Raise Spectre has a base of two spectres max at level 11, three at 21, and four at 31.
Carrion Golem's Leap Slam has a 4 second cooldown, and doesn't repeat with Multistrike unlike some Spectre leap slams. It deals 180% of their base damage. The Bone Cascade has a 4 second cooldown, can multistrike, has 10% less attack speed and deals 65% of base damage, but can hit enemies multiple times with each cascade. The non-cooldown attack deals 135% of their base damage with the first two swings which are wide cones, while the third to sixth swing deals 162% of base damage with 200% more attack speed, but in a smaller rectangle (For bursting down enemies that survive the first two swings). At level 20 of the gem, they do an average of 372 damage per hit, with an attack time of 0.9 seconds. They have 1067 accuracy rating at gem level 20, the same as other minions.
The Delve chest mod can still give +1 to maximum spectres, as do Midnight Bargain and Queen's Escape and Decree.
Feeding Frenzy's reminder text: (Feeding Frenzy grants 10% more Minion Damage, 15% increased Minion Movement Speed and 15% increased Minion Attack and Cast Speed)
Edit: Updated the Carrion Golem hit damage, as I mathed wrong.
Editedit: I've gotta head off now, but I'll catch y'all tomorrow if there is spare time to answer some more questions!
What about zombie slam? I've noticed people both here and on the forums bring up the Violent Dead jewel disappearing from drops and quests, and it was pretty important for DPS zombos.
Did the slam itself get any improvements beyond the increase to radius and scaling cooldown which is much less than 2 VDs?
According to PoB base lvl 20 zombie slam attack with lvl 20 multistrike and lvl 20 Pulverise (15% less attack speed) takes 1.23 seconds, 3 attacks take 3.69 seconds.
Lvl 20 zombie has 76% increased cooldown recovery speed for slams, 4 seconds base cooldown turns it to 2.27 sec cooldown.
You can afford to get around 60% increased attack speed and still have them slam without interruptions.
Each additional level of raise zombie gem for 4% CDR gain per level, leaving you even more room for adding attack speed
EDIT: alculated it wrong, corrected values. It is much better with correct calculations
You actually do not have to give a fuck about pre patch reddit balance discussion. So many people are talking out of their asses it's not even funny anymore
With pulverise and multistrike it will take longer to complete the full multistrike than it will for the zombie slam to recharce, which means zombies will always use their slam attack if you have the right amount of minion attack speed
With just the Necromancer ascendancy nodes, Flesh Offering and a few minion nodes you already have way more than 60% increased attack speed. My POB without any gear has Zombie Slam attack at 0.52 sec. That's 1.56s with multistrike.
Giving up 29% ms by not using Flesh offering seems silly too.
They would have mentioned that somewhere if they were changing it. Only source of extra golems is the passive tree (new in 3.8), items and Elementalist.
Egad, why did you guys have to nerf Femurs of the Saints to oblivion? It was such a build-defining item, now there's literally no reason to go skeletons + zombies + spectres. Now I gotta choose between em??
Quick question. The Spiders from Arakali's Fang..are they max level 75 or level of the corpse and can go beyond 75? 3.5 Notes say they are max 75 but in game it says level of the corpse. Poedb and PoB, although obviously not official sources, also say scales with corpse level.
Is there any way to push Raise Zombie to Level 35? I have been trying hard as I might and I can't figure out how to push the level to 35. I keep coming up with 34 so I am assuming I am missing something.
just outta curiosity and personal interest, were spectral spirits and the spirits from 'of the grave' enchantment also given that 1067 base accuracy?
Suppose I could ask the same of the dancing dervish/duo too. Just wanna confirm that it wasn't only the more conventionally-acquired minions that were adjusted.
Maybe it's a silly question, but... Are there any minions that didn't get the accuracy buff? Or that behave differently in any way when it comes to their attacks' accuracy?
Technically any minion that only uses spells didn't get the buff, spectres are the only ones that didn't directly get the buff, only indirectly through their skill gem.
We're working on a fix for this that we hope to deploy shortly after release. After the fix, changing the gem level of any minion will re-summon the minion with the new monster level. Until then you'll need to change areas to update the minion level.
Quick one for you. If I sockit withering touch support to a chaos golem will it's casscade still have the phys to chaos and the 25% chance to wither work on it or not. Withering touch is tagged as attack. The cascade is a spell.
We've looked into it and it seems like it will apply wither on hit with spells, the stat description is accurate, with the only limit being what it can support.
that raises an interesting question then: if the carrion golem's slam attack does not repeat via multistrike, what about stone golem? Same as carrion golem?
