New HP nerfs need to come with toning down some of the biggest hits from bosses

That would mean that Benn’Jahr does around 1500 physical damage with his stab, which would be entirely negated by armor.
Which is clearly not the case.

After 5% phys res, 3k armor (100% absorb) he deals about 6k physical damage.

I call BS on that claim.

cunning, you’re just factoring in the 200% phys not the +400 from cunning
so 500x7 3500(x4 hits - but irrelevant for armour value i suppose)
(and explains why it’s basically entirely phys negated on LD now)

513 flat
roughly +500% phys from cunning
1.4x tdm
Idk if he has other sources of phys dmg, his other modifiers add up to almost zero.

513 * 6.00 * 1.4 = 4317
Hits 4 times, vs 3000 armor that’s 5268 dmg

Above screenshot shows 5920 dmg taken.
So there’s maybe another extra phys dmg source that I don’t know about, but it’s in the right ballpark. Maybe he wields an innate weapon.
You just don’t get there without tdm.

depends which slot he hit you on, whether you have dpyes to track dmg before or after mitigation? etc
like, i’ve seen it make sense after 1.2.1xxx when the phys res patch hit, because prior there was an argument about a LD build being safe with 0 phys res (before enemy phys dmg nerf), and after nerf i confirmed it coasted on AR now

*and like Mi0 said, you can clearly see it ingame when you mod the tables for items/skills etc that it’s %all dmg and real tdm is a different table name/entry

.edit, perhaps unrelated, but why does the total dmg say 0 in both dps and incoming :thinking:

Ah, yeah forgot about “armor hit zone” nonsense.
image

If he hit me in the feet it works out almost exactly, including the 5% phys res before armor.
(~6000 dmg taken).

However: I’m not gonna rule out that there is more jank in the engine than I can account for and it might actually just a bunch of hidden additive modifiers.

I set it to track over XX seconds, which leads to this.
Unless there is uninterrupted DPS coming for X seconds it doesn’t track anything.
And setting up Benni to stab me was a bit of stop-and-go.

Edit:

Campaign lvl 104 boulder toss

There is a massive difference in OA vs DA here, the Shambler only has 73% hit chance, which will reduce his dmg (by an unknown amount, since I don’t think we have the up-to-date formula).

Can’t really say if this matches up with 1.4x tdm, if so, it would be a roughly 28% dmg reduction from DA. (Which seems generally plausible)

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dr from low OA only sets in at below 70% hit chance (69.999- 55%) 🧮 Critical Hit / Resistance Calculators - DPS multipliers

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Is that updated to the buffed DR values from a few patches ago?
I know @tqFan asked for the new formula, not sure if he got his hands on it.

If there is no DR involved (I don’t think I applied any), then 1.4x tdm should yield roughly 2k more damage.
I may have missed sth like Attuned Lodestone going off (shouldn’t be in range).

Edit: I just remembered that Ceno mentioned, monsters have a “attribute scaling modifier” for their attacks, which tunes down cunning and spirit scaling.
I don’t know what the value here is, but that will probably be 0.7 or sth like that, if I had to guess.

yes, it goes to 55 “new ceno buff” instead of the old 60% pth

i did something else, concentrated on his wave attack, since had a notion a previous statement might have been incorrect
billede

benji’s x phys dmg matches, if sunder is applied to the/some of the hits themselves, which has several times been suspected to be the case with certain sunder attacks contra otherwise indicated by rebutals

786x7,97x0,2 = 1252 fire
and 629x7,97z0,2 = 1002 chaos
±whatever rounding error from not getting 1260spirit totally right (i set it to 587% +110% sheet for x7.97)
so the .4x multiplier isnt’ from Ult scaler, but the 35% sunder, because the very same wave attack matches perfectly without a 1.4x Ult scaler/with just base values

char used Warlord, Level 100 (GD 1.2.1.6) - Grim Dawn Build Calculator

Unless I misremember there was another adjustment in a later patch, increasing the DR value for high DA. Couldn’t find it in the patch notes, possible it was just a test server thing.

Without the “attribute scaling modifier”, I’m afraid it’s not reasonable to jump to a conclusion about the right formula.
In your example, with 1.4x tdm, it would amount to 1500 fire damage dealt after resistances.
Which could easily be within the realm of possibilty, if you assume 0.8x attribute scaling.

But I can’t be bothered to dig through 12 years of jank to find a hidden modifier somewhere in the game files.

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FINE, let me show you HOW the dmg calculated.
Dpyes shows you took 3759 piercing + 4503 chaos + 5920 phys in total.
Assume lv 110 Ben, base dmg is 482 piercing + 526 chaos + 535 phys, 1239 cunning and spirit.

Chaos
109% chaos, 1239 spirit = 576.3%
526 * (1 + 109% + 576.3%) = 4130.7
1 hit w/o sundered, 3 hits with sundered
49% sunder, then 4130.7 * (1 + 1.49*3) = 22595
80% res, 22595 * (1 - 80%) = 4519
theory dmg 4519, real dmg 4503, accuracy = 4503 / 4519 = 99.6%

Piercing
109% piercing, 1239 cunning = 505.7%
482 * (1 + 109% + 505.7%) = 3444.9
1 hit w/o sundered, 3 hits with sundered
49% sunder, then 3444.9 * (1 + 1.49*3) = 18844
80% res, 18844 * (1 - 80%) = 3769
theory dmg 3769, real dmg 3759, accuracy = 3759 / 3769 = 99.7%

Phys
7% Phys, 1239 cunning = 505.7%
535 * (1 + 7% + 505.7%) = 3277.9
1 hit w/o sundered, 3 hits with sundered
49% sunder, then 3277.9 * (1 + 1.49*3) = 17930
5% res, 17930 * (1 - 5%) = 17034
Assume 2 arms hits and 2 legs hits (Many other combinations of hit body parts are also within the 99% range).
17034 - 2683 * 2 - 2876 * 2 = 5916
theory dmg 5916, real dmg 5920, accuracy = 5916 / 5920 = 99.9%

The calc error for lv 109 or lv 111 Ben is also within 99%.

Not knowing how the game works is a you problem — don’t project it onto everyone else.

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My name’s getting tossed around a lot in this thread.

Admittedly I only skimmed a handful of the conversation, but I will weigh in to say that the % Damage from difficulty selection is additive with Cunning/other % Damage. It is not an independent multiplier.

image

“offensiveDamageMultModifier” is the multiplicative damage modifier that displays in-game as “Total Damage Modified by X%”.

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heh sry :sweat_smile:, that was just me making a silly reference to the new PTH limit/higher DA stacking threshold than previous 60 :sweat_smile:

:+1:

Doesn’t Benn’s sunder attack also have 12% life reduction? That should be 48% life reduction if it’s hitting four times, unless i’m missing something.

Life reduction is mitigated by vitality resistance and life reduction resistance, but the former doesn’t help that much, and the latter is rare.

Ceno’s poop builds do die to it :scorv:

i don’t understand? how does 80% vit res not help that much :thinking:
12%*0.2 from vit res is 2.4%, which is kinda tiny even if you’re at full health (3-400hp lost for 12-1600) on a 16khp char

on my 31k hp test char you can see i took barely 1200 dmg from his 20% hp attack - seems pretty helpful :sweat_smile:

Mechanically, life reduction cannot stack with itself. It’d math out to around ~40% life reduction, not accounting for other flat damage of the attack.

I only remember one change - Minimum Pth changed from 60 to 55. That’s the effective change, it wasn’t worded like that iirc. And it basically increases max DR for high DA. From 1 - 60/70 to 1 - 55/70. Also minimum chance for monsters to hit you lowers to 55.

My calc is based on this fragment of the official game guide:

  v.low = 1 - Math.min(1, v.pth/70)
  str += 'Low OA dmg penalty:  ' + f.round(v.low * 100,2) + '%\n\n';

Let me know if the calc does not represent the game.


@Zantai If the minimum PTH is 55 then the official guide is outdated? I mean this fragment:

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Yes, fixed.

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