Golem FAQ Revised

rickcarson said:
More Golem weirdness:
The Iron Golem synergy bonus to defense is based on total level of skill (ie *including* +skills)

@RTB could you confirm that is actually the case, or is it just the character screen lying?
False for the synergy to the other golems. For the bonus to its own defense, it uses the Slvl, thus with +skills.

@RTB
About the Fire Golem's attack damage - if it does have a genuine Holy Fire Aura, then won't that add additional fire damage to its attack? Is that included in the numbers or excluded?
That's exactly what I forgot to consider. It's a genuine Holy Fire Aura.

So the final figure of 401-449 added Fire Damage matches the number listed on Chippydip, whereas with the Arreat Summit's 411-476, if we subtract out 401-449, we see that we are left with 10-27, which looks like the base physical (in normal) just got lumped in with the rest of the damage.
I don't trust the skillcalcs on summons and I don't trust the AS anyway. Using the values in-game would be much better for these calculations.

It's ironic that there are two apparantly unused parameters for the Fire Golem, which were supposed to increase its dmg by (65+35Slvl) %, which is quite alot. Nice move Blizzard. :rolleyes:

Edit: Clay Golem +ar synergy @ Blood/Iron Golem uses the base Slvl. Fire Golem has the same +ar from Mastery and Clay Golem, but I forgot to add it.
 
RTB said:
It's ironic that there are two apparantly unused parameters for the Fire Golem, which were supposed to increase its dmg by (65+35Slvl) %, which is quite alot. Nice move Blizzard. :rolleyes:

At level 20 that would have been 765% ED. :( :hanky:
 
Oh, and point taken but not well received Rick. Criticism is invited but I can do without the *obviously*

In any case, there are tradeoffs. Gumby slows enemy critters so they won't get as many attacks in. I also wasn't aware that all golems had the same healing rate at the time. However, as part of a hybrid build where DR is your supplementary rather than primary source of damage (which I would recommend due to the hitpoint/damage ratio of monsters in Hell), slow will still enhance the survivability of yourself and any minions you have. Also, gumby is considerably cheaper than other options where making a golem that can take hits is concerned. I'll make note of that if I find time to get all of RTB's stuff into the final doc this weekend.
 
Pherdnut said:
Oh, and point taken but not well received Rick. Criticism is invited but I can do without the *obviously*

In any case, there are tradeoffs. Gumby slows enemy critters so they won't get as many attacks in. I also wasn't aware that all golems had the same healing rate at the time. However, as part of a hybrid build where DR is your supplementary rather than primary source of damage (which I would recommend due to the hitpoint/damage ratio of monsters in Hell), slow will still enhance the survivability of yourself and any minions you have. Also, gumby is considerably cheaper than other options where making a golem that can take hits is concerned. I'll make note of that if I find time to get all of RTB's stuff into the final doc this weekend.

Of course! I must have been a complete idiot to think that slowing monsters was a bad thing for a damage return build! I'll just rush out right now and exchange all my mercs for Holy Freeze ones too!

Also, I was speaking specifically about Damage Return builds, whereas you seem to be defending your position based on the general properties of the Clay Golem, which is not relevant.

The cheapest (in terms of skill points) Golems are the Iron Golem and Fire Golem. You actually have to put a bunch of points into Clay Golem just to get its base hps up to par with the other two.

I posted an analysis of this not so long ago. You should go look it up. If you want to write a Golem faq you should do your homework, not just repeat rumours.

Other than the factual errors you've done a nice job though.

The good news for Gumby fans, is that Clay Golem gets a 'double hit' from +skills. Each level of +skills it gets a multiplier to base hp from itself, and then another one from the mastery. Whereas the other Golems only get extra hit points from the mastery.

You need about +8 or +9 for the Clay Golem to catch up to the other two.

And even then it would still not be the best Golem for the job (that job being Damage Return). For most other jobs the only thing you care about is the hit points.

For those other jobs:

There's some interesting defensive options for the Iron Golem - if (lets say) half of the damage the Golem takes is elemental... then that would mean that an Elemental Immune Iron Golem would have (roughly) twice as much damage taking ability for each hit point. So it would have roughly 6 times as much damage soaking ability as a base lvl gumby. In that case you'd have to get up to +17 skills for the gumby to match the Iron Golem!

