But wait! What about Pride? Won’t that make them do crazy high damage? Let’s find out by adding a level 20 Concentration Aura into the mix. But wait! We need to be carrying Beast too! Surely that will tip the scale!? Fine, let’s also run a set of numbers assuming we build our army using Hoto and then switch to Beast bringing with it a level 9 Fanatacism Aura.

So every second on average our army will deliver 11,903 physical damage with Might and Concentration Auras active. Including Fanatacism increases the damage per second to 14,978 and yes that takes into account their increased attack speed. The total impact is a doubling of the base damage from 7,231 to 14,978. This assumes that our Skeletons never miss when they attack and that their attacks don’t get blocked which of course is not true so we’ll need to adjust for that.
Impact of Chance to HitWe will assume that our level is the same as the level of the monsters we are attacking for simplicity. The chance to hit equation is: Attack Rating / (Attack Rating + Defense Rating) x (1 – Block Rate). A Venom Lord’s Defense Rating is 1,792 and its block rate is 50%. The chance for a Skeleton Warrior to hit a Venom Lord under the Concentration/Fanatacism Auras will be:
8,377 / (8,377 + 1,792) = 82.4% x 50% = 41.2%
The adjusted damage dealt can now be calculated as:
14,978 x 41.2% = 6,171 damage per second
Let’s assume we’ve casted Amp damage on the Pit Lords thus resulting in the final effective damage dished out of:
6,171 + (50% x 6,171) =
9,257 damage per secondBy way of comparison, a Skeleton Army built using a Might Aura and Conviction (my build) instead of Fanatacism/Concentration will do final effective damage of:
4,654 / (4,654 + (1,792 – 85% x 1,792)) = 94.5% x 50% = 47.3% x 7,231 = 3,420 + (50% x 3,420) =
5,130 damage per secondBy not using the Fanatacism/Concentration Auras my army outputs 4,127 less damage per second. A second is a long time in Diablo though.
Corpse Explosion Compared to Skeleton Army DamageLet’s compare the damage figures above to what CE is gonna do for us under both scenarios and we’ll assume there are 6 Venom Lords getting ready to smack us around. If we decide to pop a corpse the average damage that will be done instantly is:
Physical Damage Dealt = 6 x (8,000 + (8,000 x 50%)) = 72,000 Physical Damage
Fire Damage Dealt (Pride/Fanatacism) = 6 x (8,000 - (8,000 x 95%)) = 2,400 Fire Damage
Total effective damage popping a corpse (Pride/Fanatacism) = 74,400. Even if you use Pride/Fanatacism you are still gonna want to use CE heavily as it does way more damage than your army can do.
Fire Damage Dealt (Conviction) = 6 x (8,000 - (8,000 x (95% – 85%))) = 43,200 Fire Damage
Total effective damage popping a corpse (Conviction) = 115,200. Wow, that’s a whopping 40,800 more damage dealt and its application is instant! The larger the radius the higher the damage will be with each CE. The damage applied to each monster in this case is 19,200 and again, its application is instant. If there were 12 Venom Lords the total effective damage would be 230,400.
These numbers are silly high but it’s the reason why CE can clear rooms in just a few CE’s. It is also a primary reason why you really want to max the range of CE as nothing else can dish out this kind of mass damage and it’ll be your primary killer.
Killing BossesBut what about killing Baal? Ya can’t use CE on him so a Pride/Fanatacism build will surely kill bosses faster right? It’s true that CE can’t be used against bosses like Baal so you are stuck with your army and on the surface it would seem that the Fanatacism/Concentration build will be far superior here but its not quite as cut and dry as it may seem.
Bosses have huge amounts of hit points and there is 1 sometimes overlooked mod that is the biggest boss killer of them all. That mod is called Crushing Blow (CB). Very few things can take out a boss faster than a toon carrying lots of CB which is the reason why CB is the most important mod when fighting the Ubers. We all know this. Pride is a nice polearm but it does not have Crushing Blow. Infinity does have crushing blow. In fact, my merc will carry a total of 80% Crushing Blow with him (Infinity + Guils). The Conviction Aura will remove 85% of Baals defense rating too so my army will hit more often including my merc. Poison mages are the final boss killing key as they stop Baal from regenerating health. Baal does not last long when confronted by my build and the difference in killing speeds is probably negligable.
Why not Max Mages?I’m not a fan of maxing mages as the damage output does not increase to anything remotely close to what CE can do and with 1 point in Mages + 15 from gear I can have 7 mages as it is allowing me to get a decent supply of poison mages. There are 4 types of mages and their damage is very different. Poison mages do pathetic damage but their poison lasts for a crazy long time. This is the most effective way to stop bosses from regenerating health and I make sure I have a couple poison mages with me when I fight bosses. You can’t choose what mages you will be summoning though so just make sure you keep summoning mages until you see some with green hands. Assuming I get 2 poison mages and the rest are an equal combo of light/fire/cold my average damage per second would be:
( 1,272 + 729 + 1,111) / 3 / 7 = 148 x 5 = 740
Even with Conviction that is pretty pathetic.
If we max mages we’ll get 13 total mages. Let’s assume 3 of them are poison leaving 10 that will do damage resulting in an average damage per second of :
( 3,161 + 1,797 + 2,733) / 3 / 13 = 197 x 10 = 1,970
Again, pathetic and nothing compared to what CE is gonna do for us. By the time my mages stop walking around and start casting their spells most everything will be dead! Putting more than 1 point here is a waste of skill points.