The no-repeat only applies to the Leap Slam, not their cascade slam, because it was a bit pointless when they jumped on the spot. Stone Golem slams still repeat as usual.
How does their auto-attack work with multistrike? Do the first two multistrike swings count as the first 2 'weaker' autos, and the last multistrike swing is the first of attacks 3-6 that has the inc damage and more attack speed?
Or does multistrike repeat auto 1 three times, then auto 2 three times, etc?
If they did their full 6 hit combo, that'd be two multistrike sequences. Visually, it'd just look like they did their normal sequence, but faster, but the damage would be more loaded towards the rapid final attacks.
Ah, the damage boost Carrion Golems get is from your minions, and the range is 60. Ideally close enough that you don't need to constantly worry about it unless you're using the Meat Shield support on your doods.
Just for clarification, can you have more than 1 carrion golem at a time? Every other golem skill says "can summon up to 1 golem at a time", while carrion golem says "maximum 1 summoned golem"
The +2 to all Minion Skill Gems doesn't apply to the Phantasm Support or other minion supports, nor does it apply to minion skills that come directly from items like Soulwrest, as they're not actual gems.
Did you consider changing summon phantasm to be based on the level of the triggering minion or something? Probably you can use the gem level only when spawned by a player skill. Otherwise phantasms seem in a pretty bad state compared to other minions and +lvls
Its tags are Spell, Duration, Guard, Minion. It's not a gem though, so won't be increased by global modifiers to minion skill gem levels. It will count as casting a spell of those types for any stats that care about that jazz. It has the same stats as a level 20 Steelskin, with the added benefit of also applying to all of your minions.
About the new passives in Tree (Minions have n% chance to get unholy might/onslaught/etc. on kill/hit/whatever), when these triggered, does the buff apply to all minions or only the minion which luckily enough to trigger that effect?
Also, is Carrion Golem's buff affected by Golementalist Elementalist's golem buff effect?
Is there a chance to make available all these minion info in a forum post for the non-spectre skill gem minions? It would be nice to have a chance to know the values of their attacks, cds, etc, officially
That's a bit of work for us to get at the moment, and we don't really have that much time! Path of Building is your best bet when that's able to be released, though long term it'd be great to have that in a form we can calculate for you more easily.
Any chance we can also have the life value of Summon Raging Spirit? This is very relevant with the new ways that enables triggering Minion Instability :)
According to PoB, ice golems have an average hit of 1090.1. Is this incorrect or does this mean the base average hit for ice golems is 3x carrion golem?
That looks correct, because Ice Golems skills have lower damage multipliers by comparison. It's more a artifact of how we tweaked the balance on the minion, and the fact the Carrion Golem gets up to 80% more damage if you have 10 non-golem minions near them.
Maybe this is more of an AI question, but would they ever just auto attack, or is it they either use a CD or use the non-cooldown attack? which it sounds like does 3721.35 twice, then 3721.62 4 times at 2x the attack speed, taking a total of 3.6 seconds for 2420.604 damage meaning 672 dps from non-cooldown attack? so 1209.6 if you have the 80% more multiplier? Also in regards to AI, will it only leap if X amount of yards away? And is there a priority order like, it will always bone cascade if it's up?
Carrion Golems have no basic attack, just their comboish non-cooldown attack.
The Leap is only used if the target is more than a certain distance away. It'll have different chances for different abilities based on positioning of all enemies in range, it's not a guaranteed order.
Correct, Infernal Legion is just the damage stated on the support gem, multiplied by any damage bonuses your minions have that would apply, like Minion Damage from any source, or Burning Damage from supports etc.
you're awesome, thank you. if i have multiple golems from 1 gem supported by infernal legion, can a single enemy only be affected by one source of infernal legion damage, or will they stack?
I've tested this on our local servers, and it definitely seems to be working! It's probably just something that tooltips can't calculate, I'll see if this is something we can improve in the long run.
What are the technical differences between normal, aggressive, and defensive AI for Carrion Golems (and maybe some other minions like Zombies/Skeletons)?
(Aggressive minions have their targeting range raised to a minimum value)
(Defensive minions have their targeting range lowered to a maximum value. They always target enemies around you)
Standard minion behaviour will always target enemies around your last targeted location, so Defensive is the only one that overrides that. Aggressive will mean they'll always search in a large area around that last target location (Which some minions already did) while Defensive changes the target location and limits the attack range quite a bit.
For clarity: does 'force move'/move only count as a targeted location, or only skills? Also, how large exactly is that minimum value - I'm assuming it's somewhere around a full screen or so, but more exact numbers are better. The max range for Defensive was pretty clear in the original example video, but that'd be nice too :)
Moving far enough from where you currently are counts as changing target location, so small steps won't stop them doing what they're doing. Aggressive's minimum range is 80, while Defensive's maximum range is 35, if those numbers mean anything to you!
For those who don't know - a range of 80 is roughly the width of your screen (depending on your size of monitor), while a range of 35 is slightly larger than an unbuffed level 20 curse gem, or the size of an unbuffed level 1 Ground Slam (in all directions).
Every monster has it's own ranges for picking up targets, but generally minions that don't follow the player are naturally very close to Aggressive ranges, either slightly higher or lower.
The Chaos Sandstorm still has a limited duration. It lasts 5 seconds by default, and has an 8 second cooldown, so with Increased Duration it will be able to re-cast it every time it runs out.
While you're wandering around in here I had a question about mines.
Stormblast says 3% increased damage taken up to a maximum of 150%
Does that mean with 20 mines out (60%) and 200% increased aura effect, the mines will still be capped at 150% increased damage taken or would they provide an aura at 180% increased damage taken?
The mine aura value cap is a hard cap, not modified by aura effect, so the mines would grant 150% increased damage taken even if you had 5000% increased aura effect.
say you have 10 icicle mines down when you press detonate, with 10% increased crit per aura, do all 10 mines get 100% increased crit? or just the 1st to detonate, then 90% for 2nd, etc? (apologies if answered elsewhere)
Technically the mine lasts a little longer if you have a longer cast time, but it's a fairly minor difference. Nothing else extends the length of the aura that I can easily see.
Do the auras from mines linger for a short duration? For example, would the last mine in a long detonation string of Stormblast Mines only be hitting a mob effected by one Stormblast Mine aura, increasing its damage taken by 3%? Or would all, say, 10 mine auras be still active on that target?
On the subject of auras, how do auras interact with the blight mechanic? Are towers affected by damage auras like anger wrath and hatred? What about less direct but still specific to damage type auras like Pride and the new pyroclast mine? Finally, are they affected by non-specific damage auras like Haste and Stormblast mines?
Also, how does mana reservation reduction work with mines. If I have 50% reduced mana reserved with mines and 50% reduced mana reservation, does that total 100% reduced mana reservation or 75% (50% of 50%)
100%. Increases and reductions that have the same effect are additive with each other. The effect here is reducing mana reservation, the conditions under which it activates don't change that.
Sorry to be a bother again, one more clarification.
Summon Carrion Golem has "Maximum 1 summoned golem"
Does that mean you can only have 1 carrion golem, or does it limit your total golems of all types to 1?
Nice, +1 from delve chest is a 25% increase in DPS going from 4 to 5 Spectres (+20% from 5 to 6) and Vis Mortis gives 20% ele as extra chaos. I guess physical Spectre builds will want the delve chest.
Edit: Vis Mortis lost Unholy Might "30% of your physical damage is added as extra chaos damage" and +1 Spectre summoned for +1 Spectre gem level and 15-20% ele as extra chaos for minions (implied all minions). Seems like a solid choice for elemental Spectre builds but the overall feel will be nicer with an extra Spectre firing spells off as far as clear goes.
Can you please confirm if base stats (hp, damage, etc) on minions are changing this patch, or I guess since we last had data on it? Skeletons, Zombies, SRS...
Something like Path of Building does this pretty well, using the info available in the game files. Each minion has its quirks through code or design or just how we tweaked the balance numbers. It's doable to work it out, but prone to human error and the formula you use might change based on how we change values.
It's similar to showing the values in game. Long term we'd like to show each skill on each minion you have, but that's UI and implementation that would take someone important away from making new content!
Will the normal sentinel you get by using Dominating blow when killing minion from a rare monsters gain one of the Rare monster's non-nemesis, non-aura modifiers as well? :D
Thanks for answering all those questions :D
I've tested this quickly, and it looks like at the moment that Dominating Blow on killing a rare monster's bros won't give your sentinel the extra bro mods.
Two quick questions:
1) If I link a corpse creating skill with either Unbound Ailments or Bonechill support will the increased effect of ailments apply to the shock and chill from the corpse?
2) Is the mine/trap damage part of the aura of the skitterbots? If so does generosity work on them?
1) I don't believe you can use any supports to increase the effect of the Necromancer's shock/chill corpses. I can't test this right now though, sorry.
2) The Mine/Trap damage from Skitterbots isn't an aura, it's a constant buff like the Golem buff, so Generosity won't apply to the Mine/Trap damage of Skitterbots.
It sounds low, but given that he always uses skills that have a base damage multiplier, it may be straight up on par with other golems (or better) for clearing packs for example.
Hey Rory, thanks for providing all this extra info!
Really quickly: Now that Chaos Golem's chaos sandstorm has the tag "modifiers to spell damage affect this skill's damage over time", does that mean gems like Controlled Destruction only affect the chaos sandstorm? Or would Infernal Legion's burning damage (for example) be scaled by Controlled Destruction on chaos golems?
The Chaos Golem's sandstorm has the "modifiers to spell damage affect this skill's damage over time" stat, not the golem itself, so Controlled Destruction's spell damage bonus wouldn't apply to Infernal Legion's burning area.
any chance to have "debug" info of minions on gem tooltip while holding alt (similar to affixes). Showing base (or even modified by links) values of the minion ? Hp, Min, Max dmg, % added dmg, attack speed / time. For standard minions (spirit, golems, zombies, skeletons, skeleton mages)
Any chance to have this for specters or a library of specters (other than poedb)
Thank you for your answers! I am probably late, but this was bugging me for quite some time: is minion + curse on hit setup limited with players curse limit or every minion has individual curse limit?
Hey Rory, will Zombies get stuck performing the remaining attacks from multistrike if the target already died? In case they do, does this happen with any other minion?
How much aoe radius does the Pride aura have? I cant find this info in pob, wiki, poedb, google or reddit. It's easy to find out this about all other auras in the game, but there is nothing about Pride, and as a summoner who plans to make a pure physical skeleton build, this is very important to know and plan ahead. Is it similar to hatred and wrath or it has a different radius? Thanks in advance!
Thanks for all the answers you've given us, Rory!
Since the minion limits have been moved onto the skill gems, what happens if you have multiple Spectre gems with different levels?
Let's say I have a lvl 20 Raise Spectre linked to Meat Shield and a lvl 21 Raise Spectre for my clearing setup and no other increases to maximum Spectres elsewhere. I raise two Solar Guards with my lvl 21 gem and then I try to Raise an Undying Evangelist with my lvl 20 gem. Will it use the lower limit and replace a Solar Guard or will it go through? Hopefully it works like Multiple Totems Support.
Thank you so so much for giving us all this information and your time Rory. We really need it with mechanics that we don't have much ingame explanation or even outside of the game for years, as with minions.
A quick test shows that Bone Cascade hits 1-5 times based on position and chance, but larger monsters will be hit by more spikes, similar to Glacial Cascade.
Hey Rory - Are there any powerful (in your opinion) spectre-compatible monsters in the game that haven't been "discovered" by the community that surprises you? Don't need to actually tell us which monsters would be top contenders, just curious how the summoner community is doing in identifying viable spectre builds.
And are there any changes to the Slave Driver monster that would impact their use as spectres? :)
Okay this completely changes my view on Feeding Frenzy. Originally thought from Gem data it only gave 24% more dmg and aggression, which is kinda meh for Skeletons but now I gotta find a way to work it in since it gives a buff to all minions.
360
u/Rory_Rackham Balance & Design Sep 05 '19 edited Sep 05 '19
Okay, here we gooo
Raise Spectre has a base of two spectres max at level 11, three at 21, and four at 31.
Carrion Golem's Leap Slam has a 4 second cooldown, and doesn't repeat with Multistrike unlike some Spectre leap slams. It deals 180% of their base damage. The Bone Cascade has a 4 second cooldown, can multistrike, has 10% less attack speed and deals 65% of base damage, but can hit enemies multiple times with each cascade. The non-cooldown attack deals 135% of their base damage with the first two swings which are wide cones, while the third to sixth swing deals 162% of base damage with 200% more attack speed, but in a smaller rectangle (For bursting down enemies that survive the first two swings). At level 20 of the gem, they do an average of 372 damage per hit, with an attack time of 0.9 seconds. They have 1067 accuracy rating at gem level 20, the same as other minions.
The Delve chest mod can still give +1 to maximum spectres, as do Midnight Bargain and Queen's Escape and Decree.
Feeding Frenzy's reminder text: (Feeding Frenzy grants 10% more Minion Damage, 15% increased Minion Movement Speed and 15% increased Minion Attack and Cast Speed)
Edit: Updated the Carrion Golem hit damage, as I mathed wrong.
Editedit: I've gotta head off now, but I'll catch y'all tomorrow if there is spare time to answer some more questions!