Primalist Wolf: The Ice Bite node is not working as it should. It does not seem to be doing any additional damage. Its high and low end damage on the testing dummy were exactly the same between regular attacks and ice bites with base minion stats alone.
Acolyte Skeletons: I can’t really figure out where the discrepancies are coming from here, but something about skeleton crit isn’t working. With +5% base crit from idols [so 10% base], 250% increased crit chance from the skeleton mage tree, and 210% increased minion crit chance from global sources, my mages seemed to be critting less than 50% [further tests came out to 35-45%] of the time. From my calcs, if everything is working properly, they should always be critting, and if only one individual part isn’t working, it should still be close to 60%, which leads me to believe there are multiple things going wrong here.
Regarding the Skellies, is their normal base crit 5%, +10% from the idols (-> 15% base crit)? The 250% increased crit damage wouldn’t affect your skellies crit chance. If they’re critting 35%-45% of the time, that would be about right if the 210% increased crit chance from global sources (which I didn’t think should affect minions unless it says minions) is affecting your skellis crit chance (15% * 3.1 = 46.5%).
The 250% figure would make their crits hit harder, not more frequently, and even if it was crit chance, the 250% would be added to the 210% = 460% increased crit chance to give 84% crit chance.
I made a typo. It was supposed to be 250% increased chance locally. Also meant to make it 10% including base. Either way, the crit is far lower than expected. It should be closer to 55-60%
Ah, well, 10% * 3.5 (for the 250% increased minion crit chance) = 35% which would be at the bottom end of your observed crit chance. The 210% shouldn’t affect minions, as global effects should only affect the character (not minions) as I understand it.
So the 250% comes from Celer Mortis on the Skellie Mage tree, plus the 210% minion crit from gear/passives = 460% increased skellie mage crit chance. Assuming EHG have their maths right (which is not necessarily a given with % increases above 100%), the skellies should have 10% (base) * 5.6 = 56% crit chance (if they’ve got their maths wrong it would be multiplying by 4.6 to get 46%).
It’s probably not outside the bounds of probability to get 35-45% crit chance over a small sample if it should be 56%. What kind of sample size did you have?
The Celer Mortis node on Skeleton Mage is actually granting 3% base crit chance and isn’t scaling per point. For our next update it will correctly scale with points allocated and the tooltip will state the correct 3% per point. Sorry about that.
Using the actual 0.7.7f numbers your Mage’s crit chance is 40.3%, which seems in line with what you saw experimentally.
I’ve checked Ice Bite and it indeed does not multiply the damage, but the radius change and cold conversion seem fine.