Fruit
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- Aug 19, 2017
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It does, but very minimally. I grabbed this hardcoded table when I was going through that function:Given the number of bugs in 1.00 I expect Skeleton mastery to not even work on mages elemental damage though.
Code:
0 1 2 3 4 5 6 7 8 9 10 < Skeleton Mastery level
0 0 0 0 0 1 1 1 2 2 2 2
1 0 0 1 1 1 1 1 2 2 3 3
2 0 0 0 0 0 0 1 1 1 1 1
3 0 0 0 0 0 0 0 0 0 0 0
4 0 0 0 0 0 0 0 0 0 0 0
5 0 0 0 0 0 0 1 1 1 1 1
6 0 0 0 0 1 1 1 1 1 2 2
7 0 0 0 1 1 1 1 1 2 2 2
8 0 0 1 1 2 2 3 3 4 4 4
As you can see, the columns just stop at 10. Doesn't mean that skeletons don't benefit at all from more levels in SM, but they barely keep improving after that. Well, even up to 10 they don't improve all that much. I don't remember the function too well, so I can't say exactly what the default improvement of SM was for mages, but I think only some extra hitpoints.
Well, sorry if that's a bit vague, I didn't try very hard to get a good picture of these summons, because it quickly became clear that they're not worth the skill points.
I assume so, since the Basin wiki mentions nothing about it. The bug is still there in 1.07, though. No clue when it was fixed (assuming it was).This is fixed in later versions correct?
It wasn't until 1.10 that this was "fixed", RobbyD mentions it in his 1.09 guide as well:Be aware that the interaction between blood golem and iron maiden was reported as being fixed in 1.07.
It was a popular build on bnet when 1.09 was live. People with this build were upset about it when 1.10 changed it. Maybe that the patch notes meant another bug? Or maybe they just forgot to fix it, but still added it to the patch notes.Iron Maiden + Blood Gloem treats returned damage as damage dealt for the purpose of IG's impact on a Necro's hitpoints.
Edit: He can expect it to be less powerful in 1.09 though, as the leech is calculated differently in 1.00, based on the current hitpoints of the monster, rather than any damage dealt to it. Therefore the leech scales with player number, and is just generally overpowered. There's even an overflow that can happen where you and your Golem get "healed" for a huge negative number (dozens of thousands). In this case, negative health won't kill you because the game of course assumes positive healing, and thus never checks if it kills you. But if you take any damage while your hitpoints are in the minus, you'll die. If you keep taking these negative heals, eventually the game crashes because of another overflow. If I remember correctly, only Full Rejuvenation Potions will fix the negative hitpoints.
Classic Blizzard.seems at odds with the fact that the 'official strategy guide' on Battle.net encouraged its use
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