Cast on minion death is scamming you
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Simply put, cast on minion death does not make proper use of all the energy that it generates from a minion dying, which cheats you out of the correct amount of casts.
COMD(cast on minion death) states "Gains 50 base Energy when a Minion is killed, modified by the Minion's Power" This simply means that if the monster has a power of 1, youll get 50 energy, and if it has a power of 4 youll get 200 energy, excluding increased energy gains. COMD also states "triggers socketed Spells upon reaching maximum Energy" with this maximum energy being based on the socketed spell. If the spell has 0.5 cast time it will get an energy max of 50. The issue here is rather simple, if the monster with power 1 dies, we get 1 cast of the spell. However if the monster with power 4 dies, we also only get 1 cast of the spell, instead of 4. Essentially only 25% of the 200 energy the minion with power 4 creates is used by cast on minion death to cast the spell, while 75% simply go to waste, if you only use 1 spell. While im sure this limitation makes sense, but its unintuitive, and lies to the player, as the "modified by the Minion's Power" statement doesnt mean anything when it simply doesnt make use of the energy. Last bumped on Apr 9, 2026, 9:48:30 AM
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" Of course it makes use of the energy, when you use spells with longer cast times. |
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I used it to automate an overabundance'd living bomb on a fireball minion Infernalist. Used minion pact on fireball while also using those firebombing minions to blow up the skellies and speed up the dying part so that I didn't have to manually cast it to get infusions for fireball.
I suppose it's technically just sacrificing one button-press for another but it still felt better to do it that way lol. Starts working consistently at a fairly low level too so you don't have to wait too long to feel like your "build" is functioning like with many other trigger skills. Who am I to say anything, I don't respect my time either.
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