The other thing you can do which is really cheap is to shop for an item with "% chance to cast frost nova". That makes your Iron Golem into great crowd control. They are easy to find because they are that light blue colour. Conversely for offensive options a weapon with +1 cold damage is also quite easy to shop for.

Another great thing to feed your Iron Golem is all those random rares which bosses drop. You might find items with large amounts of elemental damage, but no AR or ED, so you would never use them yourself for instance. Rather than flog them off to Charsi for that whopping great 2.5k gold, hold onto them for a bit and use them to replace your Golem. Takes a little bit of sting out of doing that 752nd Meph run and *still* getting crap.

At low levels when +skills are not plentiful (but see note below) the Iron Golem is much more sturdy. I normally aim to stick at least one point into Revive, so I pick up the Iron Golem as a prerequisite... and I find that by the time you hit Act 4 the Clay Golems lower hit points and lower hitting power are quite noticeable. Sure the Iron Golem dies and you 'lose the item', but theres usually more than enough random whites lying around on the ground that I can pop off an IG without even bothering to look. If not, its not far back to the last pile of corpses. For triple the hitpoints, and either much more damage or much better defense, its worth it.

Personally I think the best thing is not to become too attached to any one Golem or strategy. Fire Golems and Iron Golems die pretty quickly against end of act bosses, whereas Gumby is particularly good against them. So when my other Golem dies in those situations, I want to have Gumby hotkeyed. He's also cheaper (in mana), which if you're in the middle of a boss fight can be important - even if you're not casting any other spells except the occassional curse.

-----

But for those people who are absolute Gumby fanatics, for whom there can 'be only one', I find that its relatively easy to find +3 Gumby wands and +3 Gumby fetishes (often with other bonuses), so its not too hard to have +6 to Gumby on weapon switch even in the early game, which makes him a lot more useful and robust early on.

I find that a lvl 7-12 Golem combined with a Rogue with a decent weapon (and maybe the occassional Amp as my contribution) is quite an effective way to mop up acts 1 and 2 at least (optionally switching to an Act 2 merc) even on players 8.

Even up till skill level 7 skellies only do 1-2 damage, so even a skellimancer can get a boost to their killing power in the early game with a gumby if they're having no luck finding gear with skeleton mastery. And gumby of course can be summoned when there are no corpses around, which is occassionally handy for a starting skellimancer.
 
rickcarson said:
I posted an analysis of this not so long ago. You should go look it up. If you want to write a Golem faq you should do your homework, not just repeat rumours.
Or you could provide a link. How much of the data I posted was known to you?

The good news for Gumby fans, is that Clay Golem gets a 'double hit' from +skills. Each level of +skills it gets a multiplier to base hp from itself, and then another one from the mastery. Whereas the other Golems only get extra hit points from the mastery.
It's slightly different. The bonus from Clay Golem itself and the bonus from Golem Mastery multiply, instead of adding up. Which makes putting points in Golem Mastery a better idea, because of the lower bonus per Slvl, if you're interested in the maximum life possible.

Even up till skill level 7 skellies only do 1-2 damage, so even a skellimancer can get a boost to their killing power in the early game with a gumby if they're having no luck finding gear with skeleton mastery. And gumby of course can be summoned when there are no corpses around, which is occassionally handy for a starting skellimancer.
Slvl 8 too, if you don't put points into Skeleton Mastery.
 
RTB said:
It apparantly has the physical dmg added in, but it still shows more than it should

That explains why when me and another necro were doing "fire golem duels" because we were bored and watching two immunes go at it was quite humorous, I could lifetap and my golem would appear to leach from the other. Also, something odd I noticed is that even *with* some physical damage added in, the fire golem didn't seem to budge the other golems life at all, yet when I lower resisted with a -62% lower resistance, my level 13/13 fire golem seemed to be doing a little more damage than he should against a level 10/10 fire golem in hell with 87.6% resistance (88%?) due to the lower resistance penalty on immunes (I assume summons are effected by that). That confused me a bit.
 
