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2. Minion Damage
Damage Types – Zombies, Animate Guardian, Animate Weapons, Holy Relic, Sentinels of Dominance, Sentinels of Purity, Skeletons and Stone Golems deal physical damage, Spectres and Dominated deal whatever damage they did before they died, Raging Spirits deal physical damage of which 50% is converted to fire (much like Infernal Blow), and the four other Golems do damage in accordance with their names (chaos, fire, cold, lightning).
Critical strikes – Most minions have a base critical strike chance of 5% and a base critical strike multiplier of 1.3 times the damage. Raise Spectre and Animate Weapon are capable of creating exceptions to these previous 2 rules. Minions gain the charge benefits of monsters, which means each power charge is +200% increased critical strike chance.
When a minion kills an enemy, the player is partially rewarded with the kill. This means:
Minions deal (15-20)% increased Damage
Minions have (40-20)% reduced maximum Life
Minions have (15–25)% increased Movement Speed Minions have 50% increased Critical Strike Chance per Maximum Power Charge you have
Minions can hear the whispers for 5 seconds after they deal a Critical Strike
Your Minions use your Flasks when summoned
Minions have (40-25)% reduced Flask Charges used
Minions have (50-80)% increased Flask Effect Duration
Unique
5. Charges on Minions Passive Skills
Name
Category
Stats
Guardian
Ascendancy passives for Ascendant
You and nearby Party Members Share Power, Frenzy and Endurance Charges with each other
Every 5 seconds, Regenerate 20% of Life over one second
Auras from your Skills grant +1% Physical Damage Reduction to you and Allies
25% reduced Effect of Curses on you
While there are at least five nearby Allies, you and nearby Allies have Onslaught
Harmony of Purpose
Ascendancy passives for Guardian
Nearby Enemies cannot gain Power, Frenzy or Endurance Charges
You and nearby Party Members Share Power, Frenzy and Endurance Charges with each other
10% chance to gain a Power, Frenzy or Endurance Charge on Hit