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The Minion Damage Comparison Sheet:
These tests were performed with minions attacking level 20
suits of armor, each at 60, 80, and 100 armor.
Statistics for Death Magic 15 were recorded with 50 data points per
minion type, and statistics for Death Magic 16 were recorded with 144 data
points per minion type, save Bone Horror (which was shown to have the same
damage as Vampiric Horror during my trials at 15 Death Magic).
For more information on how to use minions, see the Minion Master guide in Builds and Templates.
How to read this table:
Source Name
Attack Speed
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vs Armor
Value
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Level of
Death Magic
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min
damage - max damage = average damage (against given armor value at given
attribute level)
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dps
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damage
per second (against given armor value at given level of death magic)
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I now present: Minion damage values vs. Level 20 opponents
at 3 armor values. These damage values
currently includes critical hits averaged into their damage; you should keep in
mind that enemy level could significantly alter damage results. This may be changed in the future as I learn
about critical hits.
My wand damage was also tested and is included as a baseline
and control, as its damage is listed.
Wand
1.75 seconds per attack
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60 armor
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80 armor
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100 armor
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11-22
listed damage
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11-22 = 16.3
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8-15 = 11.6
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6-11 = 8.0
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dps
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9.29
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6.62
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4.58
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Bone/Vampiric
Horror
3 seconds per attack
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60 armor
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80 armor
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100 armor
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15 Death
Magic
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15-41 = 25.3
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11-29 = 17.2
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8-21 = 12.4
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dps
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8.42
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5.48
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4.13
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16 Death
Magic
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17-49 = 26.5
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12-34 = 19.6
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8-24 = 13.5
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dps
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8.82
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6.52
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4.52
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Bone Minion
3 seconds per attack
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60 armor
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80 armor
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100 armor
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15 Death
Magic
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7-18 = 10.3
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5-13 = 7.4
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3-10 = 5.5
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dps
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3.45
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2.47
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1.83
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16 Death
Magic
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7-19 = 11.8
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5-14 = 8.0
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4-10 = 5.8
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dps
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3.92
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2.68
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1.95
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Flesh Golem
3 seconds per attack
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60 armor
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80 armor
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100 armor
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15 Death
Magic
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57-122 = 79.1*
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39-75 = 53.0*
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28-60 = 38.8*
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dps
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26.38*
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17.65*
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12.93*
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16 Death
Magic
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57-133 = 84.7
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41-94 = 59.7
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29-68 = 42.3
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dps
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28.24
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19.91
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14.10
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Bone Fiend
1.75 seconds per attack
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60 armor
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80 armor
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100 armor
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15 Death
Magic
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15-39 = 24.0
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11-29 = 17.2
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8-19 = 11.6
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dps
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13.69
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9.85
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6.65
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16 Death
Magic
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14-48 = 27.2
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12-34 = 19.5
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6-23 = 13.2
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dps
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15.52
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11.17
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7.53
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Summary
(Comparative dps values of 15 Death Magic vs 16 Death Magic
for each minion, vs armor 60)
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Bone/Vampiric
Horror
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Bone
Minion
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Bone
Fiend
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Flesh
Golem
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Wand
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15 Death
Magic
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8.42
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3.45
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13.69
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26.38
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9.29
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16 Death
Magic
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8.82
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3.92
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15.52
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28.24
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9.29
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%
increase
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4.75
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13.62
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13.40
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7.04
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0
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This indicates that adding 1 to Death Magic has more effect
on Minions and Fiends than it does on Horrors, with Flesh Golem falling in the
middle. If we extrapolate this data to
apply to the jump from 16 to 17 death magic (which may or may not be valid), it
can be used to estimate how good a 20% chance +1 death magic modifier is.
Best case: Bone Fiend is 13.4% better, 20% of the time,
resulting in 2.7% better fiends on average.
Switching from a staff with a +1 modifier to a
weapon/offhand setup can often gain 20% chance halves recharge of death magic
(This also applies with Bortak's Bone Cesta).
This means that you will be able to recast your reanimation skills
approximately 10% sooner, resulting in slightly less than 10% more minions
(over no modifiers).
It is my conclusion that a faster recharge modifier is
significantly better than a death magic +1 modifier.
It should also be noted that any minion-related build
looking for damage should use Flesh Golem and Bone Fiends (at least at 15 and
16 death magic, although it likely holds true at lower levels as well)
*Miscellaneous notes:
I do not feel Flesh Golem had enough trials at 15 Death
Magic to warrant good data, due to its wider range of values.
My wand was only tested at 15 Death Magic (50 data points)
Heal Area was used to heal minions and targets to prolong data collection
without reanimation.
Some extraneous decimal places may have been recorded.
I am not perfect; if you find information that does not
correspond with this data, keep in mind that this is to be used as a guide.
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