All the new runewords such as Pride are on Ladder. I prefer Non-Ladder but have made a few Ladder characters. Ladder is supposed to roll over during the summer.Beneathnoise said:waitaminute. NL has all of the runewords you need?
i thought stuff like insight was Ladder only... i SWITCHED from NL cause i thought some of the runewords for commando was Ladder only.
Truly.Gix said:You still don't understand. What I meant was if you are done putting points into the skills you need and you feel you need more damage absorb, put more points into BA (assuming Bone Wall is maxed and you are using Marrowwalk).
I checked it out but I'm wondering if those variable don't represent a return from base damage increase *'s ED. Assuming the monster HP in Hell listed at Arreat is close or under what it should be and with the damage you posted earlier, 40/40ish non RW'd skellies would have to hit Fallen quite a few times in Hell whereas mine seemed to do just fine offscreen without me having amped them (I kill most fallen with poison of course). Somebody with his IM address go bother RTB I'm sure his PM box is always full. I really want to know if a skelliemancer can get his skeletons to start doing 1 to 2-hit kills on most monsters in Hell. To hear people talk that have said they've seen the triple aura combo in action, it sounds like they do. 14 *'s 9-10K damage would be wiping out bosses in pretty short order. If people are already saying they don't have time to bother with corpse explode with the typical double aura, the numbers sound about right.Mad Mantis said:
Do statistics really matter as long as they kill fast?Pherdnut said:Eh.. I'm just hoping one of supercomputer/knows-how-to-read-the-code types comes across this or the other thread I started. We're looking at a potential 15 skellies/17K of damage per hit if the skill calcs are right. That would certainly give the Hammerdins a run for their money.
Saw this in another thread. Base damage may vary according to skill level. Thanks Masas.Masas said:My first try to calculate skellies stats with nearly the best possible gear, prebuffed skellies (AoKL + Homun) and all of the Auras (with Might from Merc, Conc from Pride, best possible Fanat from Faith) and battle orders at level 91:
First, the damage
225-base damage at that level of RS and SM
3.15-ED in skellies themselves
3.15-ED from Conc
1.44-ED from Fanat
3.10-ED from Mercs might
Pretty good for a single skelly. Now the damage of a Full salve of them would be:
Now that's damage.
Life on all difficulties with 80% BO:
Life (NM): 1960
Life (Hell): 2467
Resist All: 70%.
15 Skellies Total.
Hope you weren't in the process of xfering Beasts...HarbingersOfSkulls said:I just started my 10th and probably my last Commando today...and got realm down soon afterwards...guess it's a sign.
Actually I wasn't...was looking for my favorite starter wand: +3 skeletons +2 mastery +1 Amp...I never make a Commando without it.Gix said:Hope you weren't in the process of xfering Beasts...
Anyway, goodluck with your new Commandomancer. I hope this guide helped somewhat even though you seem pretty experienced with the build. :thumbsup:
Same here! My old summoner had so many summons they would just disappear after a while. I never could understand why that happened. I loved when people begged me to stop. That was the best part. The Arcane Sanctuary and Maggot Lair were hell tho.HarbingersOfSkulls said:That's true lag...I miss the 1.08 days of having over 80+ minions in my horde.