Dr. Strangebuff - Summoner Nec

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Spinaker
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L H wrote:There's an entire thread that explains this, as written by Hecht and suchbalance.

There's a rollover value for hp somewhere around 86-90k, where anything above that number is treated as the actual hp, so if you have 91k, your minions would only have 1k. Whatever the specific number is, I'm not sure.


Assuming you have only one hard point in given minion / embalming.
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HechtHeftig
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Spinaker wrote:
L H wrote:There's an entire thread that explains this, as written by Hecht and suchbalance.

There's a rollover value for hp somewhere around 86-90k, where anything above that number is treated as the actual hp, so if you have 91k, your minions would only have 1k. Whatever the specific number is, I'm not sure.


Assuming you have only one hard point in given minion / embalming.


No, the cap is not changed. Embalming hp bonus to minions is added to the minion life bonus. That means if embalming adds 50% and you have another 200% from gear you have 250% minion life in total.

However, if you put more points into the minions you get a higher base value of HP. That is Then affected by the skeletal flayer aura, which adds 50% life of the base hp. So it's basically like usual +% minion life except you can't see how it affects your minions.

That's why you may not notice that the life already rolled over when you have 90k hp. Simply because when we have 4K base life and have 88k shown life we actually hit the minion cap and the life rollover takes place. However if you have a base life of 40 k and the shown life is 88k, the aura actually adds 20k. In total minions then have 108k. Rollover takes away 90 k so the minions actually have 18 k life. And that's how you simply don't notice the effect as drastically.

To sum it up: the minion life cap is always 90k, but the skeletal flayer aura may make you not notice that you already rolled over. And you can't trust the shown life of the skill description.

Btw LH thanks for answering his question!
Edited by HechtHeftig 7 years.
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HechtHeftig
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Kevwar wrote:Is there a cap for %minion life or can i stack it as much as i want?


Take a look at this thread. It explains everything.


viewtopic.php?f=4&t=5540&p=118955
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Spinaker
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Hmm before I read on this forum that the cap is changed based on your hard points into minions/embalming, that's why typed that.

So what are you saying is that, doesnt matter how many hard points you have in your skills, assuming for math now, cap is 90k,

if shown life > 90 k then: life = shown life - 90k

correct?
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HechtHeftig
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Spinaker wrote:Hmm before I read on this forum that the cap is changed based on your hard points into minions/embalming, that's why typed that.

So what are you saying is that, doesnt matter how many hard points you have in your skills, assuming for math now, cap is 90k,

if shown life > 90 k then: life = shown life - 90k

correct?


Well, that was mostly theorycrafting from myself in this thread: viewtopic.php?f=4&t=5274&p=111655

But suchbalance clarified that there's only a hidden multiplier, which was the reason for me creating that excel table. So no, the cap doesn't increase. The cap is static.

Concerning your math: it's not that easy because of the skeletal flayer aura. You also have to count that in. But in general, yes. It may vary by a couple of thousands.
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Spinaker
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HechtHeftig wrote:
Spinaker wrote:Hmm before I read on this forum that the cap is changed based on your hard points into minions/embalming, that's why typed that.

So what are you saying is that, doesnt matter how many hard points you have in your skills, assuming for math now, cap is 90k,

if shown life > 90 k then: life = shown life - 90k

correct?


Well, that was mostly theorycrafting from myself in this thread: viewtopic.php?f=4&t=5274&p=111655

But suchbalance clarified that there's only a hidden multiplier, which was the reason for me creating that excel table. So no, the cap doesn't increase. The cap is static.

Concerning your math: it's not that easy because of the skeletal flayer aura. You also have to count that in. But in general, yes. It may vary by a couple of thousands.


To correct my math:

lets say [shown life] + [bonus life from demon aura] = x
If x > 90k Then: Life = x - 90k

But to be honest, that sucks. Means that either you devote yourself into running full minion life gear or you have to be really carefull. That depends ofc, whether or not you rely on Rampageors as other minions wont have that big of an issue as their base hp is way lower than giants.
Edited by Spinaker 7 years.
fkfhnis
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All this talk about rolling over makes me worried about making my necro.
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fkfhnis wrote:All this talk about rolling over makes me worried about making my necro.


Don't worry. Right now with endgame gear (santa compana, goetia plate, Lazarus cap, rest is crafted gear with already quite good crafts which each have around 120% minion life) and smaxed embalming And equipment socketed with perfect gems for 90% max resist (only %minion life jewels in the weapon) my rampagors have around 78k shown life. And that is really enough.

So if you don't socket the rest of your gear with minion life jewels as well and if you don't have a crafted marrow staff with over 200% minion life, you shouldn't get over the value. This is something to watch out for, in case you reach that cap, but imho it's quite hard to get to this point if you use Pgems for max resist. Just keep it in mind when you get close to ~86 k minion life.

@spinacker yes that's correct now :)


Anyway I still have to update my guide, but I'm only talking via phone right now. I'll update it asap (probably later this evening)
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What should the end game gear for the mercenary look like?
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Mason_Jar wrote:What should the end game gear for the mercenary look like?


Either early game gear or anything that increases the merc's damage output and defense.

So for armor:
Scales of the Serpent
Scales of the Serpent
Gothic Plate (Sacred)

Defense: (7481 - 8308) to (9074 - 10078)
Required Level: 100
Required Strength: 675
Item Level: 105
15% Chance to cast level 40 Arachnomancy on Melee Attack
4% Chance to cast level 12 Time Strike on Striking
(31 to 40)% Hit Recovery
+90% Damage to Undead
Adds 200-300 Poison Damage over 2 seconds
-35% to Enemy Poison Resistance
5% Chance of Crushing Blow
Weapon Physical Damage +(25 to 30)%
+(144 to 171)% Enhanced Defense
+100 to Strength
+50 Life on Melee Attack
Socketed (6)
is probably the best pick. (you need some more strength for her to equip it though)

For everything else I haven't made a plan yet. But any dex (abondened shrine) crafts are good. More chance to hit and more damage for her.

as for sockets: Jah runes for the weapon (if you can afford it... Shaad runes for even more damage or Taha runes for +120 max damage in total). everything else:
Farsight Globe
Farsight Globe
Jewel

Required Level: 40
Item Level: 80
Can be Inserted into Socketed Items
-(2 to 3)% to Enemy Fire Resistance
-(2 to 3)% to Enemy Lightning Resistance
-(2 to 3)% to Enemy Cold Resistance
-(2 to 3)% to Enemy Poison Resistance
,
Zakarum Stoning Rock
Zakarum Stoning Rock
Jewel

Required Level: 60
Item Level: 60
Can be Inserted into Socketed Items
1% Chance to cast level 4 Shockwave on Kill
+6% Damage to Demons
Weapon Physical Damage +6%
,
Inarius' Rock
Inarius' Rock
Jewel

Required Level: 100
Item Level: 115
Can be Inserted into Socketed Items
1% Chance to cast level 13 Time Strike on Striking
10% Attack Speed
Adds 2-3 Damage
1% Life stolen per Hit
and/or Jah runes for more defense so she survives in TA easier.

The thing is: the priestress merc doesn't rely much on equipment. Only the weapon is important. But other than that she gets buffed a lot thanks to your totems. So the damage is good in any case. But other than that anything with a good on striking/on kill proc or EWD or nice defense is good. Thanks to your summons she should be rather safe in most ubers (there are some exceptions where you can't rely on merc like Quov Tsin. If your merc dies too much in TA you really have to watch out for the broadside arrows. Those are deadly.)