about the wiki link, I don’t know. It might have been changed, I know that the OA/DA gain per level was changed from 10 to 12.5, so even the official game guide is wrong. http://www.grimdawn.com/guide/character/basics.php
I haven’t read the wiki but Ceno posted a list of formulas here, http://www.grimdawn.com/forums/showthread.php?t=47297&page=2 some time ago, but I don’t know if they are changed again. I recall 2 different buffs to monster OA, but I dont know how they were made, by modifying the formula, or changing every monster etc.
yep, this is it.
in addition to lv. being the monster level and “value” being the result of those equations, the stats are base values.
For example, defensive ability of training dummy is “(lv*5)+25”, which is “30” for lv 1. In addition to this, for example physique there will be 12.5 DA
since training dummy at lv 1 has 56 PHY, that is 700(56*12.5) extra DA, there will be also health and other bonuses from that PHY.
(clicking the skill tooltip will close it, btw)
also, skills will add/remove some stats from the monster. those are in the skills tab, and the skill levels will adjust based on the monster level as well(so make sure the level is correct)
armorbase seems to have the level “lv1", but for example some monsters will have "lv4” with some max skill level, so the level in skills panel is NOT the monster level, it is the skill level.
if a skill adds some phy, add DA and HP for that, again
looking at the log, https://grimcalc.com/monster/loghorrean_03 (hope this is the right one)
lets set the level to 88,
(666PHY*12.5DA + 622DA) = 8947 DA
I think this is it. can ceno confirm?
In addition, there will be hidden modifiers for the difficulty and such, modifying the resistances etc. I don’t recall what exactly they were, though
I will be adding the OA(total) values to there in my next update, so that will make things easier.
It actually works that way! except… bonus points are considered free. so it was “you are level 1, with all the quests done”
If it worked like in your suggestion, lets say you complete a skill point quest at level 3, that is 6 skill points from levels and 1 point from the quest. It would say level 4, which would be above your actual level.
I agree this is slightly weird, but without hardcoding the quest levels(or adding UI elements to mark quests completed), this was a reasonable compromise.
if (__GD.usedSkillPoints > (50 * 3)) {
charLvSkill = 50 + Math.ceil((__GD.usedSkillPoints - __SC.bonusSkillPoints - 49 * 3) / 2);
} else {
charLvSkill = 1 + Math.max(Math.ceil((__GD.usedSkillPoints - __SC.bonusSkillPoints) / 3), 0);
}
so you are below 150 skill points spent, plug in 1 as the points you spent and 0 bonus points
> charLvSkill = 1 + Math.max(Math.ceil((1 - 0) / 3), 0);
> charLvSkill = 2
except because of the bonus points, you are still at level 1.
In the older versions there were a numeric input for the bonus points, but people either didn’t bother putting in anything(and every build had -x skill points in the end) or didn’t know how much they had from the quests(which was only 1 back then :p).
titancalc still has that bonus points thing, http://titancalc.com/TitanCalc.asp?mastery=Wanderer&master1=4&master2=0 I don’t know why it was unused in grimcalc and people went for minus points instead. I removed it eventually and been assuming maximum (non faction) values ever since, that is including the bonus stat and skill points.