Q:
How do stats work for illusions?
I. Illusions inherit all of your base stats excluding vitality (afar)
a1. clones deal ~2% of your auto-attack; floored
a2. phantasms have their own attack pattern, but scaled on your stats. Just count them as regular skills of other classes (in terms of damage).
b. yours (excluding sigil of accuracy)
c. see I.
d. see I, a2 and b.
So Mesmer pets (illusions) work differently than Ranger pets (companions) or Engineer pets (turrets)? The reason I ask is that it seems odd that ArenaNet would design, for example, Ranger pets to “not” be affected by the player’s armor and gear (having stats of their own that can be traited) and have both gear and traits affect Mesmer pets. Can you point me to the article or interview where that explanation about Mesmer illusions receiving player bonuses? Even test footage from Youtube would be great. Thanks!
Don’t think of illusions as pets. They are cast on a target to either be a resource (clones) or a physical manifestation of a condition (phantasm). They do not outlive their targets, they cannot switch targets, and they die very easily. Illusions are supposed to be the successors to hexes from Guild Wars 1- hexes were the core of the mesmer profession back then, and illusions are supposed to be the physical manifestation of hexes. So even flavor-wise, it makes sense that they would differ from pets.
Anyways, you can easily test how armor affects phantasms in the Heart of the Mists- put on armor that has 0 power/crit, like rabid, and use a power based phantasm on the golems. Then put the armor on and test again. You will notice a huge difference.
-Look, look with your special eyes!
-My Dragonbrand!
(edited by Richard Nixon.6573)
http://wiki.guildwars2.com/wiki/Illusion
answers all the questions you’re asking.