(For context, I’m testing the maximum dps I could obtain from each fire-capable minion, as fire was the only element I could unify all minions under for stat bonus consistency.)
My minions each share (independent of their skill trees, which are all maxed to what should roughly be the same effectiveness toward dps) 14% critical strike chance, 343% critical strike damage, 809% increased fire damage and 226% damage from intelligence, on a level 82 necromancer. (since ignite is sorta universal and i’m not building for it, I won’t be factoring in it’s dps)
for total DPS, I will be multiplying the single minion dps by the minion cap for each skill, which for the purpose of this test will be:
Golems: 2
Mages: 5
Skeletons: 10 (I traded +1 skeleton on my chest piece for 89% minion fire damage, which is just better by a lot)
Wraiths: 2 (in order to test volatile zombies i had to make wraiths permanent, so attempted to squeeze as much damage out of them as i could, even though this meant accepting a significant net loss in damage before hand.)
Volatile Zombies: 5
Now on to the stats:
Skeletons (archers, since this was the fire option):
-Average hit: ~600
-Attacks per second: 2.2
-Average skill damage: ~800
-Average critical hit: ~2400 (this ranged from 1800 to 3000)
–DPS: 1,876 (x10) (TOTAL: 18,760 average)
Mages:
Average Hit: ~650
Attack speed: 2
Average crit: 2200
(no skill)
DPS: 1608 (x5) (TOTAL: 8040 average) (it should be noted that mages more consistently applied ignites, but due to having half the bodies it averages out to be about the same)
Golems:
Average hit: ~700
Attack speed: 1.3
Average crit: ~2500
Ability (fire aura): (either this doesn’t affect the dummy, or it just applies ignite, either way i was unable to monitor this damage)
DPS: 1260 (x2) (TOTAL: 2520) (ignite damage comparable to mages, but with better aoe)
Wraiths:
Average hit: 2800
Attack speed: 2 (or at least, not notably different from mages)
Average crit: 12,000 (I gave them a lot more crit damage from skill nodes)
(no skill)
DPS: 7,280 (x2) (TOTAL: 14,560) (note: ignite seemed to be applied with an almost negligible lower rate than mages)
Volatile Zombies: (this one was hard to test as i had to constantly resummon then sacrifice 4 of them to get the single damage, which coupled with decaying health was a tedious task, so grain of salt and all that)
Average hit: ~3000?
Attack speed: N/A
Average crit: ~12,000 from the explosion, as far as i can tell the vomit can’t crit (bug?)
Spell (fire vomit): 1320/tick x5 due to health regen (this was a very consistent number)
DPC (damage per cast): 4680 (explosion average) 6,600 (vomit) (x5) (TOTAL: 56,400) (it should also be noted that i used this skill to produce 3 skeleton vanguards, and 2 blood leeches per zombie, as the vanguards cap at 3, I will factor them separately)
Vanguards: (note: they do not benefit from the fire damage bonus to my knowledge)
Average hit: 450
Attack speed: 2
Average crit: 1600
(no spell)
DPS: 1124 (x3) (TOTAL: 3372) (note, they seemed to periodically apply some form of damage over time, though i’m not sure which one, possibly poison from a stray passive somewhere, either way i didn’t factor it in to the dps of any other minion, so this information should be accurate)
Conclusion: If we base these numbers proportional to the base health of each minion (the idea being that, the less health = the more damage they should do) and use skeletons as a standard (they have equal base health to mages under this circumstance, but by virtue of their increased minion cap have higher DPS by a lot) then for each minion we can say:
Mages need to be buffed by 132% damage
Golems need to be buffed by 86% damage (on account that they have 4x the base health, they should collectively deal 1/4 the damage by my earlier stated logic, and this number is tuned in such a way as to accomplish that)
Wraiths have lower base health than skeletons(60 vs 100), and thus should deal more damage (about 2/3 more based on my above logic) I’m going to give 2 numbers for wraiths, 1 based on the 2 perma wraiths with the following damage multiplier nodes, and one based on the 8 wraiths without (the equation being perma wraiths x2.13, as this is the inherent damage loss by going from 8 to 2 wraiths after factoring in the 75% increased damage)
Wraiths (8) need to be buffed by (drumroll please): 1%… congratulations, these are actually more or less the same balance as skeletal archers.
Wraiths (permanent, 2) need to be buffed by 114% (they would actually approach being balanced against archers within 4% if covenant of souls worked with them, but in this regard you would lose 2 skill nodes off of crit damage, which would still result in them needing to be buffed.
Volatile Zombies: (initially i found it difficult to determine how to balance a one and done cast skill against permanent minions, so i decided to divide the damage per cast by the cooldown, then multiply that number by the disparity in mana cost versus my personal mana regen, which resulted in a theoretical “permanent” dps of “9,396” and thus I will assert that zombies need to be buffed by 100% (the actual number was 99.6%, so i’m rounding, but basically zombies are almost exactly half as strong as they should be)
one last reminder: this was all based on minions that I could make do fire damage for stat bonus consistency, these numbers are not representative of minions that deal other types of damage, and also are based around skeleton archers as a standard, or in other words the notion that archers are “balanced” and that all other minions that are weaker than archers (which in this scenario, is all of them) need to be buffed proportionally to how their health and unit cap relates to the archers base.
Discuss.