Grim Misadventure #54: Did You Know...

While dual-wielding, ZT appears to use the animation for Dual Blades - perhaps the reason for the confusion, and why I previously believed it to not work…would the sword + shield animation for ZT look good for dual-wielding? The character swings their shield in a wide arc, which might look badass with a second blade…

I would like to know why I’ve been playing for 100’s of hours with different characters and have yet to have a Maiven’s Lens drop but have got tons of the other Maiven’s items.

i can craft a maiven’s lens for you :smiley:

Except they are not. The question still stands, will people that don’t know about this notice this feature without being told about it before?

Well they can just learn about it themselves when they see something easier to notice equipment like The Conduit 2h sword for example drop from the monster after they saw it using it. That’s how I learned about it in TQ.

And I just don’t see why it would have to be so obviously pointed out to the player, it’s only more awesome when you find out about it yourself.

Actually the first Epic I ever got in this game (Blood Carver) was something that I saw the enemy using before picking it up and remembering this system from TQ. Or then I remembered the system when I saw the enemy using the weapon, can’t remember exactly.

I’d like to hear more about the game guide. Hopefully it will be encyclopedia-like and searchable. Will it go into great detail of all game mechanics, including the math behind things for the number nerds?

I’d also assume it would contain information on all the hidden features noobs might miss, such as the fact about mobs wearing unique gear etc. This would solve the issue of them not knowing. Then they have only themselves to blame if they never look.

Hello, good evening everyone.

First, I would say that the post was very explanatory. Quite liked.

I wanted to know some things …

1 The colors of items:
Grey = Broken
White = normal
Yellow = Magic
Blue = Epic
Green = Rare
Set Items =?
Purple: Legendary

2 I wonder about the mobs Specials …
Mob with golden star? =
Mini boss? =
Champion? =
Unique? =

3 Devotion is: … (I can not resist to know what this is) :stuck_out_tongue:

4 How are the mechanics of the factions?

For now that’s all. :smiley:

I wanted to apologize by my english. I’m studying.
(I used the google translator to guide me)
sorry :frowning:

The game looks great, I’m really enjoying it.
Wanted to give a suggestion: Create runes, to modify the behavior of the skills, like in Sacred 1 or 2 (Beyond the transmuters).
Or increase the number of skills … Anyway, they are just ideas.

All the best to everyone.
A good week.
See you soon.
\o/

Note: This is my first post, I do not know if I’m doing it right. Anything wrong, sorry.

more class background lores?
I don’t know as it’s already extremely addictive to me. And having to pick up notes to read on the lore of the game is a nifty and refreshing idea.

Question: will we see more of it as in snippets of class backgrounds? That would be awesome. :slight_smile:

OA vs DA determines whether you take a hit/crit. If successful, the area that takes the hit is then rolled. The armor rating in that area reduces the damage.

Probably because it is primarily acquired through crafting.

  1. Set items can be Epics or Legendaries, they do not have their own color.

  2. Mobs with stars are hero monsters. They spawn randomly and drop extra loot. Champion mobs have yellow names an are a bit tougher than common mobs. Boss and Mini-Boss mobs have purple names.

  3. Oh, I have to fill it in? Devotion is: …awesome! If it existed.

  4. We are not ready to talk about the changes to Factions quite yet.

There is bound to be more class lore as we reveal more of the world. There are some snippets of Arcanist history already.

I don’t recalling seeing any of those in the game, lol… Moar carrots! Just like those dubious ends in Mud Row.

You need to destroy more book cases! There is lore on how the Silth came into existence as an Arcanist experiment gone awry. I even found a note on wanted criminals.

I only had the first and third pieces of the Slith notes. :frowning:

Thanks. This is very useful info.

Also check out the lore on epic caster items.

Thanks for the heads up eisprinzessin. lol am quite insecure with my resist and DA atm, barely scraping past farming only in the Lab mainly.

This happened to me recently in the Soulvizier mod for Titan Quest, actually. I was fighting a satyr mage hero, and as a lightning spec, it should have been fairly trivial. When I started fighting him, though, he was hardly taking any damage from my abilities. What should have been an easy fight suddenly became a much more intense battle.

Of course, when I killed him, he dropped 3 pieces of high lightning resist gear, which was taking most of the damage for him.

And this is a development update?

-.-

Let’s see some of the good stuff! We already know about this

The purpose of this Grim Misadventures is to go over a few of the features that some people may not have known (and yes some people in this thread didn’t know about the “what you see if what you get” system from TQ).

I suppose it also serves as a Q&A when it comes to shedding some light on the some of the mechanics and other features of Grim Dawn that may be a bit confusing.

Although I too was expecting something else (like Devotion lol) I do appreciate having a Grim Misadventures going over more of the less known features and how things work with the game.

At least we get some info on Arcanist progression and a tentative date on when to expect the new mastery.

I’d missed that Zantai was answering questions, hopefully he’s still willing to entertain a few, since I have a number of them that are frustrating me.

  1. What’s the formula for calculating critical hits?
  2. Do any procs stack, if so which?
  3. Are procs additive or multiplicative (both with eachother and with crit)?
  4. What active skills do procs work with?
  5. Does a skill which uses % weapon damage include flat boosts?
  6. What about % boosts?
  7. Elemental damage?

Here’s some info for procs (= % chance on default attack)

The numbers are actually weights, not percentages.
Weapon pool skills first subtract their weight from the default attack up to 100%, then it becomes additive so that they do start competing with one another.
So the game then rolls 1-X where X is the total of the weights.

In the case where you pass 100 weight, it can be desirable to keep leveling the skills since you continue to increase damage bonuses on them.
One the other hand, if you wanted to ensure that certain skills fired as often as possible, you’d want to avoid exceeding 100.

Once you pass 100, the default single right or left attacks won’t happen anymore.

Example:
Say you have three skills with a 16% chance to trigger, the slots are:
1-16 skill 1
17-32 skill 2
33-48 skill 3
49-100 Normal attack
The combat engine then rolls a number between 1 - 100 to determine what attack is used.

I think by default an active skill works with procs, might be some exceptions.

% weapon damage uses every damage your weapon would do in a basic attack. So yes, every flat and % boost is applied.