tModLoader VapeMods by FractalXX

Reaper
rage is melee based and is still preventing you from getting several none melee specific nodes.
visually mana addict and bloodlust should path out of excitement, rage and bloodlust should therefore change position, fury should path of exploding rage.
rage -> exploding rage -> fury
bloodlust -> overkill

excitement

energizing kills -> ↓
↓ mana addict
magic sparks ↓
↓ overkill charge
spectral sparks

the magic part looks like that and as you can see, mana is now seprate from magic, optionally you can change the location of energizing kills to where spectral sparks currently are and move both magic sparks and spectral sparks one step up so they are both closer to excitement.

Shredder
in theory, you would have to kill 100 none boss enemies to get a 1 shot, i would suggest increasing the value to 2% - 3% or 2.5%, most of the time when fighting large groups and you have decent weapons, you will be killing pretty quickly anyway. (best used in expert node due to increased number of hits required to kill)

close combat specialist should have a followup node that makes any ranged projectile pierce once when enemies are x tiles away from you (near you)
close combat specialist -> point blank pierce (the simple name for the new node)

high five used to prvide crit and damage on NON critical hit right?, so if you have 100% crit, you should always have it up and have 100% increased damage right? if i have read it right.
in that case it may be overpowered.
my suggestion is to add a 10 second duration for the stacks and they disappear after the duration ends.
furthermore due to the ineffectiveness of the node very early on, i would suggest moving it between, looking like this:
hawk eye -> high five -> titangrip
yes, hawk eye have moved from last to first for good reasons.

bounce and leftover supply if they would be moved to reaper, reaper would be overloaded with magic nodes, at this moment i do not know what would be the best solution but they feel slightly out of place, easily accessed tho which is good. leftover supply should provide atleast 5 per level.

Power
something seems of about the way from 70% to 20% there is no bonuses provided by the kickstart tree and it seems odd that you can first of all lower the enemies health by 10% at 100% and then have only 5%/10% crit chance at 70%+ which is already countered by the first touch if you get what i mean.
the 2 defenceive paths seems solid to me at the moment, nothing needs to be changed right now.

angel, i feel it would be better if being airbourn triggers the damage but the location of the node should not be changed, infact, why not add a node beforehand that provides added speed while flying, something like 5-10-15% horizontal and vertical flight speed?
longer flight -> accelerated flight -> angel

lastly i would like to know why you chose the skilltree names: Reaper, Shredder and Power and what they are suppose to focus on. i can't wrap my head around it
 
Having a lot of fun with this build, just a few things.

Execution is actually bad for you if your crit chance goes over the % damage increase. Since crits are for x2, 1% crit = 1% damage as far as dps is concerned. You can easily break 40% crit.

Vitality gives WAY too much defense. I broke 100 pre-hardmode and wasn't even trying that hard. (I did take the skill that gives defense for nerfed damage) I would consider reducing it and adding a soft cap or diminishing returns. Max health also gets pretty bonkers fairly fast. Again I'm a fan of soft caps or using a curve with diminishing returns.

Enemies that fire projectiles give unbalanced amounts of xp for 2 reasons imo. First, enemies that shoot projectiles tend to be more annoying/deadlier, but have less hp. This isn't factored into the xp equation and results in low xp totals for things that are actually kind of threatening. On the other hand, projectiles you can destroy give way too MUCH xp. For example, projectiles from goblin casters in hardmode give over 1k xp, while the casters themselves give 100 or so.

I'm not entirely sure on this one, but I don't think bloodlust stacks with regen potions. Might be the buff isn't showing for me but is working.

Agility gives pretty crazy amounts of melee haste. I'm in early hardmode and have like 230% speed. Maybe if it gave a little run speed or haste for other weapon types in exchange for lower overall haste.

