d4builds.gg/builds/b717c1f1-80c8-4360-afa7-332883616339/
I made a spreadsheet to see what the damage scaling on minions is capable of on the top end. Some things I found out in testing are as follows.
- Minions gain 30% of your weapon damage / dps.
- Minions share your weapons attack speed, for example a skeleton will auto attack every 0.9 seconds before attack speed multipliers on a slow weapon.
- Minions gain 30% of your attack speed, critical strike chance, and critical strike damage.
- Damage gained from Intelligence counts to your minions total damage roll. For example 500 Intelligence will net a 50% damage increase.
- Vulnerable damage is applied at max value, this is the single most powerful damage multiplier for minions.
- Corpse Tendril and Aspect of Grasping Veins works with your minions but applies the bonus at 30%. So if you gain 10% critical strike chance, your minions get 3%. This is still the best damage buff and vulnerable application available to us.
- Attack speed gained from aspects such as Frenzied Dead and Unyielding Commander’s aspect, go directly to your minions.
- Aspect of Reanimation is the single highest damage multiplier for your army.
- Thorns is applied to minions at 30% value or 40% for defenders and 50% for bone golem with their respective thorns upgrades.
- Needleflare Aspect does not seem to work on Thorns damage applied by your army. "Further testing required to verify.
- A two handed weapon regardless of attack speed will always outpace dual wielding except for instances where you are playing Thorns.
- The theoretical top end for a minions damage in fully optimized gear is around 50,000 damage done by your blood golems activation ability. This is using affix ranges provided on item level 825 ancestral gear. “Could be wrong, this is entirely speculative.”
- Thorns will probably never exceed the damage capabilities of other builds but a hybridization of thorns and damage maybe more dps. “Awaiting Blizzard to acknowledge it was an afterthought and fix it.”
- Nodes improving minion damage seem to be additive not multiplicative. Still a worthwhile investment to raise critical strike damage ranges though.
- Tested Mastery, plus skill on curse, close, ranged, and damage nodes, all to be working. They all also appear to be additive and not multiplicative.
- Overpower does not seem to work or activate on minions. “Further testing required.”
- Vulnerable damage appears to be the best stat you can put on gear besides Intelligence to buff minion damage.
- Skirmishers with guaranteed critical strike chance and 50% improved critical strike damage appear to be the highest damage / dps option.
- Bone mage upgrade 1 that increases damage by 40% and lowers cost by 10% appears to be the highest damage / dps option. Shadow simply does not attack fast enough nor does it synergize or activate shadowblight.
- Blood golem upgrade 2 for 25% damage reduction and 50% damage dealt for the golem itself, appears to be the best option. The aoe damage dealt from the activation is the meat and potatoes for clearing on this build.
- Army of the dead is the highest dps ultimate option during a stagger on bosses and largest quality of life option for keeping mages alive.
- Minions apply lucky hit at an unknown percentage.
Let me know if you have found anything in your own testing and I will add or correct what I think to be true. I hope this helps my fellow skelemancers as they lead their army through the burning hells and beyond.