Spell totems, Skeletons and totem passives

First let me say, that is an answer i can work with.

So in other words, i can get rid of the penalty for everey kind of spell, but a summon.

This doesnt really make sense to me...
"
LadyAlekto wrote:
First let me say, that is an answer i can work with.

So in other words, i can get rid of the penalty for everey kind of spell, but a summon.

This doesnt really make sense to me...


Well yes, if you think it's unfair you can always make a feedback thread and ask devs to revise the balance of the issue. Unfortunately, they'll probably kindly tell you to go and teach your aged grandmother how to shear sheep, and that your suggestion makes no sense because minion summoning deals no damage and resulting minion has nothing to do with you.

And you can get rid of the penalty in many ways
- use a mine to summon a skeleton totem (multiplicative damage bonus directly to the skill)
- you can link the trap gem too but following two gems are more user-friendly
- melee physical damage support (multiplicative damage bonus directly to the skill)
- multistrike (multiplicative DPS bonus directly to the skill)
- minion damage passives
Wish the armchair developers would go back to developing armchairs.

◄[www.moddb.com/mods/balancedux]►
◄[www.moddb.com/mods/one-vision1]►
Last edited by raics#7540 on Apr 1, 2014, 4:17:45 AM
I thank you, and guess ill stick to minion speed and damge then for my skeleton totem, so far it worked as intented
"
LadyAlekto wrote:
I thank you, and guess ill stick to minion speed and damge then for my skeleton totem, so far it worked as intented


Sure, there are a lot of supports that work well with skellies, although I'd self-cast them if I were you, 50% less damage is a huge penalty, 4 self-cast skeletons will do same damage as 8 totemed ones and take less space around the enemy. Added chaos and multistrike are probably the most popular supports in 'damage skellie' configurations.
Wish the armchair developers would go back to developing armchairs.

◄[www.moddb.com/mods/balancedux]►
◄[www.moddb.com/mods/one-vision1]►
I use skellies zombies and spectres and the vaal party button

The skeletom totem is more like shock troops and cannonfodder, i dont really care about their damage (tho i intent to waste gemcutters on mine for that tasty 15%dmg^^)

Damage is my throw and specters, and zombies to facetank, so far it worked up until merciless...
"
LadyAlekto wrote:
First let me say, that is an answer i can work with.

So in other words, i can get rid of the penalty for everey kind of spell, but a summon.

This doesnt really make sense to me...



You can't actually "get rid of" the damage and cast speed reduction from a totem, they're "less" mods they are applied to the total damage of the totem after any increased/reduced mods have been calculated off the base. A spell totem will always cast slower, and deal less damage than if you removed the totem support gem and self cast the spell. Even the totem damage passives won't make the totem cast the spell for as much damage as it would deal if you just self cast it. There's only 90% increased totem damage in the tree.

Simple Example:
You have a fireball that self cast deals 100 damage and takes 1 second to cast, and only hits 1 target that's 100 dps.
If you take all the increased totem damage nodes (90% inc damage) and support your fireball with spell totem, the damage per cast becomes (100*1.9)*.5 = 95 damage and the cast speed becomes 1.3seconds giving you a dps of 95*0.7 = 66.7 dps
Last edited by Agashi#7145 on Apr 1, 2014, 10:15:36 PM

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