There has been some recent discussion among Praetorians about whether skeleton base damage would/should be reduced in the future. Based on my own build testing, I agree with those who say that a base damage reduction is appropriate. However, rather than a simple across-the-board adjustment, a more nuanced approach should be taken to address the underlying root causes of current skeleton base damage problems.
Problem 1: Skeletons scale far too aggressively at lower levels.
Root Cause A: Raise Skeletons ability contains too many bonuses.
Like other pet skills, investing into Raise Skeletons will increase base damage and stat bonuses (+% damage/health/energy). However, Raise Skeletons has yet another bonus of improving the mix of skeletons summoned as well, especially by reducing the frequency of low-value Skeleton Warriors. This makes points invested into Raise Skeletons (and +skill bonuses) far more valuable than points anywhere else for skeleton-using builds.
Root Cause B: Raise Skeletons ability is available at mastery level 1.
Since Raise Skeletons is available immediately at level 1 and grows so quickly and immensely with each additional skill point, it completely trivializes content in the first two acts even if the character is naked and spends no other skill points. Of course this is not the only skill with such early scaling problems, but it would still improve and greatly smooth out character progression if this could be fixed.
Problem 2: Skeletons scale far too aggressively at endgame.
Root Cause A: Raise Skeletons ability contains too many bonuses.
Once again, the overloading of bonuses into the base Raise Skeletons skill continues with scaling at Ultimate ranks. Here, the passive bonuses and skeleton mix not only continue to improve with rank, but also their base damage increases far more at Ultimate ranks than other Necromancer pets do as well. Currently, a 26/16 skeleton wields 82% of the base damage of a 26/16 hellhound, which seems much too high considering 10 skeletons can be attained without using any skill modifiers.
Root Cause B: Not enough skill point sinks required to maximize skeleton damage at endgame.
Because skeleton base damage is current governed by a single skill, it becomes very easy at endgame to maximize base damage by overcapping that one skill. (The modifiers currently govern skeleton quantity and armor/conversion, not base damage.) This is unlike most other skill chains where one or more additional modifiers are usually required to maximize base damage, often using another damage type. To properly maximize base skeleton damage, players should be required to overlevel an additional skeleton modifier.
Proposal: Scale skeleton base damage using both Raise Skeletons and Will of the Crypt.
This proposal would remove vitality damage from skeleton base attacks, and replace the +% vitality bonus on Will of the Crypt with flat vitality damage bonus to all skeletons. Ultimate scaling for both skills would be reduced.
- Raise Skeleton Ultimate scaling is reduced to +66%, consistent with Ultimate scaling for Blight Fiend.
- WotC Ultimate scaling is reduced to +121%, consistent with Ultimate scaling for Soul Harvest.
- Total skeleton base damage Ultimate scaling is still higher than both Blight Fiend and Sundered Wraith.
Impact at low levels: Low level characters would be delayed until mastery level 20 and 12 additional skill points into WotC before their skeletons reach current levels of base damage. Even so, skeletons would still be extremely strong at early game, especially with their AOE skills.
Impact at mid levels: For builds with 16/16 Raise Skeletons and 12/12 WotC, the only impact is the loss of the +% vitality damage on WotC. However, there are many other sources for +% to all or +% vitality from other skills (Soul Harvest, Call of the Grave, Master of Death).
Impact at endgame: Maximum skeleton base damage is reduced to 69% of hellhound (again, with up to 10 skeletons before modifiers). To reach max base damage, builds would be required to overlevel both Raise Skeletons and Will of the Crypt; current itemization makes it quite feasible to overcap both. (See example from Unimaginative Skelemancer Cabalist - Grimtools link.)
My hope is that the spreading of base damage onto a separate modifier and the adjustment of scaling at Ultimate ranks would make the impact of the changes much more targeted and effective than a blanket across-the-board reduction in base damage. Thanks for your consideration!