Resists

…am I the only one who thinks there are too many of them? Not only have you got like 6-8 different resists, you’ve also got the resists for DoT components of at least 75% of these. To me it doesn’t seem like an efficient way to design a system. Because it only brings the grind nature out in the open, as opposed to engrossing people in the gameplay portion of it.

It just doesn’t seem efficacious.

Yes /10 chars

Not sure, if I understand what you are referring to. Bleeding is the only DoT, which is a damage type of its own and therefore also has its own resistance stat.

Not really. Getting accustomed to them doesn’t take a lot of time, and once that happens it all really comes down to how different damage types promotes diversity and a more dynamic damage system.

And yes, as eisprinzessin pointed out only bleed and poison/acid have their own unique resist. Both direct damage/DoTs of each of the other damage types are affected by the same resist stat.

@Tyr: Acid is the instaneous damage type and poison its DoT equivalent. So, its only one resistance though. I think Crate wanted to make it more clear, how you get poison resistance, whereas for the elemental DoTs it is obvious.

Wait…is this true? I always thought they were separate! lol Thanks for the info.

Poison and Acid are the same damage type and share the same resistance. The only difference is the name because you can’t have poison (flat) and poison (dot) because that would be confusing. Just like we have Fire and Burn, but both rely on fire resistance to be negated. Maybe you are confused because there is a unique resist to DOTs however, though it’s more commonly found on poison and bleed resist gear iirc, the duration reduction. That does exactly as it says, it reduces the duration of poison effects (not acid, poison) by the listed value. This is a unique resist in that it can give you a huge boon when dealing with dots and you have a high resist and a reduced duration.

If you had 50% reduced poison duration and 50% acid/poison resist, and then you took 100 poison for 4 seconds (total of 400) plus 100 acid damage from one attack… instead you’d receive 100*.5 poison for 4*.5 plus 100 * .5 damage, or 50 poison for 2 seconds (100) plus 50 poison damage.

I meant all those Chaos / Aether resists(can be rolled into one and named Divine / Arcane resist), Pierce Resist, Bleed resist(these three could be rolled all in one physical resist, but at the very least pierce and armour should share the resist-rename it to Toughness), Vitality could get mixed with Bleed resist(both manipulate the life force-bleed damage could in fact become Vitality Decay or whatever’s the name for Vitality DoT damage type) etc.

This is how you rationalize and make stuff efficacious. This system is an outdated mess! I have never seen so many resists in my life! And stats overall, GD is nigh perfect for Excel wizards. This could all use a rational optimization.

Rationalize =/= Simplified. Resistances aren’t going to be condensed just to make life easier for you. Complexity does not mean the game is outdated. Time to suck it up and wrap your head around the complexity.

Like I said these damage types/resists play an important role in promoting character building/build diversity, which are part of what Grim Dawn is all about. Several of these damage types also have their own specific lore.
You obviously haven’t played a lot of good (A)RPGs if you think what Grim Dawn has counts as overwhelming - Grim Dawn’s system is actually pretty straightforward in the sense that it tells you exactly which stats control what. Many systems are actually just as complicated beneath the facade of what they allow you to see on your character screen.

I’m not sure why you’d think optimization/efficiency means minimizing the number of options you have. As long as people can get with the program (and if anything, people actually celebrate Grim Dawn’s complexity) then all that does is makes things look prettier, and that’s just aesthetics.

When Titan Quest had piercing I thought it was a good way of representing other kind of physical damage that cannot do much harm to statues etc. Vitality was also stylish. But with Grim Dawn it seems it came a little out of control. Must be hilarious to customise all those items and affixes when they suddenly need all that many resistances, because people still want to cap and overcap them, and won’t use items without them much.

You’re walking a very thin line here. There is an or to your last sentence. And that one…well, let’s say it isn’t terribly efficacious or attractive as well. I’ll leave it to you to finish my “Or I can…” sentence.

Really, I like simple and effective. Complex is…too complex for me. I guess that was one of the biggest reasons why I never liked TQ.

So… what you want like 2 damage types? Magic and Nonmagic?

actually no, DoT is reduced by the same resistance type the flat damage is resisted by

and to compensate, we reduce the number of resistances and the percentage you get from items, great. Now everyone is happy :smiley:

It is not outdated or a mess, for each damage type and its DoT you have a resistance, and then there are a few for different CC types that you mostly ignore… for these I can see some value in having a combined type

hum, as far as having too many resists, when i first started playing i would say yes, however, Imo it has gotten even easier to gain resistances within the last few updates. :undecided:

My most recent toon i am leveling, has about %40 on the bottom row, and %60+ on the top, at level 38. When before it would be halved that. Also just about 7K health at that level is just absurd.

I could understand for ultimate gearing, but leveling has become trivial at this point.

Ah, they changed how gearing works? Or at the very least the numbers, yes? Because I haven’t played in like half a year and the gear for leveling used to be abysmal back then. Well, not exactly abysmal but mediocre, really mediocre and boring.

And for my references I played every aRPG out there except Fate and Nox(and Dungeon Siege 3-idk if that counts). So I think I know what I’m talking about.

Yeah somewhere along the lines they made gearing while leveling a lot easier (or better for some). It may be some damn good RNG but i come across a ton of items with like %20+ to 2 or so resistances. Also finding a lot of items with high flat HP.

So yeah if you have not played in half a year or so, then you may find it much easier to build up resists and health. Try it out and see what RNG has in store for you :wink:

They added a bunch of resists to a lot of epic and legendary items, specially Aether resist (i always struggle to cap this one in non Aether builds). So capping resists isn’t exactly difficult now.

Half a year ago was well after B31 changes, the period after which was like a massive HP/OA/resist giveaway on gear.

You are a curious case if you find Grim Dawn’s system outdated and unnecessarily complex even though you claim to have played most ARPGs out there.