Why doesn't global increased damage affect minions and Totems?

The distinction is drawn at if it has a “mind of its own” and is physically separate from you. Things that acquire targets themselves have their own stats and cast their own spells. The poison which is causing an enemy to die can’t pick a target. The one that’s a little odd is a totem but they can pick targets themselves and are physically separate from you.

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So when I use transport and that triggers Rip Blood and each Rip Blood has to find a target, I guess Transport is acting like a totem so it wouldn’t apply right?

And besides that distinction, it is a way to remove options from 2 of 40 kinds of damage, that is odd.

The node you’re referencing “Dance of Blood” specifically says that “You” cast Rip Blood when you use Transplant. You’re doing the action, so it would apply.

Not quite sure what you’re trying to say here.

“Global damage” applies to all types of damage, all ailments, channeled, dot, hit, mele, spell, and everything in between but just not totems and Minions. I could understand “you do increased damage” not counting your totems or minions but “you do increased global damage” why even have the term global, how is it different from “you do increased damage” ?

So why does it affect Wandering Spirits if the distinction is it has its own targeting and is physically distinct from you?

They don’t target but you’re right, it’s a little odd.

Edit: maybe a better distinction is “things with their own health bar”.

Wouldn’t you just reduce the power of minion spells rather than give minion builds fewer options? Do you guys count how many options there for minoin damage, necrotic damage, physical damage, spell damage, dot damage, channeling damage, ? The fewer abilities that exist for a particular damage type; the less common the damage type, that should affect the power level. Right now you would never want any channeling damage because it only applies to one ability you have where as other damage types can easily apply to all your abilities. Do you do anything to balance that out?

The more specific a stat is, generally the less more powerful it is. I don’t have the numbers with me but as an example, increased damage might be +10% where increased fire damage might be 12%, increased fire melee damage could be +14% and then increased channeling fire melee damage could be +16% and then increased channeling fire melee damage while at low life is +18%.

I’m just making up numbers to illustrate the point.

Edit: fixed the typo less → more. Sorry, that kinda made it confusing.

But I know channeling has same rolls for same tier as necrotic damage on same item but that doesn’t seem in line with what you are saying.

Also curse damage is like impossible to find, almost impossible to have more then 2 curses, and yet it rolls the same as necrotic or spell.

Because they arent balanced, almost nobody rolls Curse or Channeling skills and devs havent had any reason to review them so the devs probably just copied the same values and now all of a sudden you are brining it up whilst not understanding why ‘physical damage’ doesnt buff your minions

The more specific a stat is, the more powerful.

That’s because there’s only 2 “levels” of affix power vis-a-vis specificity. “Specific” such as cold damage or spell damage and “less specific” such as elemental damage. Not exactly ideal.

Why beat around the bush?

You basically wan your global to benefit minions too even though minion damage % itself is already global to minions, this way minion can double dip into your global damage.

Also you wan all those blessings in mono to all benefit your minion because they are all global, even though minions have their own blessing effect already in mono.

You can front it all want, and good luck arguing your case because i hope you win, my greediness would like to see how minions can get even more op.

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That’s my only point, they are’t balanced. But if you read the thread that’s the opposite of what @EHG_Mike said.

No, it would still be additive it’s hardly a difference, but it gives more options for minion builds for example to take points that give global damage after you transplant. Your math is just wrong.

If you read the last line of Mike’s post:

And my post:

You’ll see that Mike was explaining the principle rather than the specific detail. What Mike said (mistype notwithstanding), " The more specific a stat is, the more powerful it is", is correct, there’s only 2 different “levels” of power…

It would also shift the balance from specialist builds being more effective to minion hybrid builds being more powerful (since you could stack the current player-specific affixes to buff both the player and minions).

The principle is what I am arguing is not being applied as well as I think it could be applied. Not sure where you are getting confused, feels like you only argue with straw men.

It would also shift the balance from specialist builds being more effective to minion hybrid builds being more powerful (since you could stack the current player-specific affixes to buff both the player and minions).

Kind of like how increased necrotic shifts the balance of power from specialist builds being more effective to DOT Hybrid, Spell Hybrid, Channeling hybrid, etc builds being more powerful (since oyu could stack the current player-specific affixes to buff all of Dots, Spells, and Channeling, ETC). So you again are just assuming what you seek to prove and not realizing that you could simple change some words and YOUR (not his) version of the principle is actually inconsistent plain and simple.

The answer to the question “Why doesn’t global increased damage affect minions and Totems?” is as follows:

It would be too powerful if global damage boosted your damage and your minions damage at the same time, because then you could have minions + spells/attacks you do yourself, and the increased damage would “double dip”. It’s a design choice to split off (all damage from players) vs (all damage from minions) and split up the modifiers between them so that you have to make a build choice. Otherwise, there is no choice - you’ll just stack as much global damage as you can.

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Zaodon’s right. To further clarify the point, if you and minions scaled off the same damage stats, it’d always be optimal to both have minions and deal damage yourself. Solo characters and minion-only characters would be gimped by comparison. There are nodes and affixes that explicitly apply to both you and minions but they’re exceptions to encourage a hybrid playstyle where appropriate. You could argue the specifics of some particular balance decision but the principle is sound.

I agree, it’s not being applied enough, there being only 2 “levels” (specific & less-specific) rather than the 5 that Mike had in his example. This is what I was implying when I said

I’m not sure how the above is “arguing with straw men”, but I wouldn’t want to correct you since some might feel that’s being a bit gate keeper-y.

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