The unique quality armors are fun, but I think the amount of stats on them vs the amount you get from leveling needs to be looked at. It sort of feels like I can put my points anywhere since I can get a bajillion points from armor sets and accessories. Its possible you should get more points from leveling and fewer from gear. After you get gold armor off of EoC you are suddenly godlike, but before that life kind of sucks.

If I notice anything else I'll post more. Great work so far on this.

I think I'll change Execution to make it so that you can actually crit but the damage increase is smaller.
Will reduce the amount of defense Vitality gives but the main culprit here is the huge stat bonuses on higher level items. I already nerfed it in the current update but it seems I have to tweak it further.

Sadly, I can't check whether a mob shoots projectiles or not. That's because Terraria doesn't treat them as a separate "category" of mobs.
Makes sense, though.

Same as above. Will balance stats further.

I'm glad you like the mod.

Reaper
rage is melee based and is still preventing you from getting several none melee specific nodes.
visually mana addict and bloodlust should path out of excitement, rage and bloodlust should therefore change position, fury should path of exploding rage.
rage -> exploding rage -> fury
bloodlust -> overkill

excitement

energizing kills -> ↓
↓ mana addict
magic sparks ↓
↓ overkill charge
spectral sparks

the magic part looks like that and as you can see, mana is now seprate from magic, optionally you can change the location of energizing kills to where spectral sparks currently are and move both magic sparks and spectral sparks one step up so they are both closer to excitement.

Shredder
in theory, you would have to kill 100 none boss enemies to get a 1 shot, i would suggest increasing the value to 2% - 3% or 2.5%, most of the time when fighting large groups and you have decent weapons, you will be killing pretty quickly anyway. (best used in expert node due to increased number of hits required to kill)

close combat specialist should have a followup node that makes any ranged projectile pierce once when enemies are x tiles away from you (near you)
close combat specialist -> point blank pierce (the simple name for the new node)

high five used to prvide crit and damage on NON critical hit right?, so if you have 100% crit, you should always have it up and have 100% increased damage right? if i have read it right.
in that case it may be overpowered.
my suggestion is to add a 10 second duration for the stacks and they disappear after the duration ends.
furthermore due to the ineffectiveness of the node very early on, i would suggest moving it between, looking like this:
hawk eye -> high five -> titangrip
yes, hawk eye have moved from last to first for good reasons.

bounce and leftover supply if they would be moved to reaper, reaper would be overloaded with magic nodes, at this moment i do not know what would be the best solution but they feel slightly out of place, easily accessed tho which is good. leftover supply should provide atleast 5 per level.

Power
something seems of about the way from 70% to 20% there is no bonuses provided by the kickstart tree and it seems odd that you can first of all lower the enemies health by 10% at 100% and then have only 5%/10% crit chance at 70%+ which is already countered by the first touch if you get what i mean.
the 2 defenceive paths seems solid to me at the moment, nothing needs to be changed right now.

angel, i feel it would be better if being airbourn triggers the damage but the location of the node should not be changed, infact, why not add a node beforehand that provides added speed while flying, something like 5-10-15% horizontal and vertical flight speed?
longer flight -> accelerated flight -> angel

lastly i would like to know why you chose the skilltree names: Reaper, Shredder and Power and what they are suppose to focus on. i can't wrap my head around it

I like that you visually showed me how specific branches should look. From now on, it would be good if you always did that as it's easier for me to understand.
Also, it's a logical suggestion, so I'll change it.

I might add a minor chance increase for One Above All.
I like the idea of point blank pierce. I don't know if it's possible code-wise, though.

No, High Five resets on 50 stacks. That was implemented especially for the case when you max out on crit.
I will ponder on the change when I get to it.

I wouldn't move them to any other tree. Reason at the end of this post.

I will change the order later.

That's a good idea about angel. Will get to it.

Look carefully at the effects of Reaper. They proc when you kill something.
Shredder mostly (not fully) consists of On Hit effects.
Power is just a collection of passive stuff.

I hope it made some sense.
 
