12% crit damage (arbitrary top number 120%)
Offensive Ability: 1 point for every 100 OA past 2400, so 2,500 OA = 1 point. 3,500 OA = 10 points. Beyond that, it’s presumed that this build is built for OA when looking at the chart.
I guess it gets tricky when you start trying to factor in specific weapon damage or skills/devotion damage with attack or cast speed, or pets…
Maybe there need to be slightly different models for different types of character. Like, channeled skill builds (eg Albrecht’s Ray) should take into account casting speed and flat damage on the channeled skill.
Then there’s dot builds and so on.
Maybe this is actually too hard with too many distinct separate cases to do evenly?
What do we all think?

