Help with lower resistance skill modifier to Guardians of Empyrion

just “one” of those things the game doesn’t explicitly tell us outright via tooltips
Guide – Gameplay – Combat – Grim Dawn , Malawiglenn’s guide on game mechanics for beginners - Google Docs , Secondary Skill Modifiers

So, do you think it’s worth it to max Dual blades (for example), if I use Eye of reckoning, BUT I also use a lot of secondary skills with a lot of % weapon damage, like Shadow strike and Ring of steel? I’d say that it is.

“depending on the setup”, i generally still try to max passive weapon dmg sources on EoR, simply because it’s often the only way to add bonus dmg (modifiers being very fixed and limited ofc).
I don’t always take stuff like Lethal assault for it tho, simply because lazy. But optimal wise i think it also depends on whether you’re actually managing to convert the flats ofc, which is another reason i might not take LA on EoR :sweat_smile:
If i’m not converting the pierce dmg on dual blades, i’d probably just low point it for the armour breakpoint. If it’s a cold eor might add a few more points for the %boost but likely still not max it if not actually converting the pierce.
For blood of dreeg i still tend to max it regardless if i convert acid, usually just because i want OA etc, but if converting/using the flat Acid it becomes a no brainer since it’s basically passive.

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Just so I won’t start another thread for a similar question, do you know if a skill modifier to Veil of shadow (that further reduces the resistances of enemies) needs the skill’s extension (Night’s chill) to be applied, or in this case it will work even without the extension?

does not, not the same case as Celestial presence, VoS is already a debuff aura so works without Chill

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If my understanding is correct, most likely the quoted part actually isn’t true.
I think we should look at it from the opposite perspective.

Let’s take an extreme example with Reaper of the Lost and his 82% Aether res.
With no RR for each 100 dmg you output he’s only taking 18 dmg.
If you add a humble -9% res he’s now at 73% res, taking 27 dmg for each 100 you output.
That’s a 1.5x increase.

@Gnomish_Inquisition is this a correct way to look at this?
I know it works this way for player resistances. I’m sure it’s more nuanced for enemy res, but I assume the ballpark estimate would still converge to this.

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yes, the less RR you have/the more res enemy has the bigger the gain
that’s also why another -10% on a ring isn’t always 10% build dmg, and will vary in gains depending on whether your char already has 50RR or 150RR or whether the enemy has 20res or 80-100 base res

As usual tqFan provided us a neat tool for the math side of things 🧮 Critical Hit / Resistance Calculators - DPS multipliers

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