The Incredible Adventures of Van Helsing: Final Cut

The Incredible Adventures of Van Helsing: Final Cut

KinKin25 Apr 13, 2024 @ 3:50pm
Minion DPS Testing Results (for those wondering what affects their damage)
So after some confusion and wondering about summon mechanoid / robotic minions and turrets DPS, I decided to do some tests.

One of my questions were:

1. Do rings affect the minions DPS since what's written is that their damage is based on the weapon damage, not my own damage, and if it's based on the base number like 61-66 on my weapon, and what about the stats below it too? And how come a ring that says it adds 100~ Minion DPS, when I equip it and hoover my mouse over each of the minion spells, the number stays the same?

Other DIFFERENT tests will be included below as well, whenever I get the time to think up of more and make the tests.

But TLDR result would be: Yes, the Minion DPS bonuses shown on the ring DO effect the Minions' overall damage. But when you hoover your mouse over the minion spell, the damage range there just shows part of the damage modifiers being applied (tied to the range on your weapon). The actual output is different, that's why changes don't always reflect that number until you use the spell. Elemental or Poison damage bonuses don't show up there.

So TEST below
Level 58 Constructor using Minion using Cool Aide, no bonus skill activated (with rage) other than the 150% damage bonus passive. It has Ice damage. Katarina was set to ghost mode. The damage numbers recorded below are hitting a group, the attack says it creates a beam and whoever is hit along the way, usually 3-4 foes that are close to each other or run across the beam. The beam hooks onto one target though. The turret also ramps up its attack damage, starting 50%, then 100%, 150%, then 200% of the damage. I chose this bot because it has the most DPS to show a greater difference of dps. Prob not the best choice but what's done is done.
Ring is 12 Weird Science (adds minion health, not damage), 14 magic find, 33 lightning damage, overall 15 attribute main stat. On screen, it says it adds 81.39 Minion DPS

The test was done in the same area, same enemy, just left the game and went back in to reset the spawn, over and over. It's here to show that there is proof of the change in damage caused by the ring.


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WITHOUT RING


Round 1
517 620 732 865
512 624 768 884
(Explanation: So it hits the 2 enemies first with 512 and 517 damage, then it ramps up the damage to 620 and 624 based on above numbers, then 732 and 768, then 865 and 884 damage, two were hit hence the two numbers in each row) The bottom will show 3 enemies that got hit. However, I have recorded more than 4 damage ramping, I don't understand why, you'll see it further below.

Round 2
513 645 729
522 645 767
529 654 726

Round 3
526 624 735 839
531 649 762 858
---- ----. 767 865

Round 4
515 640 768 858
508 624 751 855
533 637 ---- 862

There is a 5th ramp up in damage after that too, but the turret doesn't kill the enemies fast enough and gets destroyed. Just remembered, the ring has a lot of extra minion HP due to the weird science, that's why Without the ring, the turrets died before ramping it up one more time unlike with the ring, seen below.


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WITH THE RING


Round 1
569 697 790
557 702 804
---- 706 823

Round 2
580 687 798 1027
586 704 811 1049
---- 706 820 1063

Round 3
559 677 784 946 1023
583 689 795 943 1034
---- ---- 787 ----- 1068
See the 5th time it ramped up? Shrug


Round 4
578 673 784 898
562 695 798 931
569 700 801 907


I listed all the numbers so if anyone wants to make sense of it on their own and give me their observation on it, feel free to, I'm all ears / eyes.


The other tests would be to try out Blast Ammunition rage activation skill, if it is indeed just 40% of their full damage but splash mode for crowd control.

And if equipping a +element or poison damage bonus be a lot better than adding essence stones that add points to stats that add minion damage (my guess is definitely yes, by far, especially in terms of dps, however, adding to stats also benefits the player as it'll effect minion damage AND rage number bonus).
Last edited by KinKin25; Apr 13, 2024 @ 8:53pm
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Showing 1-3 of 3 comments
HiFive Apr 14, 2024 @ 12:37pm 
+1 Thanks for taking the time to test this stuff and post the results.
KinKin25 Apr 16, 2024 @ 4:23pm 
WHAT'S BEING TESTED:

Minion % Damage On Gear (Example: 17% Minion Damage)
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TLDR:
% Minion Health = Works (How well it works tho is another Question)
% Minion Damage = Hoax / Bugged/ Does not work or that I noticed
---------------------------

Before I start, I'd like to say at least Minion Health bonus (Example 65% Minion Health) Works.

