I think his calculation was with all of the skeles though. Anyway, Im sorry to say that it doesnt really work that way, theres a nice Necro Pet Calculator around here somewhere, and it will tell you the damage per skele you can be expecting.

Edit: Took so long writing the reply that he anwered the question already :azn: .

Now on to calculations

Due to the fact that skeles have a built in dmg of 257% ed at lvl 20, you factor in the fact that skeles will have around 180ish base damage. This then gets multiplied by all of your skeles ed% (built in ed% + might aura) and then this caculates there dmg. With the skeles you described, you can get 1525 dmg per skele, 1525 x 18 = 27450 damage per swing, then the PVP penalty reduces that to 13750 damage per swing. Your amp damage and there DR% will cancel out (DR% isnt physical resist is it?), and then the blocking percent kicks in. Comes out to 3450 or so odd damage per group skele swing (WHOA, much more than I thought, but still less than 6950 damage). This is a HUGE amount of damage nonetheless to be dealing out to a meleer. 3450 is then added to mage damage, which is more than most people expect (as long as you dont get poison mages for dueling

). Mages do an average of about 420 damage at lvl 50-52, so thats 420 x 18 = 7560 damage per cast, and its unblockable. So thats 7560/2 PVP penalty = 3780 damage per cast, and resists are not a problem if your using infinity on your merc, which will lower your enemies resists to -15 assuming they are maxed in Hell but not stacked (who thinks to resist stack a summoner? Not many can wrap there head around the fact that MAGES DO DAMAGE :grin: , so they will not think to). Your final mage damage comes out to around 4300 dmg per cast. MORE THAN THE SKELES!!! Add the 2 together if you tele-stack and you get 4300 + 3750 = 8050 total damage per hit...... but of course, we havnt taken into account the fact that most Melee characters will have very very high defense, which will greatly lower the chances of your skeles to hit them. Even with the -def on infintity, you will still be looking at some hefty defense (someone have a defense to AR chart around here). The mages however, will always hit regardless of the defense, so as long as the summoner telestacks, the enemy should be dead unless they stack resists. Reviving gloams and a few frenzytaurs to tank will also start to deal huge damage. An army of about 20 frenzytaurs will probally do more damage total though, averaging 105 damage per swing x 8.5 extra damage from might and skele mastery, they get about 890 dmg apiece, then multiply by 25 or so monsters to get 22250 total damage. After all penalties it comes out to over 2700 damage, again without considereing the enemies defense. As skele mast doesnt add any AR to the monsters, and we can assume godly meleers have reduced their chance of being hit to 10% from frenzytaurs, then we can assume that the frenzytaurs will be dealing about 270 dmg per swing as a group.... not very impressive.

Anyway, the point being that defense will save ALOT of melee chars, however, your skeles get a huge bonus to AR when fighting enemies closer or lesser than their lvl (can anyone confirm this). So, mages will actually do huge damage to enemies will brought up to lvl 50+ and with an infinity merc you will be able to destroy most 4k hp and under characters simply by telestacking. :laughing: