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Old Jan 14, 2008, 11:26 PM // 23:26   #1
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Default How Much Dmg Do Minions Do?

I have a minion master hero with 16 Death Magic & was just wondering how much damage minions actually do. Do they do a lot of damage or are they just there to create a distraction so that you & the rest of the team don't get killed so easily?

Thanks.
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Old Jan 14, 2008, 11:37 PM // 23:37   #2
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There is an excellent article on minions HERE .

It doesn't give exact numbers, but a general idea of damage delt.

Quote:
Why bother?
The average minion does slightly less damage than the average ranger or warrior against the same foe, and attacks slightly slower. At first glance this would suggest that a minion master is simply wasting their time. Why bother to maintain minions at all if henchmen like Devona or Aidan can deal more damage faster? The simple answer is quantity.

Whereas only 8 members can join a party at the higher levels of the game, the minion master can control up to 10 minions at all times. The damage from one minion may seem to be minor, but ten minions is quite a formidable force.
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Old Jan 14, 2008, 11:42 PM // 23:42   #3
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I would only add that for an MM hero I wouldn't use a Superior Death Magic rune (to get 16 in DM). Hero MMs have the habit of getting too close to the action, so I like to err toward the health side by only giving them a Major. They can only make 9 minions then, but they stay alive better.
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Old Jan 14, 2008, 11:50 PM // 23:50   #4
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Quote:
Originally Posted by Quaker
I would only add that for an MM hero I wouldn't use a Superior Death Magic rune (to get 16 in DM). Hero MMs have the habit of getting too close to the action, so I like to err toward the health side by only giving them a Major. They can only make 9 minions then, but they stay alive better.
The reason to use a sup death rune is that the # of minions is directly affected by your rating in death magic.

A MM is the epitome of quantity over quality, and a higher dm rating only serves to close that quantity to quality gap. It also helps w/ skills like death nova, in the case you also want your MM to double as a minion bomber.

As to the issue of them getting themselves in danger more often, I usually do things like use the minion master insignias to up their armor, and runes of vitae/vigor to up their health some more and thus lower their ranking as a target by enemies. Skills such as the soul reaping signet that returns health and energy if an enemy is below 50% health are also very useful.

One thing I've stopped doing was giving my MM's any skill that causes them to sacrifice health to heal their minions - they will kill themselves w/ it. I've also gone from a flesh golem build to a jagged bones build, as it extends the life of the MM's army...
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Old Jan 15, 2008, 01:23 AM // 01:23   #5
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i find that the point of a minion is to body block, aggro, and die so they can do dmg through death nova. you know, squishy protection.
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Old Jan 15, 2008, 02:23 AM // 02:23   #6
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Minions do a great deal of damage.

Think about a minion hitting for only 3dmg per second, now imagine you have 10 minions + death nova. Add to that minions that cause bleeding and the fact that they are taking damage that would otherwise be directed towards your party member.

I just tested some minions for damage, all were created with 16 in death.(lvl 18 unless otherwise noted)

Bone Fiend ( ranged minion ) 10-20dmg vs 80 armor
Bone Horror 15-30dmg vs 80 armor
Bone Minions( 2 lvl 13 ) 5-15dmg vs 80 armor (each)
Shambling Horror 15-25dmg vs 80 armor
Jagged Horror (lvl16) 15-25dmg + bleeding vs 80 armor
Vampiric Horror 15-25dmg vs 80 armor
Flesh Golem(lvl 26) 45-95dmg vs 80 armor (95 was quite the critical hit, 65 seams the normal high hit)
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Old Jan 15, 2008, 02:28 AM // 02:28   #7
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Look on the individual minion pages on the wiki, all lvl 18 minions deal 17 to 49 damage, with a tested average of 27.5 damage. All minions other then bone fiends attack once every 3.2 seconds, bone fiends attack once every 1.9 seconds. So a lvl 18 bone horror will cause about 8.5 dps and a bone fiend will cause about 14.5 dps. Personally I recommend always using a sup death rune, just good playing will stop your mm from dieing. If you can't do that, compensate with dark bond. Minion masters are one of the few classes that see a real difference in damage just from 1 more point in death magic.
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Old Jan 15, 2008, 08:24 PM // 20:24   #8
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do certain minions have more hit points then others?
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Old Jan 15, 2008, 10:30 PM // 22:30   #9
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Quote:
Originally Posted by oresteez
do certain minions have more hit points then others?
As far as i know their HP is based on their level. A level 20 character with no mods/enhancements will have a base HP of 480 with a 20HP difference per level and i think this applies to just about every creature in the game. So, a level 18 minion will have 440HP (480-40 for the 2 level difference), a level 13 minion (bone minion) will have 340HP and a level 26 minion (flesh golem) will have 600HP.

Their armour level also increases with their actual level and i do think some minions have more armour than others but you'll have to read up on wiki to be sure. Basically the higher their level, the more HP and armour they have.
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Old Jan 17, 2008, 06:13 PM // 18:13   #10
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good answer, but i'm also wondering does a level 18 fiend have the same hp and armor as a level 18 minion?

standard rpg practice would tell me that the ranged higher dmg monster would have less armor and hp than the melee type..
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