Spawn Weight?

What is it?

U wot m8? :rolleyes::rolleyes::rolleyes:

See Raise the Dead.

It’s the chance that you’ll summon that particular kind of skeleton with each cast, weighted against that of the other types. Conveniently, the weights always sum up to 100, so you can consider it a raw % chance.

Here’s a relevant excerpt from a certain guide that will be posted sometime after xpac release:

As Ceno described, spawn weights for each skeleton minion type are listed as percentages along the Y-axis.

a certain guide that will be posted sometime after xpac release

:smiley:

I sense this will be a good guide to read.

Am i seeing this correct, the skeletons are permanent? When was that changed?

Never, they were always permanent. :slight_smile:

Devs got feedback that many didn’t like the constant re summoning of pets. Unlike Blizzard they actually listened to their customers.

Well i really like that change :wink: Thanks Crate!

That doesn’t make a lot of sense to me. If I look at Raise Skeletons it has one spawn weight listed - Spawn Weight: 19% It doesn’t say what type of skeleton will be summoned if that 19% is rolled, or differentiate between the types in any way. What am I missing?

I’d prefer just a straight option to summon the type I want. 11 archers with Blight Fiend tanking would destroy so much.

That’s probably why it’s random.

Spoken like a Crate Dev. :smiley:

I think it would be VERY intriguing if new/old item were ever introduced that affected the spawn weight metrics. Could put a whole different priority/optimization spin on any build utilizing Raise Skeleton.

(Imagine having to decide between an item that gives you more favorable revenant spawns or one that gives you more +max skeletons and a +raise skeleton.)

Spawn weight is simply the force of gravity acting on a newborn baby. So when a mommy necromancer gives birth to her cute, cuddly skeleton child, its spawn weight is the… oh, it’s something else? Never mind then.

Depends.

With Flame Torrent meler becomes very viable. Obviously Revenant is very strong but even the base Skellie has a charge attack which is great for into packs.

The melee are pure garbage. Outside of bosses, by the time the melee get within range the mobs are already dead, with hero mobs the melee make it to melee range about 2-3 seconds before it dies. Mages are almost as bad. Blight fiend and archers are killing mobs so fast that the mages keep recasting their skills before the actual attack happens. Have 3 mages just standing their repeating the same cast animations yet no meteors or burst fire even appear on screen.

Well if you are killing enemies that fast what you are summoning does not matter anyway.

If it’s too OP just give me only archers and limit me to just 6. Even when a cast is successful, it takes about 2 seconds before a mob is hit by the mages meteor and the melee are like 1 attack per second while archers get least 2 attacks per second (only at lvl24 so far).