Angrim's and Duncan's %damage crafting bonuses are useless, please, buff them or remove them

Every other smith bonus can be utilized. Even 4% to single resist can be very handy sometimes (like it can be the difference between using Corpse Dust and Runebound Topaz in a ring when your Vitality Resist is at 76% without Corpse Dust).

But +5% physical damage or +5% elemental damage? It’s NEVER useful. Absolutely never ever would anyone want that bonus. Range of %damage rolls on mythical items can have more than 50% between minimum and maximum rolls, so another 5% on gear adds absolutely nothing.

My suggestion, either remove them and change them for something useful (like OA/DA, hp regen that we now don’t have access too because you removed celestial smith’s crafting ability for some reason) or buff them so they can roll ~40-50% bonuses to physical/elemental damage.

I absolutely agree, as they are now those so called “bonuses” are more like rolling 1 on the 20 dice: critical failure :slight_smile:

Well they are the blacksmith’s you start with, aren’t they supposed to be weaker?

Perhaps, but +5% damage is a bonus I wouldn’t even want that much at Level 1. :eek:

I don’t know how many things you crafted with Angrim, but every blacksmith has around 2-3 possibilities in terms of bonuses. The +5% to physical damage is indeed trash, but sometimes he will craft you things with +5% armour. At 3k armour value, that is basically a point in Menhir’s Obelisk - i.e. a T3 devotion.

Ergo, it’s not that Angrim is bad, it’s just that similar to how green items roll, there is a vast difference between the linear amp you get from +%5 physical damage in the end-game and the +5% armour bonus. In the same manner there is a massive difference between “of Spellweaving” and “of Kings”. They scale entirely different. Unfortunately, this RNG aspect is inherent to every blacksmith and even if they would buff +% physical damage bonus to 50% I would still prefer the +% armour bonus. I’m just glad there are only 3 possibilities instead of the thousands you get on MIs.

I really don’t understand the logic behind this. How can you compare the +% that can be gained from around char level 14 with mythical +% which don’t drop until at least char level 50?

Personally I have no problem with a free +5% damage to physical or +5% to each of the 3 elemental damages at low levels

5% damage boost can be a tiny bit useful for character under level 14, yes, but how long are you playing that character? Half an hour? Less? Plus who cares about crafts for super low level characters, content is easy at the beginning and there is no need for min-maxing stuff untill you reach level 75.

Those bonuses just don’t make sense, it seems like they are left-overs from very early beta stages of the game when level cap was 35 or something.

+1, with AoM released, some blacksmiths could use a “buff” too.
Gaius Ember - Burning Smith

2-4% Poison & Acid Resistance
Increases Energy Regeneration by 2-6%
+1-3% Crit Damage
how about 3-7% P&A res, 5-11% ER (same value as Horrus), 3-5% Crit dmg.

Valdrick - Legion Smith

2-4% Aether Resistance
2-4% Chaos Resistance
+38-80 Health
4-6% res and 1.5% HP or MP seems fine.

For Kaylon 2-6% shield dmg blocked seems merrr if you are a mage using offhand.:eek:

As has been stated these are the first and starter blacksmiths, if you want good bonuses use a later one

About 76% of the people that play the game and less than 10% even finish elite. I’ve got around only 1,000 hours in GD and guess what…I’ve never played Elite…I enjoy running new chars/builds through Veteran.

So please stop thinking that how you play is how everyone else plays.

It’s the contrast between x% armor, which is an endgame stat and a good one at that, and x% damage, which is … not.

In the past I always used the legion smiths since those at least have three useful possibilities, but since AoM armour has become so important that I’ve started using Angrim. Made an Aetherbolt Pendant yesterday, pretty expensive craft (4 missives iirc and a vendetta relic) and got 9% physical damage. I fumed for a bit, safe to say.

Well, only one of their stats can be called “starter blacksmith” stat and it’s not even starter stat really, as someone said noone would ever want that 5% damage roll, not even at the start. And what’s worse is that if you are crafting something that has % relevant damage roll on it you won’t even notice the effect of the craft since those 5% will be dilluted in RNG that determines damage range on items.
Their other stats are comparable to “end-game” stats from other smiths. So I see no point of having this one %damage roll, it does not help any starting players (I also think that even casual players would not start crafting weapons/armor untill they reach Homestead) and it just frustrating for the majority of the crafting player base. (See the example in the post above, I have the similiar story when I was crafting Mythical Wyrmborne Gaunlets, I got 5% phys damage roll).

This extra layer of RNG in already random enough crafting is just frustrating and should be removed.

What has 3k armor?!

Obviously, the bonuses are only meant for a little flavor. They aren’t meant to mean much, but they are bonuses, whether they are significant or not.

Has it been changed recently ? the (new) wiki says 2-4% phys but i never had it on my few recent crafts :confused:

Now that you mention it…

I shall test it later today.

I mean, I play the game for over 3 months and I’ve never seen there being physical damage. Neither wiki says it grants it. It is elemental resistance, not damage and armor. Still, I can agree some bonusses might be useless, like 38-80 HP in Black Legion’s craftsman. The +[1~3] Crit damage in Malmouth Outskirts is not bad. Imagine you have 3 crafted items, you tried to roll 3% on all of them, you got it and you have 12% Crit damage. Also, as someone already said here, these bonusses are not supposed to be a part of the gear, they should be just slight bonusses that would help you in your character, not make your character. If the craftsman gave 3 - 5%, as holystar88 said, it could also make this smith overpowered. There are some builds that need even 5 or more crafted items, therefore if we manage to get the max value, we’ll get 15% Crit damage right now. This is already a huge amount. If they buffed that to 5% (max value), we’d have 25% Crit damage. Now, in late game, let’s say we hit at least 10k without crit, and let’s say our crit (without Crit damage) hits for x1.5 the damage, so 15k, increase it by additional 15% 16.5k (17.5 with 25% bonus), and if we hit for 100k (fairly average damage) without a crit, we’ll hit 115k with +15% crit damage, 125 with +25. Sometimes we can kill monsters twice as fast with high Crit damage, increasing it even more could make builds such as Lightning based Druid (using Stormcaller’s Pact) OP. The maximum amount of Crit damage I managed to see was 125% (I am sure you can get even over 150 with only items and Druid build). Imagine having additional +25%.

The Crit bonus is fine. I’d rather want to see Valdrick’s (Black Legion) HP getting changed (to percentage, because flat would be hard to balace) and Gaius Ember’s (Malmouth Outskirts) mp regeneration changed to a better value (maybe as other smiths have - 5~11 instead of 2~6).

To quote the 1.0.3.0 patch notes.
http://www.grimdawn.com/forums/showthread.php?t=63271

Crafting: replaced % damage crafting bonuses from the Devil’s Crossing blacksmiths with % Physique. Existing items with the old crafting bonuses are unchanged.

ok thank you i’ve missed it (or didn’t remember most likely^^)