Minion spreadsheeting info

Going to close this post as I realized today in testing that I fudged a digit on a multiplier. I will make a new post with a link to the spread sheet and build for clarity, sorry for this.

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no disrespect, but this “spreadsheet” is completely useless to anybody but yourself

like, how do you even arrive at the conclusion that warriors do 120000 dmg?

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I used D4 planner on maxroll. Plugged in the damage pots, multipliers, crit, and vulnerable damage into a formula.

The formula I got off reddit that to my knowledge is accurate. It is

skill damage x multipliers x (1+damage pots) x vulnerable

I could have a zero in the wrong place for all I know I am still messing around with it to try and get the number as close to mine in game. This is also full 845 gear, perfect affixes, max paragon, level 100, perfect aspects, etc. The odds a player will ever hit this before season 1 is damn near zero. So it was really to see the ceiling of the build rather than what it should be.

no yeah i believe you - i guess what im trying to say is “do you have a link for your planned character?” or something like that

something so me and others can look at the indvidual values/affixes/aspects etc to improve their own character or suggest potential improvements to yours

Are you sure this accounts for minions only getting 30% stat inheritance on a lot of things? This would seem to make Mendeln’s pretty trash but I’m not aware of anyone getting even close to these numbers.

Since it affects multiple stages of the multiplication, the negative impact would be a lot harsher than simply -70%.

maxroll. gg/d4/planner/kp1nu056

I am going off the following assumptions regarding stats.

  1. Mastery raises warrior, mage, and golem, weapon damage from 0.3 to .525 or 30%-52.5%.
  2. Aspect of reanimation, intelligence, vulnerable, and critical strike damage, are the only multipliers and are working at 100%.
  3. All other damage modifiers whether from the skill tree, nodes, or gear, is an additive damage pot. Meaning they are diminishing multiplicative values of each other.
  4. The formula multiplies base skill damage by intelligence then aspect of reanimation then collective damage pots then vulnerable then critical strike damage. This is the believed interaction by multiple streamers, data mining, and testers. Non of this is verified.
  5. Some damage pots may not apply to minions. I went with the ones that made sense, such as vulnerable crit, close, crowd controlled, summon, flat, etc.
  6. Minions appear to be geared toward dps not large damage application. I am slowly starting to believe attack speed modifiers are multiplicative from minion sources the more I test. I am seeing my army attack at insane speeds with unyielding commander while I have full attack speed buffs up.
  7. I am going to test with a planner of my own gear and see how close the numbers match up.

I will let you know if I can figure out what stats give what values but according to everything I have seen, damage buckets apply at 100% to all skills. I believe the 30% stat gain is attack speed, critical chance, main stats, health, fortify, armor, resist, aka main stats only. If we assume damage pots are at 30% these values become depressing.

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first of all, thanks for sharing all that

now …

“All other damage modifiers whether from the skill tree, nodes, or gear, is an additive damage pot. Meaning they are diminishing multiplicative values of each other.”

how sure are we about this - like, that they apply at all?

for example ive been testing “+% dmg”

i got “+60 % dmg” from the first paragon board and im not noticing any dmg increase at all - one would think 18% increased dmg (bucket or no) would have at least some sort of tangible effect
ive did quite some testing on the same enemy type (turning paragon bonus on/off) to evaluate lowest and highest non-crits and im having a hard time to notice anything at all

its difficult to be 100% about this without a test dummy or combat log and with not trying to die while testing, missing numbers, my terrible short-term memory and whatnot but yeah, this is what ive found

i will say my dmg isnt all that high (only in the low thousands), so i dont know how it is once you reach gigachad levels

I made a new post and fixed some fudged numbers. I also tested a ton of things including additive damage, glyphs, and nodes today. None of them are working. We know additive damage works because it isn’t acting as a multiplier for one and other more capable people and data miners have researched it.

so you didnt see it working with your own eyes either or know anybody who did?
specifically the “+5% damage” or “+9.2% damage” class of modifier (on gear for example)
and im still strictly talking about minon dmg

just to be safe, im not trying to be facetious or anything

The only difference from gear I saw was adding or subtracting intelligence. I also removed all of my minion upgrades and saw no difference in numbers. I average white hits for 1.2-1.4k with 144% damage to warrior and cult leader gone, why didn’t that go down? 5% damage node gone, still the same lowest damage roll and highest roll. I don’t understand how it could be this bad but here we are.

the cult leader legendary node does not work for you? that is odd - it definitely works for me

tested it with one skeleton and bone golem

rare paragon nodes (overlord and custody) and warrior glyph also work for me (the mage one i assume works too but its a pain to test for me)

but nothing that just says something like “+10% damage” nor the conditional ones seem to apply to minon damage - neither board nor gear - only int for sure and i believe crit chance and crit dmg also does

… and minion attack speed and vulnerable obviously but thats nothing to do with inherited values

well generally speaking we can hope for the big patch coming soon - devs said it will address a lot of player-side issues (most bug fixes so far have been more backend stuff to make work for the devs easier)

That we haven’t gotten an answer from blizz regarding which stats are included in “most” stats is just pathetic.

Currently lvl 78. Just stacking intellect and vulnerability because it’s the only things that you can actually notice that they work.

okay, did some more testing

the raw “+20% damage” modifier does actually work

but its realy hard to test because its additive, and all those other additive modifiers

so i got naked, refunded the entire tree, entire board, got rid of ANY possible damage modifier, minion modifier etc, on my gear and then did some testing

golem did about 90 - 150 damage to the big tree dudes

then i activated the “+x% damage” nodes on the first board - which give together 60% damage, of which we give 18% to our minions and look at that …

golem did about 110 - 180 damage to the big tree dudes

the problem is all those other additive damage modifiers

lets say golem does 200 all the time to everybody
now you get him 100% more minon dmg
he does 400 dmg
give him additional 100% golem damage
now he do 600 dmg
and then you give him “+20% damage”
now he do 640 dmg and those +40 dmg possibly got burried under rng in my previous testing

and the more additive modifiers you already got, and the higher those are - the “worse” it gets to notice adding/removing one of them or even changing an existing one

int seems to be multiplicative - so if we replace “+20% damage” with 200 int
golem wouldve done 720 dmg instead of 640 which likely wont be burried under rng

same is apparently true for crit and vulnerable - both are mulipicative just like int

now im not saying there arent some who dont work and there is no bugs

BUT at least “+xx% damage” works in my game contrary to what i said before