it can’t be a x-y amount because it will always be a set percentage of the 6th hit, this is how it doesnt need to be modified to work with any damage multipliers like Gandrian said.
in other words: minion and generic damage modifiers modify the minions attacks, so for example the minion hits for 100 damage on its 6th hit, and lets say the ring says 25% of the 6th hit. this means the ring does 25 damage.
The great part of this is the ring only has to look at the 6th damage number and then do a percent of that, no trying to make it work with all the minion and generic modifiers needed.
Post history does exist, and it was another thread about that ring where I posted the same solution to fix it. It’s frankly the most simple common sense way to make the ring not a complete clown joke that it is, just make it based off of the damage the minions do on hit, then it scales completely alongside them and it won’t matter at all which minions you focus. Golem mages warriors, all 3, whatever, it’ll just work alongside whatever you focus and however you build them which would make it a non garbage unique.
Every X amount of hits instead of % chance per hit makes it consistent and reliable in its proc effect so that is at least a good setup for it, the final fix they need to do now is just make its damage scale off of the minions damage they would do on hit after all modifiers and everything. Even if they made it 100%, all that would be is an extra hit per minion every few attacks in an AOE, which is nothing compared to how broken other classes effects are so it’s quite reasonable, and higher % just makes it actually worth consideration over a normal ring with an effect and tempering.
In my opinion it should read something like, “Every 6th hit from each minion is empowered, exploding for x% increased damage.”
Mechanically it would be better if the minion hit itself was directly empowered. Say, when the proc triggers the entire existing minion attack is converted into an AoE explosion with a bonus to it’s output.
I don’t know how I missed it, its honestly a really simple and good idea.
It’s like the wheel no one could think it up for 10’s of thousands of years, and then once its invented no one could understand how anyone could be so stupid as to not use such a simple idea
Of course they don’t. We know they actively ignore their forums. You need to ask them questions on Twitter if you’re hoping for a response. The forums are for group support and venting only.
Well, some changes to mendeln, however not the correct ones. Unlike the solution I’ve said, the way they have changed it looks like it’s only going to factor in the generic minion damage boosts, which will mean it won’t get boosts from things like tempers golem damage or skeleton damage, and I fully guess it will not get any boost from summoning damage boost either.
Sigh, this is exactly why the correct solution is for it to just be based off of the damage the minion would do on hit, it avoids this problem of completely missing lots of multipliers which are even MORE important here in the expansion now than ever before with the stats squish and changes.
I guess it’ll be a bit more viable, but even its passive effect of raising the minion mastery passives it won’t get damage boost because those of course are not generic minion damage boosts. As was said above though, the forums aren’t ever read for changes, just whatever the streamer insider testers and occasional twitter posts say that get seen.
It factors minion damage, and everything that increases minion damage will have effect on Mendeln. Just like currently player weapon damage is that factor, everything increasing weapon damage will have effect on Mendeln damage. The damage output of your minions at the end multiplied by what ever multiplies it, Mendeln is going to proc off of that. The end damage is what counts.
I play almost exclusively shadow skeletal mages and they changed “Aspect of the Damned” to now work for your minions. So a ring slot for me is now either 50%x and the stats I want or Ring of Mendeln which is physical damage and mastery.
I am sadly thinking that Aspect of the Damned will win, but I hope im wrong
At least we’ll have good options to choose from for our minion builds that makes it more personalized unlike the cookie cutter meta builds that are all identical whenever you see someone playing a Lightening Spear Sorcerer this season.
I propose our next agenda to cry about, is aspect bloat on minion builds, and to combine some aspects, or for example move Occult Dominion on skeleton masteries, and remove the aspect. This way it would be easyer to incorporate some uniques into minion builds, like Blood Moon Breeches, Mendeln, RoSS, and the few mythics, without haveing to give up core aspects, that are mandatory for all minon builds.
Honestly, what I think is limiting minion builds the most is the heavy reliance on pixel pulls and how clunky corpse tendrils is. The minion AI tends to spread out, keeping monsters apart and you’re actively fighting your minions trying to group everything up.
If tendrils didn’t require a corpse and activated instantly, it would feel a lot better. I’d love to see warriors and golem AI and abilities reworked to actively stack monsters. Mages on the other hand could use some larger aoe attacks instead of just piercing.
It would also be very welcome if minions had half a brain to step out of crowd control ground effects.
im fine with minions being brain dead, afterall… its to be expected. Never ask a skeleton or a zombie to do anything outside of hitting and eating brains.
With that said, they all need nice big cleaves. Skeleton warriros and golems could all just cleave in a fairly large area, like the size of the decrepify aura. Mages should all have an attack like cold bringers aspect that has a CD does huge AoE damage but is fairly insignificant on single target.