Corporeal doesnât affect shadow damage and the 50% additive and 12% multiplicative on Deadraiser are pretty good, actually.
are u not stacking minion damage? sorry i thought u ment minion shadow aka mages.
corporeal for me is a no brainer due to move speed + 10%x and its 150% to blue nodes makes it a poor mans dead raiser. also deadraiser is 15%x now but will be 1%x for 99% of dungeon content.
Yeah, I didnât stack minion damage but rather prioritised stats that affect the character, too. That being said, the first priority is stacking multipliers. My build uses seven boards with multiplicative glyphs and Iâd swap control for exploit on bosses. I got the shadow mages up to 23 mil on the target dummy and didnât even have blighted on the 2h or a lot of ranks in mage mastery. My core skill damage ended up being insignificant and pure minion stats are probably fine for the build.
I didnât feel like I needed more movement speed. My gear alone put me at 175% or something.
yeah im going to go mages too, they are just so scalable. im kinda sad we have to chose a specific minion type due to the way mastery works⌠but meh they are still pretty cool.
With equal ranks in their masteries the mages deal 5-10 times more damage per hit than reapers. I might end up sacrificing them for 15%x shadow damage. That would free up an aspect slot, too. Iâm not sure what to replace Aphotic with, though.
just donât use it, i dont see the point in buffing their damage (turning it into shadow aka synergizing with your glyphs and gear) when you are not giving them mastery levels.
I see there are 3 options with melee minions, sacrifice, corpse bots, CDR bots, taunt bots. So far i didnt test taunting, but if its single target, thats pointless. I think fortify is going to be very important given the lack of DR, so corpse bots are probably the best bet. CDR bots seems kinda weak if im honest, so i donât rate that option either.
for example there is a small chance I will run blood golem with 30% DR with no hulking board or glyph⌠literally ignoring its damage in favour of further stacking mage damage. I see melee skeles as clearly the worst dps minion, so I will fully ignore trying to make them do damage and just use them as âutilityâ.
They help with blighted uptime. I donât think taunt is necessary. Corpse Tendrils clears the screen, anyway.
hmm i tested them only with shadowblight and they didnât proc it at all⌠I was basing this simply from the shadowblight sound effect (it goes boom when it procâs) so it could have been a bug. Did you test shadow melee minions independently to see if they stack blighted aspect? If so, then yeah it might be needed to insta stack it.
I believe that was among the things I tested. If they donât proc shadowblight that must be a bug.
Warriors absolutely 100% proc shadowblight w/aphotic. I confirmed it 100x over in my testing. Freaking insane with Aphotic aspect, shadowblight, and blighted. The easiest way to KNOW they were triggering shadowblight is to also have the Blighted aspect on, because not only does it do the sound effect, but it also shows the stacks as a buff on you. They did NOT trigger it unless you were using Aphotic aspect and trigger Skeletal Priest buff (they only do the shadow damage while theyâre buffed, then it reverts back to physical).
Furthermore with reapers, both types were triggering the 3 sec CDR but the second type also generated corpses, and they also both work with abhorrent decrepify to trigger the stun & even more CDR (the lucky hits on those are really weird, minion attacks do somehow trigger them).
I even confirmed the CDR interactions using a stopwatch and timing dozens of tests to make sure that I was getting reliable, consistent proof of overall reductions and stuff. Turned Army of the Dead from 70 sec into 15 sec using reapers with aphotic and shadowblight and decrepify without attacking at all myself.
I isolated literally every skill/passive/aspect etc. one at a time and confirmed definitively every interaction. You can check out my full post on the PTR forum if you click my name, I put a stupid amount of time into reviewing every single thing from aspects, items, skills/passives, paragon boards & glyphs, and book of the dead choices, as well as combinations of all of them.
While mages, by far, are better damage dealers than any warrior type, I think that running with both seems far more beneficial than sacrificing the warriors for the +5% crit chance or +15%x shadow damage. They massively increase your damage, but they all have a ton of benefits. The defender taunts are technically a crowd control too, so you get bonus damage from that, too, while the reapers CDR is insane cause basically nothing will ever be off CDR. Constant corpse tendril buff uptime, constant blood mist availability, constant uptime on golem active, crazy short CD on ultimate.
They shouldnât. Necro minion skills are not lucky hit coefficient. So itâs a bug.
Youâre right, minion skills do not have any Lucky Hit coefficient. However, the curse lucky hits have worked in the game since release and theyâre not a bug, because in this one specific case, the skill does not require the hits triggering it to have a lucky hit coefficient themselves. Iâll do my best to explain -
- Enhanced Decrepify: Lucky Hit: Enemies hit while afflicted with Decrepify have up to a 10% chance to Stun them for 2 seconds.
