MINION MECHANICS
Most minion mechanics from classic Diablo II: Lord of Destruction (CLOD) exist as they do in Median XL. In this document, both mechanics from CLOD and Median XL will be listed here.
The Life of a Minion
Minion Stats
Attack RatingMinions do have Attack rating even if not listed. Most minions are attacks, unless specifically listed as a spell, and therefore check Attack Rating upon hitting an enemy.
General StatsAll minion scaling in Median XL is linear and dependent on skill level, including the maximum Life, damage, attack rating, and mana cost of most minions. The only exceptions are increasing or diminishing custom effects of certain parts of minion skills.
LifeIn Median XL, minion health scales as follows: slvl scaling * ulvl * mHP.
Where the elements are respectively:
Some minions have hidden avoid chance or flat damage reduction to improve their effective life pool.
With Necromancer minions, this is innate to Resurgence. Sources of avoid are designed to not overlap (e.g: Edyrems are not Necromancer minions, so their innate avoid does not stack with Necromancer minion avoid).
Unlike CLOD, all minions inherit the player's pierce with the exception of: Iron Golem, Jinn, Annihilation, Spirit of Vengeance, Assassin Traps, Vine Companion
ProcsUnlike CLOD, most minions inherit the following player procs: "on Attack", "on Kill" and "on Death Blow", affected by an efficiency percentage. The damage of these procs is affected by your stats and not theirs. The efficiency percentage multiplies the source on your character before adding it to the minion, the minimum inherited chance is 1%. These are the current percentages:
Unlike CLOD, summons have an innate resistance bonus which scales by skill level and is capped at 75%. They suffer the resistance penalties of Nightmare and Hell, requiring around 50% minion resistance and a full 75% (total res caps at 50% in Hell) from different sources (usually from items) in both difficulties respectively. You can only push their resistances past this with the aura from Champions of the Sun.
SpeedsSummons, exactly like every other entity in Diablo, work from the game's frames per animation and speed breakpoint system. However, all minion speeds and breakpoints are unknown. In addition, most monsters will scale their casting animations from increased attack speed for simplicity's sake.
Summoning
Minion effects are snapshotted at the time of casting and are used to determine the stats of the minion. However, the minion count of a minion is associated with the player and updates whenever the D2 engine has to check the player's gear for action-related player stats. Therefore, if the valid count of a minion decreases (either becomes 0 because the player no longer has the associated skill or decreases because a maximum minion count source was lost), the minion count will also decrease accordingly. This means you cannot have an infinite easy army of summons that last forever then swap to full maximum Life equipment to improve summoner survivability.