Which stats exactly do our minions inherit from us?

They’re supposed to get 1/3 from all our offensive stats right?

is it really all of them?

Do they get 3.33% physical damage if we equip a 10% physical damage item?

How about extra damage on targets that are suffering from shadow dots?

Extra damage to distant enemies?

Damage to stunned enemies?

Do they inherit from our passive skills? Like the more damage to distante enemies?

Is it really all offensive stats and skills?

Do they scale from any defensives?

Do they inherit from our resists/block chance/armor?

I’d appreciate if someone could point me in the right direction for these answers, I cant find anything other than “they get 30% from ur crit”.

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I have been asking this on Twitter to relevant devs and they just wont respond.

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Well, keep at it lol. it’s kinda impossible to figure out how to even attempt to build a summoner without knowning that.

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Right, I would love to know this as well.

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/push

we need answers. how are we supposed to decide our gear if we don’t know what scales how. that would be like “somewhat more damage maybe” as a modifyer on gear

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During load screens there is a vague tip that reads: Your minions inherit 33% of most of your stats.

So that leads me to believe that there might be some stats they don’t benefit from. But who knows what exactly. It would be nice to know!

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I ask my wife this question everyday when she asks me for build help.

“Help you? I don´t even know what my build does, damage to distant enemies, distant from me or my summons?!”

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Nobody knows. Our minions inherit 33% of most of our abilities.
Does that include x? Maybe. Take a guess.

Im so tired of blizzard understanding exactly 0% of what makes summoners fun.

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Thats why Necro is performing so underwhelming if nobody knows the class xD

Otherwise cant take it i to account how to do the math xD

in Terms of stats i guess most basic stuff and no dmgx to valn, slow, stun, close, naked, slipped on banana or anything…

thats why they perform so poor

Thats why i am a bit disappointed how they display necro your stat window is full of everything (and also some minion stats those % etc) but not knowing the base stats is cruel. since bonus stats are % its important to know bc 100% is big but if the base is garbage its nothing

funny how they saw necro to strong and druid / conan underwhelming, ofc they will they snowball xD

necro starts well and get powercreeped due to “he was to strong! his skeleton killed the wolfs at beginning of the game - we have to nerf them!”

Playing minions mean they have to replace skills you would have chosen instead…

simply said like other classes rush through dungeons necro should have done same with summons since you have limited skill usage and skillpoints also limited…

From the personal testing I’ve done:

  • Minions inherit from attack power, so weapon damage is #1 priority for minions, hence why you don’t want to use a shield unless you plan on doing a thorn build
  • They benefit from Vulnerable damage and ONLY from vulnerable damage out of all the damage increases (core, close, distant, while stunned, etc. doesn’t matter, minions don’t get any damage from that)
  • Summoning skill damage only increases the golem slam damage :crazy_face: Army of the dead doesn’t count as a summoning skill for whatever reason
  • They benefit from minion damage found on legendary aspects and paragon board, although a lot of those are just straight up bugged and don’t work
  • They benefit 30% of your thorns + book of the dead upgrade + specific stat that increases the thorn benefit to minions
  • Pretty sure they don’t benefit from crit at all but that one is hard to test

All in all, summons and overpower suck because unlike regular ability damage, it hardly benefit from any offensive stats.
Which is a massive problem.
If minion and overpower damage benefited from crit, and % damage increase and if overpower benefited from vulnerability, than you’d see more builds than just Bone build being able to do the damage needed to deal with high level nightmares where the only viable way to do them is to one shot the entire screen before they cover the screen in poison, fire, meteors, wing walls, frost and stun lock you to death.

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Can you elaborate on what you mean by this?

In my small bit of testing, I seem to overpower things for about 10k, and then looks like 12k if they are in a bone prison.

Thank you :slight_smile:

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Overpower damage formula is: (health + fortified health + barrier) * overpower damage * some hidden modifier on abilities to avoid cases where an ability hits a lot of times like Blood Mist.
Completely ignores every other stats as far as we know. Overpower damage doesn’t benefit from crit either.

The extra 2k you see is from the part of the ability that isn’t the overpower damage.
So you’re basically hitting for say 4k then add 6k on top with overpower and you have 50% vulnerability damage which gives you an extra 2k from the base hit, or something like that.

Edit: After further testing, I’m fairly sure barrier doesn’t work on overpower, someone said to me it did, thought it did when I tested it but that was just the legendary overpower node from paragon being bugged confusing me on the numbers.

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funniky the splash screen says “30%…like attack speed and crit.”
So we know they get those. It’s all the damage to x/y/z, reduced dmg from x/y/z, armour, resists etc we need to know about.
Though I’ve come to realise that Blizzard at this time don’t care about summoners and just put it in to throw us a bone (pun intended)
Ive re-rolled Druid until we get updates and info.

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Genius, wish I understood all of it😩

How about cold damage? This game isn’t like PoE where if you equip something with cold damage anyone can do cold damage and can chill things, right? The only reason that stat is on our gear is for our frost skellies I think. But if they are only inheriting a third of our stats that seems so miniscule a number to dedicate a stat to when it doesn’t benefit us.
I was wondering if it would help with any of the Uniques that make darkness abilities chill and freeze but I am too lazy to test it and judging from the wording I think the answer is no.

So the What is 30% of most core stats but im curious about the when. Is it before or after buffs?

For example the player recieves a temporary 15% boost to attack speed from a skill. Maybe blood lance for example. If the minion stat is calculated on your dynamic attack speed the skeleton would gain around 5% increased attack speed. If it is calculated based on the static attack speed/does not consider the buffs, then there would be no change

Has anyone experimented with this?

it’s not 1/3 its just 30%, so its not at all 1/3 ;p. They take dmg, armor, hp, crit chance, crit luck, and I think thats all?

Not even sure why it’s 30% and not 100% to begin with.
Other class gets +200% damage in 4 different buckets, they do 3x3x3x3 = 8,100% damage.
Necromancer gets +200% damage in 4 different buckets, minions get +60%, so they do 1.6x1.6x1.6x1.6 = 655% damage.
In other words our minion scaling is less than 1/10 as powerful as any other build in the game…

They could be fun if blizzard were more transparent about the mechanics and didn’t force convoluted stats.

I don’t want to play a direct copy of D2 but D2 did so much right (and some wrong) with stats, gear, and minions.

Hypothetically, if each skeleton does 1/10 the damage of another class (consistently) and you have 10 skeletons, that balances out.
We can have 12 skeletons plus a golem.

But the math breaks down somewhere, clearly. And im not sure where

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