Why Crate designed Bleeding and Internal Trauma separately?

First, what is exactly the difference between bleeding and internal trauma irl?
as far as i know, internal trauma is internal bleeding in organs.

So for me both are the same thing. But maybe someone has better knowledge about it and wishes to share it?

In Grim Dawn, Internal trauma is resisted by physical resist, and Bleeding is resisted by bleed resist.

This seems to be designed this way to increase damage type and gear variety.

But I’ve heard in some threads (didn’t remember exactly) that if GD2 is going to happen, Crate wants to reduce the amout of damage types. So they probably regret adding so much damage types in GD up to this moment. cmiiw.

I’ve had this question in mind because i can’t help that its probably better that internal trauma is considered as bleeding damage instead of being separate. because irl they’re the same thing?:confused:

And I suspect Crate wants to make jokes & memes about internal trauma, so they’ve added internal trauma to enhance the traumatic experience of playing Grim Dawn:rolleyes:. Remember the soiled trouser?

In any case, what’s your thoughts on this probably pointless question?

the real issue was bleed should have been pierce damage dot

Well, you can bleed without suffering from internal trauma…

I’m no doctor or practitioner of medicine but I always imagined Internal Trauma/Physical pertained to injuries like broken bones or crushed limbs - injuries that are vastly different to Bleeding.

This. The way Pierce and Bleed are placed together just about everywhere - devotion, skills, gear support etc. is indicative that they should have but doing so this late into development would throw a lot of things out of whack and just create more headaches.

Titan Quest.

/thread

Yes. its probably called external bleeding?

Your take on internal trauma makes sense (if we exlude aetherial spirits and ghosts). Though i think pierce being separate from bleed kinda works in GD, because there are skills/spells that only deal bleed damage from blunt/slash/curse attack. Perhaps this system would be changed in GD2…

So this weird damage type system stems from titan quest’s engine design?
It looks complicated (and weird in case of internal trauma and bleed damage).
But i’m thankful that Crate managed to make it works while making large build variety in the same time.
It’s a big upgrade from titan quest engine even if its the same engine imo. They’ll probably be able to create a new engine for GD2 in the future…

myself, I am equally confused with poison and acid

Acid is liquid attacks that deals external surface burn-like damage. it’s effect are quick and evaporates fast (don’t know if that’s true) so its kinda similar to fire and burn damage.

Poison is internal damage to blood and organs. its a prolonged effect with the damage only visible through changes in victim’s complexion or something. though more powerful poison will probably melt and turn victim’s body inside out.

see what I assumed til recently was that Acid damage was the direct attack and poison damage was like the bleed effect of acid damage

are they related, like Lightning damage causes electrocute, cold/frostburn etc?

Yes, Acid is the raw counterpart of poison and poison is the damage over time counterpart of acid.

There is a sticky thread in this forum about damage mechanics that explains it comprehensively.

to put it simply:
acid is a direct damage, while poison is a damage over time (dot).
acid and poison do appears together in many skills & gears,
but they’re improved separately by +%acid damage and +%poison damage (spirit attributes and +%all damage also improve them).

And there are gears/skills that exclusively deals/improve only acid/poison damage. So they won’t always appear together.
Look for that sticky thread, it’ll explain damage type mechanics more clearly.

hmm not seeing it

found the dots thing

also, um when I have a skill that adds 20% to all damage, where does that show up in the stats?

yeah, i didn’t find it either… only the dot guide… i though it was a sticky thread… can’t help you there, sorry.

the 2nd page in character sheet display offensive stats. maybe its there, maybe it isn’t.
there are passive skills that only improves the active skill it linked to though, so i guess its stats won’t appear in char sheet.
don’t rely completely on the char sheet though, it can show inaccurate information, especially dps on your skills.
use grim tools. the grim tools website can help you calculate your builds much more thoroughly.

It doesn’t show… it just automatically adds 20% to all the damage type on the second character page

yea. He should have merged bleeding and internal trauma considering internal trauma has little support outside soldier and some of demo.

Thematically speaking, acid and poison are a weird pair of damage types…and pierce and bleed fit great together as direct/DoT damage types…

But I’m interested in where OP saw that Crate, if they make Grim Dawn 2, would like to reduce the damage types. I hope that’s not true, since the number of damage types in this game greatly increases build diversity. If anything, I hope Grim Dawn 2 will have even more damage types…

Can’t help you to locate the original statement but it’s something i’ve read several times from people who seemed well informed.

Personally, while i like Grim Dawn like i liked Diablo 2 year ago, i think there’s too much damage types without enough diversity if this makes any sense.

How many different damages are there in GD? I can see 9 resists on my character (stun isn’t a damage resist) and physical resist doesn’t show on the main character tab. Why are there so many different damages, what do they bring to the game?

  • Physical : The main damage. It has a unique mechanic with armour absorption and is hard to resist (because most “resistance” is handled by armour). Fine.
  • Fire : Bypasses armour but is resisted by Fire resist and can deal DoT (named “Burn”).
  • Cold : Bypasses armour but is resisted by Cold resist and can deal DoT (named “Frostburn”). Does it sound like you’ve heard this before.
  • Lightning : A “fire” damage like another.
  • Acid : Fire with a funny name and no physical meaning (acid should be DoT as real acid doesn’t just vanish immediately)
  • Vitality : Dark magic fire.
  • Aether : Fire from another plane (without DoT for a change)
  • Chaos : Fire from the Void.
  • Pierce : Armour piercing, but can be resisted. Does it sound like fire?
  • Bleed : Yeah. DoT only damage type for a change.

If anything, i hope GD2 (whenever it might come) reduces the amount of damage types but increases diversity by making each damage type significantly different from each other. Otherwise the diversity is just an illusion and merely cosmetic.

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Because each damage type has a “DoT” version: Physical - Internal Trauma; Pierce - Bleed; Fire - Burn; Cold - Frostburn; Lightning - Electrocute; Acid - Poison; Vitality - Vitality Decay. Pretty sure that Aether and Chaos don’t have DoTs.

Like Ceno already said, it’s a remnant of TQ (GD is built on a modified TQ engine, IIRC).

Still makes more sense than the mess that is conversion.

Bleeding is not the DoT of Piercing. :wink:

It’s all subjective; Ring of Steel has Pierce and Bleed damage on it because it fits thematically. Dealing flat damage doesn’t apply a DoT of the “paired” type unless the skill/weapon you’re using also has that type on it, so each skill has whichever damage types thrown onto it to fit the theme of the skill. Elements don’t work the same way they do in Borderlands. :wink:

Piercing shouldn’t even be a damage type, since it’s just “Physical” damage that’s not reduced by armor. Physical Resistance could have probably replaced Armor. Whatever, it’s a video game with silly rules.

Also, to answer OP’s question: you can bleed out without suffering damage to your internal organs. The reason why (most, if not all) hospitals don’t carry/supply nail clippers is because a diabetic patient might accidentally cut their feet while using them, not feel it, and bleed out.