Leveling Guide: Witch Infernalist Minion Army Summoner
" I think we have all seen it lol It sacrifices so much, only to have like 500-1k more hp. Low tier clickbait imo. Last edited by Fae_Lyth#6750 on Dec 15, 2024, 11:25:17 PM
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Hi, some content makers collect life for some spirit or collect crits for minions. What is the core idea of your build ?!
Last edited by Max_ak#2633 on Dec 16, 2024, 4:12:47 AM
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" I also agree that it is new player bait, I heard from someone that it was made for SSF in mind since that is what Kripp plays, but I still think even for SSF ES or mana would have been beter. |
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" Stack ES and minion damage. Crit currently is not really worth it, Malice aura needs to be buffed it requires you to be close and it ticks up for 0 to 10% slowly. |
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" Well, he got to the end tier maps and 3rd on the ladder so it's hard to dismiss it like that, I wonder if it's the armor and armor affecting fire damage(since there is a infernalist node that converts damage taken to fire). I'll be trying a mix, but I plan to sacrifice most my life to the infernal nodes (to get spirit AND the energy shield) Fun discovery, apparently the cleric skelly can revive the Offerings |
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For anyone who might find this useful, I made a C# small code to test minion damage increase vs crit nodes:
" I got the base numbers from the skelly reavers, 5% crit chance and +50% crit bonus. The reality of the situation is that the base values are way too shitty for multipliers to do much. The result is so bad that I'm thinking I must have missed something, the results for 10000 hits: baseline damage: 5135000 getting a +40% crit chance: 5179000 (~0.8% increase) getting a +40% crit bonus damage: 519250 (~1.1% increase) while getting a +10% damage node: 5633650 (~9.7% increase) getting both crit chace and crit bonus damage: 5239050 (~2% increase) while getting 2x 10% damage nodes: 6142800 (~19.6% increase) but how about the supercritical gem? Maybe there are some compounding factors that can make the numbers bigger? without the crit nodes: 5201000 (~1.28% increase) only the crit chance node: 5284500 (~2.9% increase) only the crit damage node: 5232200 (~1.8% increase) with both: 5376800 (4.7% increase) |
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Updating the gearing section on Max roll would be really helpful. I'm playing a version of this build but with MoM (I'm still in campaign, it helps with survivability), but I'm just struggling to understand if MoM is better than just pure ES stacking
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" Wow. Would you like to compare all the crit bonuses from the topic "Crit Ignite Minion Infernalist" with this build? |
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A patch is coming that will change the cost of Arsonists to be the same as Skeletal Storm Mages. This means around a 30% damage nerf (Loosing about 3 Arsonists in the end game version). This will mean noticeable less damage early in the campaign setup. But when you get more Spirit and Flammability curse you should still be able to breeze through the campaign.
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" It's a very generic comparison, so it applies there as well, also I tested the numbers with the supercritical gem and it still underperforms. Unless you are cooking something else, the plethora of +10% dmg nodes outperform the crit ones by a lot |
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