also der allgemeine rüstungswert ist nicht so entscheidend wie die resis. es gibt eine berechnungstabelle die ich dir eben raussuche. wenn du immer richtung 70-80 resis in allen schadentypen hast bekommst du erstmal nicht so die probleme. für das endgame muss man dann halt genug life leech und definitiv 80+ resis haben (ultimate) die komponenten kannst du ja auch wieder rausholen (wenn es seltene sind) du zerstörst das item aber wenn du ein upgrade hast kannst du das bedenkenlos machen.
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 probability goes as follows:
What this means is that upgrading your equipment is equally important across all armor slots. Wearing low level leg armor can be tempting if it provides you with beneficial stats, but it can also spell your doom if a particularly strong attack lands on your legs.
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.
Order of Defense
The enemies of humanity are relentless, but there are many methods available to keep yourself alive. 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
- % Reduced Damage from Monster Types
- Reduced Damage from Monster Types
- % Damage Absorption
- 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.
It suffices to say that the more armor you have, the less physical damage you will take, but there are some rules as to how armor functions which make it a little deeper than that.
Armor in Grim Dawn has both a defense value and an absorption value. By default, your armor absorption is 70% across all your equipment. Whenever you take a physical damage hit, your armor will absorb some of the damage, up to the percentage of your armor absorption, but anything above your armor goes completely through.
- You are attacked for 100 damage and the attack hits you in the torso, which has 50 armor. In this case, you will take 65 damage. 50 of the damage goes through immediately, while the remaining 50 protected by your armor is modified by your armor absorption (30% of 50), which means another 15 gets through for a total of 65.
- You are attacked for 100 damage and the attack hits you in the head, which has 124 armor. In this case, you will take 30 damage. Even though your armor is higher than the damage inflicted, 30% of the damage will always go through because of armor absorption.
- You are attacked for 100 damage and the attack hits you in the head, which has 124 armor, but this time you also have a 20% bonus to armor absorption on your helmet. In this case, you will take 16 damage. Your armor absorption is 70% * 1.2, or 84%, which allowed you to absorb 84 damage from the blow.
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 relationship between Offensive and Defensive Ability is handled through the following equation:
Probability To Hit (PTH) = ((((Attacker’s OA / ((Defender’s DA / 3.5) + Attacker’s OA)) * 300) * 0.3) + (((((Attacker’s OA * 3.25) + 10000) – (Defender’s DA * 3.25)) / 100) * 0.7)) – 50
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 the critical multiplier thresholds come in.
PTH Threshold 1: 70 (1.0x Damage)
If your PTH is lower than 70, any attacks that land will do reduced damage. The damage reduction multiplier is equal to your PTH / 70 (ex. if your PTH is 65, you will do 92.86% of normal damage on a hit, or 65/70). It is highly uncommon to go below a PTH of 70, 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 = 65, 1-65 hits for 92.86% damage, 66-100 misses
PTH Threshold 2: 90 (1.1x Damage)
When your PTH reaches 90 and beyond, you will begin to see critical hits.
Example: PTH = 97, 1-89 hits, 90-97 critically hits for 1.1x damage, 98-100 misses
PTH Threshold 3: 105 (1.2x Damage)
At PTH 100 and above, you cannot miss your target. At PTH 105+, you will begin to see the second tier of critical hits.
Example: PTH = 107, 1-89 hits, 90-104 critically hits for 1.1x damage, 105-107 critically hits for 1.2x damage
PTH Threshold 4: 120 (1.3x Damage)
At PTH 120 and above, you will begin to see the third tier of critical hits.
Example: PTH = 124, 1-89 hits, 90-104 critically hits for 1.1x damage, 105-119 critically hits for 1.2x damage, 120-124 critically hits for 1.3x damage
PTH Threshold 5 and 6: 130 (1.4x Damage) and 135 (1.5x damage)
The pattern continues for the final two tiers of critical hits. Beyond the 6th threshold, you will no longer see higher critical hit values, but you will see critical hits more reliably."