Raise Zombie
Unavailable Post your feedback for this skill here. Make sure you concisely state your character build, level, and other complimenting abilities you have when you talk about a skill - The more we know about your character, the better we can understand your feedback. Values for the Raise Zombie minion damage can be found here, until we're able to implement them as part of the skill description. Balance & Design Last edited by Rory on Mar 20, 2014, 12:24:10 AM Last bumped on Jan 16, 2024, 12:16:07 PM
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In future, minions will have their own health portraits, and other features that let you see your minion's status easily. Other features have been requested, like un-summon options, more visual feedback, directional indicators, etc.
We will also include a way to not target your own minions when this is added, so you don't accidentally click on them. Minions will also follow you between areas in future. | |
"Supports which don't work on a skill won't increase the mana cost or put up the little letter on the skill icon. If you find one that you don't think is working despite displaying as compatible with the skill, let us know and we'll check it, but they're pretty much good now. "None of that is true. Increased Attack speed does work with zombies, because they are using the default attack, just like you do. I will do looking for the other post where I last explained this to someone and copy-paste it here. UPDATE: " Last edited by Mark_GGG on Dec 10, 2011, 5:59:39 PM
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"It's a bug, it's on the known issues list. | |
"Because minions are not party members and cannot have frenzy/endurance/power charges. "why would it? Passives affect you, the passive means that when you perform a critical hit with a melee attack, you gain a power charge. Nothing about that affects minions. Minions are not intended to gain all the passive bonuses of your passive skills, it would be broken if they did, and the passive skills represent things that are improved about your character, not other entities. The only sort-of exception is the few passive skills which explicitly improve minions, which represent your character being better at the kinds of magic that create them. | |
"This bug was to do with maximum distances for actions and I have now fixed it for 0.9.6. It occurs when a monster and zombie are right at the edge of their aggro distance - it's possible for them to stay aggro'd on each other due to just being within aggro distance, but also be unable to perform any action against each other because they are just outside teh maximum distance at which actions are executed. In the meantime, if this occurs, then roughly a screen away there will be a frozen monster which is locked with the zombie - killing it will unfreeze the zombie. "Each time a monster is hit there is a chance it will change it's aggro target to the closest enemy. | |
All feedback after this point is for 0.9.6.
Balance & Design
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"That is a correct guess. Well done. You have your passives, your minions don't. The few passives which specifically affect your minions are the only ones which do so. | |
"Neither of those are bugs. Conduit specifically applies only to party members, which minions are not. The Ape Chieftains apply frenzy charges to all allies, not just party members, and thus include allied minions. "The raise zombie spell doesn't have a critical strike chance - it never does damage, so can't get a critical strike on that damage. There is currently a bug where spells with no damage still display a critical strike chance/multipler, this is fixed in -0.9.7 The gem skill affects them because it increases the critical strike chance of the zombie's attacks. The power charges don't affect them because they affect your critical strike chance, not the zombie's. "This is not true - cast speed makes the spell faster to cast. However, all things which increase damage of spells (including critical strikes) will not apply because this is a spell that doesn't deal damage. | |
Feedback after this point is for 0.9.7
Balance & Design
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