- Abhorrent Decrepify: Lucky Hit: Enemies hit while afflicted with Decrepify have up to a 15% chance to reduce your active Cooldowns by 1 second.
It doesnât work exactly the same as other Lucky Hits. The effect can be triggered from any hit from any source (such as thorns, minions, or even other players), but itâs still technically counting as the player performing the Lucky Hit because the curse was their skill cast.
Itâs maybe a little like the way that DoTs can continue to lucky hit from any damage tick over their duration, except with the curse, the curse doesnât do any damage itself so the hits can only come from other sources - including non-player sources. Regardless of where the hit comes from, the curse can use the hit to potentially count as a lucky hit as if the player performed it.
Likewise, if the hits coincidentally have their own Lucky Hit chance (like another player casting their own skill) and it triggers as a Lucky Hit, that would be credited to them, not the player.
That was considered a bug and is fixed on live at the moment. PTR probably buged it out again.
I couldnât test this right now, but I wasnât aware of that and just watched a recent video by Macro talking about that â I think what they patched was thorns damage counting as a hit that could trigger abhorrent decrepify or hewed flesh. I was only testing in the PTR with minion hits for this purpose to confirm what they triggered. It sounds like that didnât get patched out from anything I can see, just the thorns stuff because with minions being able to all stack it, then enemies casting AoEs would inadvertently trigger like 15 thorns hits back and thatâs why it was causing significantly increased procs.
its ok, i was thinking it could be a bug and given i didnt have blighted i knew it needed further testing at the time, but battletag said earlier that he tested and confirmed they work
All good, sorry, I wasnât trying to like, dispute you. I was more excited to share the good news lol and just trying to say Iâm sure of it working.
Something I wasnât aware of until today though is that they apparently patched thorns to not count anymore for certain lucky hit effects, specifically hewed flesh and decrepify - which only required âdamageâ and âhits,â respectively. I
I didnât get to test thorns builds in PTR, but given that they buffed various thorns sources and build options significantly in multiple ways, it felt like they were trying to really encourage thorns and make it viable. For one, thereâs an entire tempering manual just for Necro + minions⌠so that really blows that it doesnât count toward the other stuff.
To me, that seems like a design flaw, because now itâs just another source of bland uninspired damage. It already wasnât capable of triggering lucky hits in any normal way because itâs not its own skill with a proc coefficient, but at least it used to have its own unique advantages to make up for that and balance itself out.
So I was all excited about trying that but now Iâm pretty sure that entire build is likely pointless compared to how much stronger stacking all these damage multipliers, attack speeds, and bonus projectiles for minions would be.
You are not wrong in assumeing how it should work if you only rely on the tooltip.
Yeah exactly, the inconsistencies between verbage, tags, coding, and interactions between systems has been a surprisingly bigger issue than I ever originally realized. But there are a lot of things that donât match up when other things do, and sometimes theyâre bugs but other times they arenât, so itâs pretty messed up.
For example -
- minions donât inherit aspect of the damned %x bonus to shadow damage, but they inherit any other source of bonus %x to shadow damage. Sounds like a bug.
- On the cult leader board, there are nodes with +Summon % damage and others with +Minion % damage, but both add to +Minion % - but, there technically isnât a Summon damage type at all, only âSummoningâ tag, and other items that correctly add to it like Deathspeakerâs Pendant say â+Summoning Skill damageâ. Plus, raise skeleton and golem donât even have [Minion] tag, only [Summoning].
- Thorns doesnât count as a hit or damage for certain abilities, and the curse lucky hits donât make it clear the hits can come from any source (except thorns lol)
- Many stats have hidden breakpoints and caps, and these have changed over time and are almost never included or explained in any patch notes
- The UI in general is incredibly lacking in its explanations and thereâs no in-game term
- We canât see modifiers on minions or enemies
- There are no damage meters
- You canât ever find out what specifically killed you, like a breakdown of the source, damage type, mitigations, etc. to help you understand how it happened and how to avoid it
- Donât get me started on Lilith, even WITH the S4 changes
What about my damage; do minions inherit? What I specifically mean is, if I have +40% damage on my ring, will all of my minions inherit this âstatâ? I ask because it appears that if I have +10% attack speed on my ring, the minions inherit thisâŚWhat about +damage is this a minion inheritable âstatâ?
Damage, armor, resistances, attack speed, crit chance, crit damage, increased damage against xy⌠Everything. Except Lucky Hit Chance.