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Do they get benefit from the new splash (but not called splash) hit mechanic?

Do minions' attacks get the strike tag to use with the changed supports, like Melee Splash Support?

Why are you so keen on excluding minions from cool new stuff? This is 2 patches in a row with stuff that specifically excludes minions.

People have been saying, wait for Patch notes, wait for gem info, but we're still in the dark here...

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over 5 years ago - /u/Bex_GGG - Direct link

I’m not at work yet (it’s early here) but I have it on my list to see what I can find out about this for you today. I’ll reply to this comment with an update.
Edit: Here comes Rory!

over 5 years ago - /u/Rory_Rackham - Direct link

Originally posted by Bex_GGG

I’m not at work yet (it’s early here) but I have it on my list to see what I can find out about this for you today. I’ll reply to this comment with an update.
Edit: Here comes Rory!

Bex has summoned me, and I am here to grant you your one wish. Here are some minion points, and I'll try answer any other questions that come up:

  • Zombies, Skeletons, Raging Spirits, Herald of Purity and Dominating Blow minions, Animated Weapons, Animated Armour, Golems, Arakaali's Fang minions, Spectral Wolves, Dancing Dervish, the bestial minions from Yriel's Fostering, Spectral Spirits from the essence, Rampage minions and glove enchantment minions now have melee damage patterns that match their swings. This can mean they've got larger or smaller hit areas than player attacks. Sadly spectres need to be set up individually for each attack, so we've started on this for some monsters throughout the game, but there are many more to go.
  • Because of the above changes, Melee Splash will work with all of the above attacks.
  • There were a few technical reasons that Rage couldn't work with minions right away, and the restriction to weapons is only there because of Facebreakers. We'll try get round this in future.
  • Minions don't currently have a weapon specified in the same way players do, but this would be nice to fix at some point. This would open up the ability to let weapon restricted effects apply to minions, though there may be other technical hurdles.

Ask your questions and I'll answer them when I can, though there is still a lot to do for the patch!

over 5 years ago - /u/Rory_Rackham - Direct link

Originally posted by Conspark

In all seriousness, is there any near future (or even far future) plan to improve minion AI and pathfinding or are they explicitly balanced around their silliness right now?

I can't give any info on when we'll see changes, but Minions will receive some serious scrutiny at some point, similar to Melee in this league.

over 5 years ago - /u/Rory_Rackham - Direct link

Originally posted by theuberelite

Dancing Dervish,

wut

Because of the above changes, Melee Splash will work with all of the above attacks.

WUT

I thought dervish only used cyclone... is something reworked here? (also curious because it seems like the multistrike change was a negative one for dancing duo as afaik it never repeated, just gained the more attack speed)

Lovely to hear this on the minion side of things though... my starter is set then.

Ah that was just for the old melee action it no longer uses, whoops. Dancing Dervish won't be affected by splash.

As for Multistrike, it's still using the old cyclone behaviour but repeatable, so I'd need to investigate more thoroughly to find out if it works correctly. There is a chance it will work for every third cyclone used, otherwise we'd likely have to rebalance the skill.

over 5 years ago - /u/Rory_Rackham - Direct link

Originally posted by saintonan

Zombies and skellies are back on the menu, boys! Thanks Bex and Rory very much! Just one question. Will a zombie or skeleton supported by Multistrike now cancel subsequent attacks if its target dies or will it remain action locked until the cycle completes?

Minions aren't yet smart enough to cancel subsequent attacks, sorry!

over 5 years ago - /u/Rory_Rackham - Direct link

Originally posted by Cinara

How does Rage Support work with totems, I assume they generate rage for themselves and not for you?

They can't generate rage, but they do get the damage benefits based on your current rage, so you'll need another skill you use to keep your rage up.

over 5 years ago - /u/Rory_Rackham - Direct link

Originally posted by starlight85

/u/rory_rackham

Do Dancing Dervish minions use the updated cyclone? Can they be supported with Infused channeling / other support gems that would be suitable for cyclone?

Not yet, no.

over 5 years ago - /u/Rory_Rackham - Direct link

Originally posted by vimrick

Thanks for the response!

I do have another minion question but unrelated to 3.7

When linking summon phantasm to spectres, does the phantasm have the monster level of the spectre (current behaviour in path of building), or is it always determined by the level of summon phantasm support gem?

The Summon Phantasm support will always determine the level of the Phantasms

over 5 years ago - /u/Rory_Rackham - Direct link

Originally posted by OBrien

Is the Zombie's Slam Cooldown Attack changing at all?

Zombie Slam Cooldown isn't changing in 3.7.0, though ideally it's slightly less important now they can hit multiple targets with their basic attack.

over 5 years ago - /u/Rory_Rackham - Direct link

Originally posted by XR-17

Are zombies auto attacks and slam, both affected by the melee changes? Melee splash would create a similar circle? Pulverize would increase that area?

The sweeping strike attack changes only affect the basic attacks of zombies. Melee Splash only affects this strike, and Pulverise would only benefit the melee splash and the zombie slam, not the strike.

over 5 years ago - /u/Rory_Rackham - Direct link

Originally posted by Nephakas

So if minions work with splash and splash requirement is worded the same as ancestral call, can minions use that too now?