I had my suspicion with Minion Damage % bonuses when the DPS on the minion spells did not change whatsoever (unaffected) when I equip % Minion Damage gear. Like absolutely zero change in the number.

So I have two pieces of gear that adds a total of 17+14 = 31% Minion Damage which should at least be seen if not significantly apparent. However, not the case. I tested this with two types of turrets and my Dismemberbot Robotic Minion


Cool Aide TURRET:

Test 1: Without

707 785 871
713 795 865

Test 2: With the Gear on

706 790 866
---- 800 877
---- 789 879



Regular Turret:

483-493 range

That actually shows up for BOTH Gear on and Gear Off





With Mismemberbot (Robotic Minion)

Range from 508-514

Same as the regular turret, didn't notice any real difference. I MIGHT have notice with the gear on that it hit above 510 a little more often but that could just be luck in the range. Again, I was working with 31% Minion Damage, that should've added an amount that should be easy enough to see, can't be like it's almost nothing like the results show. For the test, I left the game and respawn the enemies, also equipped, left game, rejoined to test in case there's any 'lag' or 'delay' in bonuses being applied (I'm quite paranoid lolz)
Last edited by KinKin25; Apr 16, 2024 @ 4:34pm
KinKin25 Apr 23, 2024 @ 1:33am 
ALL DATA / Number information below is just for interest and curiosity. Unlike previous data, these were numbers recorded directly from the spell, it isn't damage recorded in actual combat like the tests above. There's many other factors that actually go into the calculation of the final damage output. It's just kinda interesting to see what changes what and about how much in my own usage. So use the following info at your own discretion.

TEST:

Battle Stance (Aura)
What this Aura does is if you stand still for three seconds, you gain an insane 40% more damage to Van Helsing which actually ends up translating to more damage to minions, lvl 5 skill gives 10 percent dodge and lvl 10 gives 2 extra crit damage which will be recorded separately below.

LVL 95, just beat the game on Fearless (first time playing)

So I switched out Paradox Recombination (rebuilds minion or turret 32% of the time with more damage and health, pretty useful).

ALL Recordings below is for max level minions / turrets in the same order (buttons left to right, always unless I say so) Ornithopter Patrol, Devastator Sentry, Cool Aide, Dismemberbot. Just remember that the Ornithopter and Dismemberbot attack much faster and in bigger groups so even smaller gains below means a lot more damage overall.

DPH
BEFORE AURA 2662-4571-3677-2047
AFTER AURA 2957-5836-4607-2366 (Increase of 295 - 1265 - 930 - 319 Damage)
2% Crit Applied 2957-5916-4671-2399 (Increase of 0 - 80 - 64 - 33)


---------------------------------------------

TEST:

Manifest Fury - 25% Van Helsing Damage at max fury. As we're finding out, damage increase to Van Helsing gives minions more damage too!

DPH
BEFORE 2662-4571-3677-2047
AFTER 2846-5361-4259-2247 (Increase of 184 - 790 - 582 - 200)



----------------------------

TEST:

What does 56% crit damage adds (was thinking of getting the perks that add 50% crit damage at max fury, still thinking about it tho)

So 56% crit damage with essence is 36 essence usage. It's said to add 70 DPH

BEFORE: 2280-3742-3030-1732
AFTER: 2280-4253-3443-1968 (u can see which turrets / bots get affected by crit)

-----------------------------

TEST:

What 4% crit does. Taking up 18 Essence and said to add 18 DPH

BEFORE: 1994-5066-3942-1890
AFTER: 1994-5241-4077-1955


------------------------

So FULL POWER numbers including Battle Stance that adds 40% damage and 2 crit, 25% from Manifest Fury per, 10% more damage for Berserker perk for max fury

BEFORE: 2662-4571-3677-2047
AFTER: 3214-7038-5496-2682 (Big increase of 552 - 2467 - 1819 - 635 DPH)

The Damage there was enough to quite quickly deal with everything else before the boss fight. AOE attacks hurt tho, glad there's not a whole lot of it, but enough to make me see the limitations, even when your minions have 15 thousand health.

This is the numbers I carried with me going into the final battle for the first time in Fearless Difficulty....Constructor full minion build, the more the merrier! Def not End END game gear for sure, just lvl 95 and what I got thus far. I would say the battle was not so hard, though it did take awhile to bring down the health. Final boss fight took awhile, I'd say 15-20 mins just to beat that guy and all his summons. Glad to say I didn't die once through all three stages, so that's saying my build is tanky enough to last.
Last edited by KinKin25; Apr 23, 2024 @ 8:51am
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