Combat Mechanics
Grim Dawn Combat Mechanics
Grim Dawn combat calculations explained through formulas and calculated results derived from game data and this site’s analysis pipeline.
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Mechanics index
- Armor and Armor Absorption — Armor calculations for physical damage, including hit-location armor and armor absorption.
- Incoming damage order — Defensive processing including resistance, armor, damage absorption, and shield block.
- Shield block and damage absorption — Block chance, block amount, recovery, and the order of percent and flat damage absorption.
- OA, DA, hit chance, and critical hits — The calculations from Offensive and Defensive Ability to hit chance and critical damage.
- Resistance reduction — The classification and application order of resistance reduction.
- Damage conversion — Sources, destinations, and allocation when total conversion exceeds its limit.
- Weapon Damage and Flat Damage — How weapon-damage percentage carries regular weapon damage and equipment flat damage.
- Spell Cast Speed and Action Cadence — Derive normal-spell applications per second from animation time and cast speed.
- Dual-Wield Hand Selection and Expected Damage — How often the right and left hands are used by normal attacks, normal spells, and self-targeted skills.
- WPS Activation and Normal-Attack Allocation — Weapon-pool weights, the normal-attack remainder, and allocation above 100%.
- Duration Damage Stacking and Refresh — Stronger same-source refreshes and stacking between distinct sources.
- Attack-Buff Ticks and Refresh — The first tick, one-second interval, and reapplication refreshes for attack-buff skills.
Build calculation methods
- Projectile Fragments and Original Targets — How fragment count and original-target exclusion are reflected in target-specific expected-damage output.
- Normal-Spell Application Cadence — How Build Analysis derives normal-spell applications per second from animation duration and cast speed.
- Dual-Wield Per-Hand Damage Output — How hand-selection rules are reflected in Build Analysis expected per-hand damage output.