Minions are still unable to call ancestors.

over 5 years ago - /u/Rory_Rackham - Direct link

Originally posted by camelCasing

If they benefit from your rage, does this mean a Berserker's totems can have the tripled rage effects and chance to deal double damage?

That's right, totems use all of your damage bonuses, so they'll benefit from rage.

over 5 years ago - /u/Rory_Rackham - Direct link

Originally posted by zazs

Do Arakaali's Fang spiders use the new Viper Strike (i.e. 50% chaos conversion) or do they have their own version?

They've still got their own set of stats on their Viper Strike that just adds 25% of physical damage as chaos.

over 5 years ago - /u/Rory_Rackham - Direct link

Originally posted by SweetPotato696

Will minions base accuracy change?

The values of accuracy that minions implicitly have isn't changing, the general calculation changes do mean they'll also need to reach 3000 accuracy to always hit most level 83 monsters.

over 5 years ago - /u/Rory_Rackham - Direct link

Originally posted by xyzpqr

Sadly spectres need to be set up individually for each attack, so we've started on this for some monsters throughout the game, but there are many more to go.

Is it possible to get a few examples of spectres that have been updated in this way to avoid having to test every enemy type in the game =P?

It's mostly applicable to slow, big hitting enemies at the moment or those with attacks that have unique damage patterns. Blood Chieftains, abominations in Lunaris Temple, ghost pirates and goatmen are a few examples. No prime minion candidates at a quick glance!

over 5 years ago - /u/Rory_Rackham - Direct link

Originally posted by LiquidOak

Rory ! does any of the new legion jewels / keystones have any effect involving minions whatsoever on the tree?

please tell me we got atleast something =/

Most of the keystones are defensive, so there is nothing minion-specific in a keystone. The jewels however include a variety of minion bonuses. Some factions are more minion based than others.

over 5 years ago - /u/Rory_Rackham - Direct link

Originally posted by Cynooo

Thanks for coming in here to ease our worries. Guess this pretty much answers my questions about the new gems/mechanics.

any chance that Summon Phantasm Support will get the same "refreshing instead of resummoning" behavior as sentinels of purity?

There isn't anything for this in 3.7.0, I'll keep it in mind though!

over 5 years ago - /u/Rory_Rackham - Direct link

Originally posted by deciog543

Will minions move to adjacent monolith enemies even though they technically arent dying while the timer is going?

Minions will go after other targets once their target is broken out, so they'll break out legion armies fairly intelligently.

over 5 years ago - /u/Rory_Rackham - Direct link

Originally posted by brunorc93

What about Leaping Spiders, Vendigos, Undying Grapplers and other flickering minions, do they have a strike area while jumping or do they only hit one monster and can’t be supported by melee splash yet? The ghost pirates you’re talking about are the ones who flicker? I’m trying like in every league to come up with a way to flicker alongside my Spectres...

Monsters that have been updated that flicker will use the system, but not many have, just the pirates when I checked the list. Monsters that haven't been updated still will work with Melee splash, they just won't be able to cause the overlapping splash areas with each strike.

over 5 years ago - /u/Rory_Rackham - Direct link

Originally posted by lilliesatou

Animated guardian, too?

Ah yes, Animated Armour is the internal name for Animated Guardian!

over 5 years ago - /u/Rory_Rackham - Direct link

Originally posted by LiquidOak

thanks for the reply, i understand that the keystones dont get anything about minions, but i dont quite understand what you mean by jewels getting minion bonuses

do you mean the jewels will qonquer part of the tree and change them into minionrelated stuff/bonuses?

thanks once again

You'll have to find out! I've said too much already.

over 5 years ago - /u/Rory_Rackham - Direct link

Originally posted by Laffngman

This is a bit late but will you please allow minion instability to destroy destructible objects like barrels. I really enjoy using Earendel's Embrace, but it always feels weird to see exploding skeletons unable to destroy crates, barrels, and other similar objects.

Ah it can’t get in the update but I’ll try get it in a small patch afterwards, assuming it’s a straight forward change. Everything should break barrels!

over 5 years ago - /u/Rory_Rackham - Direct link

Originally posted by welpxD

While we're talking about accuracy, what is the new accuracy formula? The old one was

chance to hit = accuracy / [accuracy + (evasion / 4)^0.8]

And this was useful to know, along with the knowledge that monsters have somewhere in the 600-800 accuracy range in endgame, for deciding how much to invest in evasion. So it'd be good to know the new formula too!

The formula is the same, but with the final value multiplied by 1.15

over 5 years ago - /u/Rory_Rackham - Direct link

Originally posted by RHSiuolF

I have a question about bladestorm. The gem specifies you have to be in the bloodstorm for atk spd but just says sandstorms grant movespeed. Do we have to be within the sandstorm for movespeed?

Sandstorms only grand move speed when you’re standing inside them, yeah

over 5 years ago - /u/Rory_Rackham - Direct link

Originally posted by ErrorLoadingNameFile

A slightly offtopic question - why does the close combat support not allow for daggers and claws? Surely those are even more close combat than rapiers and axes and they are already extremly limited in the skills they can use (Why can they not use the new Bladestorm for example :/).

Our intent was to have a third support for daggers and claws to differentiate them, but we weren’t happy with the first set of plans. We’ll focus more on those weapons in a future set.