It takes an Slvl 22 Fire Golem without Summon Resist to be breakable by Lower Resist (-60 - -64%). At least an Slvl 8 Fire Golem is required to break the immunity when using a -150% Conviction, and then only without Summon Resist.
 
RTB said:
It takes an Slvl 22 Fire Golem without Summon Resist to be breakable by Lower Resist (-60 - -64%). At least an Slvl 8 Fire Golem is required to break the immunity when using a -150% Conviction, and then only without Summon Resist.

I just dredged up a screenie of the event, he said that his golem was lvl 8 (not 10), if I understand your post right I don't see how I was able to remove the immunity, but I did :confused:
 
RTB said:
Iron Golem monstats.txt
walk/run speed: 6 yards/sec
41% chance to block if it has a block animation, should be tested with shield as item to see interaction.

So if I e.g. takes a shield with 50% fire, and cold res with 59+% to block, and add with the 41% chance to block, and 50% all res from summon resist would this golem then have 100% elemental resist, and 100% chance of block?
 
Necrochild313 said:
I just dredged up a screenie of the event, he said that his golem was lvl 8 (not 10), if I understand your post right I don't see how I was able to remove the immunity, but I did :confused:
It seemed to do more dmg right? The only explanation I can offer for that is that the golem got lucky on the dmg rolls and got a few crits too.

Lazy_BerZerker: Elemental immune yes, 100% block chance very unlikely.
 
okay :( another question. After my knowledge the sorcs cold mas shouldn't effect monsters that are immune to cold, so if I'm dueling a bliz sorc that casts bliz on herself, would it then be possible for me to cast a clay golem in to her blizzard without harming my golem? If my golem is immune to cold of course. Or will the cold mas just decapitate its resist, and my golem will be slaughtered?
 
The golem is a monster, so you need Lower Resist or Conviction to break its cold resist. Cold Mastery by itself won't do anything to immunes.
 
I have been wondering about this: since FG uses a real Holy Fire aura, would a might merc raise his total damage, or would it only increase the static 10-20 or so physical damage he always does?


rickcarson said:
The cheapest (in terms of skill points) Golems are the Iron Golem and Fire Golem. You actually have to put a bunch of points into Clay Golem just to get its base hps up to par with the other two.

Even poor players can accumulate + skill items to make up this difference. My skelemancer has 1 point in all golems and 1 point in mastery and Clay has ~5.3K, Fire has 3.9K, Iron 3.7K, Blood less than 2K (hell).

rickcarson said:
And even then it would still not be the best Golem for the job (that job being Damage Return). For most other jobs the only thing you care about is the hit points.

Damage return? Per hit, Clay ends up the superior Golem, no question about it. Due to his slowing ability he is only not the best per time. However, this has other advantages.
 
i have a few questions would it be of any use if i made a iron golem with 10k life and gave him bo making his life nearly 20k and having enigma would this decrrease his death rate to virually the wierd dissappearance of iron golems when you rj games and thats it?

i wanted to know because if so i would like to make a beast iron golem to help my fiscy mancer out alot.

second how exactly does the lower resist work is it just like conviction cut by 5 on imunes?
 
Sszark: Might only increases his tiny physical dmg.

Killer_sss: Anything that can break an immunity is divided by 5 when trying to do so.
 
RTB said:
Sszark: Might only increases his tiny physical dmg.

Killer_sss: Anything that can break an immunity is divided by 5 when trying to do so.

ok thanks much for the reply mr RTB (or mrs. not sure)!
 
Max dim vision

Max iron golem, golem mastery, blood golem.

Get an act 1 rogue merc.


Just walk around dim visioning everything while you use level 1 amp on the things directly next to the iron golem as the rogue merc shoots things.

Golem tanks bosses for the rogue~

1.10 Golemancer =D

That could work okay i think~ Those rogue mercs can put out alot of damage. Get them one of those fanaticism bows =D


The best part? Necro doesnt need any +skill items at all=D You can keep a wand and shield on switch with +iron golem. You could be a meleemancer~ With a nice long weapon so you can hide behind your golem.

I think im gona make one ^^
 
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