Changing DA formula

So I looked into doing a light mod for what I brought up in a different thread : http://www.grimdawn.com/forums/showthread.php?t=64170
and I think I figured out how to do it, but I’m not sure I fully understand the initial DA formula in GD. I made a spreadsheet to play around with altering the potential different bonuses attributes give and well, I’m getting different results in game.

In the database it says that DA = (defensiveAbilityDV + (characterLevelDV * 12) + ((strengthDV + bonusDV) *0.5)) * (1 + (defensiveAbilityModifierDV / 100))+53

I decided to test that I understood the formula before implementing a modified one, but I’m off by 65 DA. My test was a level 85 with 50 physique. By my calculations, that should be 1098 DA. (1020 from level, 25 from physique, 53 from the default bonus).

There should be no bonusDV as this is a naked(literally, no items, took off the default gear even) character I used GDstash to boost to level 85, and I entered crucible and the normal game world with him and both places the DA was 1163.

For those curious, I made a solver spreadsheet oriented around getting to 2000 DA at around that level to see how much it alters if I go to different values.

edit - do I just add 65 to it? That seems to align at every level, but I’m not sure where the extra 65 is coming from

Take a look at the PC dbrs.

Thanks, found it right away. Would’ve never thought to look for PCs under creatures until I realized I hadn’t seen a PC dbr anywhere else

One other question on this topic - am I correct in guessing that monster/character DA are calculated differently than player DA?

For instance checking Shanks’ bio (hero_standard_01) I can see (charLevel*6.8)+32 listed as his DA, and is that the entirety of the calculation? (Not taking into account various items or difficulty adjustment).

I’ve been worried that if I change the DA formula in combatformulas that it may give certain enemies significantly higher DA, have I been wrong? (Most of them seem to have lower physique than the other stats and I wasn’t sure if that was part of the reason why ).

AFAIK, That DA you see listed in his bios, is just a starting point. At level 100 that would give him 712 DA, which is absolutely pathetic for level 100, you’d be hitting max possible crits every hit… at level 30. (of course it’s impossible for this scenario to ever play out for reasons)

Easiest way to test though is to just make an absurd formula where DA becomes insanely high to the point where you are untouchable… so long as you don’t break your OA too, that should make enemies equally untouchable.

Yeah, the base DA is factored in somwhere. I can also check the normal numbers on grimtools and change the levels to see what happens.

http://www.grimtools.com/monsterdb/123/skills

I thought the number listed in the bios is the number that takes the place of the DA assigned to the player object, for instance (which is always 65). So it’d just be a flat number that gets added to the equation. However, I can’t add the numbers up quite right.
Level 1 Shanks for instance, 44 physique,

(16.8)+32 base DA (bio numbers) + (112)DA + 53 + (44*.5 da) = 125.8 DA. On grimtools he has 136 on normal difficulty, however.

Or at level 100 he has 725 physique,
(1006.8)+32 + (10012)+53+(725*.5) = 2327 DA. And grim tools has this one at only 1978 on normal, and only 2214 on ultimate. So I’m missing something here.

It may have something to do with balancingadjustment, but there’s several of those that could be the default adjustment and I’m honestly not sure which one is picked.

So I think I came to the conclusion that I want to make the player DA/OA use equations rather than constants. To do that I need to make a new template (I just copied and pasted the default, renamed it, then altered those two fields to use variable + equations field instead similar to monsters, but when I try these out I wind up getting NaN in place of a bunch of things ingame and OA/DA ignoring the fields entirely).