Until now grimcalc has served countless people in talking about builds. Grim Dawn Build Calculator will inherit many of its roles.
However, the function to examine the ability of various monsters with Grim Calc is still alive. So I’m introducing them together at my translation thread. Anyway, thank you for the efforts Stormcaller has done so far.
This was fixed last week, I forgot to drop a note here.
I’ve also made a small update just now:
- Fixed an issue with “%chance for target to fumble attacks”, it was showing up on some skills when there was no duration set for fumble, such stats are ignored now and aren’t shown anymore.
- Fixed an issue with transmuter skills being dependent not on first skill in chain, but on the skill from the previous tier.
Thanks for your suggestion, however I won’t implement it this way.
I mean, yeah, it sounds like a good idea, but I just want for the calc to look similar to how it looks in the game. I believe it’s possible if all images are rendered on the canvas. Perhaps there will be difficulties with image filters, so maybe there will be no coloring based on affinity, but at least image loading want cause page to freeze.
I just noticed that an augment is missing some information.
Uroboruuk’s Anguish
+30% Vitality Damage
+30% Chaos Damage
+200 Health
+10% Reflected Damage Reduction
Is missing 10% Reflected Damage Reduction in its effects.
Something’s up with Blood Orb’s aura. It reduces flat chaos when you turn it on, somehow.
Thanks, there’s a mapping issue for this property, it will be fixed in the next update, both in db and in calc.
Can you be more specific, maybe a link to the build? I don’t see any decrease in chaos damage. Well, I don’t see any ele>chaos conversion either, which is definitely a bug.
http://www.grimtools.com/calc/M2gvJKNy
Seems to happen in every build I try with Blood Orb. Both the flat damage listed in Weapon Attack and the flat damage listed under Magical decrease when the Blood Rite buff is listed as on, in the Temporary Buffs section.
Actually, WHY is it in Temporary Buffs? Not really the point, but… I mean, if you’re making a build with it, you aren’t about to turn that aura OFF at any point. Maybe after a boss fight, to use constitution, but not really at any time that you’d be fighting. You only use the Orb for that conversion aura, after all.
The issue is fixed
Thanks! I didn’t really check why this happened, but I corrected the logic behind ele>X and X>ele conversions, which was wrong. Plus now all skills that cost active life/mana are considered permanent buffs. I didn’t account for the fact that such skills can also have initial mana cost, that’s why they were treated as temporary buffs.
Well dang, that’s a night and day difference from how the build looked before! Glad I could help. With so many unique items and item effects, it’s only natural some of them would be a little wonky initially, right?
Hungering void applies only 1/3 of it’s bonuses, like only +10% crit damage, +3 total speed, +65% chaos/vitality damage.
Thanks for pointing this out. I’ve been using values for skill level 1 when calculating buff data for celestial powers, now they are calculated for max possible skill level.
Thank you for fixing)
Another weird thing - -20 stat points here http://www.grimtools.com/calc/lV7wYbVQ
Hm, I can adjust the logic so that it recalculates all used skill points from the scratch when build is stored on the server, because currently it uses cached value. In any case something seems off here, either a bug in remaining points calculation which I never encountered before, or maybe this build was created from a save file?
It works fine now, thank you)
Hi again. Maybe would be nice to remove requirements for devotion and skills(overcapping), it’s very usefull for planning builds. Or make special button for this.
Also may you do something with the size, it’s a pain with small screens.
Is it possible to allow the tool to switch to the various game difficulties?
Great tool btw!
Yeah, nice tool. The only thing I’d like is if I could substitute the AA for an actual skill. I can calculate it manually, but it seems like a waste of time when a calculator of this quality is around.
There’s an issue somewhere in the weapon damage calculations.
With this build http://www.grimtools.com/calc/YZeq40Z8 GT is saying that attacks do 8475-9915 acid damage, but in reality on the save that was used to generate the build the damage is 6587-8049. That’s a 25% error, and it’s way too big to come from GT assuming average rolls on gear.
edit: doing the math by hand, it looks like neither figure is correct. The ingame value is low and the GT value is high.
Hey, there are “ignore devotion requirements” and “ignore mastery skill limits” options already (in the menu on the left).
It would be handy to have a way to view everything on small screens, but currently there’s no way to do that, the min height is set to 669px for now. I’m kinda bad at ui/design stuff, so I doubt this will ever change. You can always just change zoom level in your browser, this might help.
It will be possible at some point, there’s not much to do for it to happen, I just need some spare time.
Well, there’s always a chance that there’s a bug in calculations somewhere, I don’t deny it, but personally I think that it’s correct. First of all, judging by the values you’ve mentioned, you have both permanent and temporary buffs toggled on in the calc, you might want to turn it off to compare it to in game values.
Secondly, there are too many variables to say that 25% is an error and it’s too big.
Just an example, let’s assume you have the following stats:
stat - min/max
Physical damage - 10/20
Physical damage mod - 100%/150%
For min values it will be 20, for max values it will be 50, for avg - 34. That’s +150% difference between min/max and +47% between avg/max, and you think it’s an error? You can also add conversion here and the resulting ranges may be much bigger.
The discrepancy is still there if you compare values without temporary buffs. I can also assure you that I can easily make sure that my temp buffs are all on, since PB, BoD and LA aren’t exactly hard to keep up.
And the overwhelming majority of the flat damage involved in the calculation is not subject to jitter, coming from skills or weapon base damage. Likewise the overall +acid and conversion rolls of my actual character are actually higher than the average assumed by GT.
Wow, my bad, forgot about this. Thanks, man.