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I think I'll change Execution to make it so that you can actually crit but the damage increase is smaller.
Will reduce the amount of defense Vitality gives but the main culprit here is the huge stat bonuses on higher level items. I already nerfed it in the current update but it seems I have to tweak it further.

Sadly, I can't check whether a mob shoots projectiles or not. That's because Terraria doesn't treat them as a separate "category" of mobs.
Makes sense, though.

Same as above. Will balance stats further.

I'm glad you like the mod.



I like that you visually showed me how specific branches should look. From now on, it would be good if you always did that as it's easier for me to understand.
Also, it's a logical suggestion, so I'll change it.

I might add a minor chance increase for One Above All.
I like the idea of point blank pierce. I don't know if it's possible code-wise, though.

No, High Five resets on 50 stacks. That was implemented especially for the case when you max out on crit.
I will ponder on the change when I get to it.

I wouldn't move them to any other tree. Reason at the end of this post.

I will change the order later.

That's a good idea about angel. Will get to it.

Look carefully at the effects of Reaper. They proc when you kill something.
Shredder mostly (not fully) consists of On Hit effects.
Power is just a collection of passive stuff.

I hope it made some sense.
i realized the excitement pathing didn't turn out the way it was suppose to, i originally put down a bunch of spaces between to make it look like an actual brance, ignore that section for now, i do not remember exactly what i wrote
[doublepost=1503427750,1503427607][/doublepost]i most have missed the part where high five resets on 50 stacks
[doublepost=1503427894][/doublepost]the explaintion to class names made perfect sense, thank you.
are there plans to add more or change the names of them? classes that is
[doublepost=1503428045][/doublepost]oh and also, how many nodes do you hope to have in total? lets say there currently is 100%/1x nodes, nodes are individual nodes found in every class selection, that being said, do you think you will end up with twice (200%/2x) or even more? i know it's hard to tell and you probably have a long time to go before you reach that state, you might even drop the project before you get to the wanted number
 
seems like the hallowed greaves and melee helm don't drop from the mechanical bosses. Fought them a good 30+ times and nothing
 
i realized the excitement pathing didn't turn out the way it was suppose to, i originally put down a bunch of spaces between to make it look like an actual brance, ignore that section for now, i do not remember exactly what i wrote
[doublepost=1503427750,1503427607][/doublepost]i most have missed the part where high five resets on 50 stacks
[doublepost=1503427894][/doublepost]the explaintion to class names made perfect sense, thank you.
are there plans to add more or change the names of them? classes that is
[doublepost=1503428045][/doublepost]oh and also, how many nodes do you hope to have in total? lets say there currently is 100%/1x nodes, nodes are individual nodes found in every class selection, that being said, do you think you will end up with twice (200%/2x) or even more? i know it's hard to tell and you probably have a long time to go before you reach that state, you might even drop the project before you get to the wanted number

I don't really want to add too many trees but I might add a 4th one later. I'd like to expand these trees actually.
They are not really classes, as I said I want the mod to be as classless as it can get. Of course, there are and will be some walls between builds (because of the damage types, mostly) but that's acceptable.
I might change the names, although I didn't really think of them, yet.

I don't really know how many nodes it will have. I also thought of changing the skill tabs to scroll bars in case the trees get big enough. But that's far in the future.
I will not drop the project anytime soon, I want it to at least reach v1.0. I might slow development down later but I won't drop it. If I would, I'd give the mod to someone who I know is experienced and will continue making the mod better. I wish it won't have to happen anytime soon, though.

seems like the hallowed greaves and melee helm don't drop from the mechanical bosses. Fought them a good 30+ times and nothing

That's weird. I clearly added those to every mechanical boss. Will have to look into that.
 
v0.3.2 is up.

- Capped dodge chance at 70%.
- Players now start with 1% crit.
- Rebalanced starting stats.
- Vitality now only gives defense every 10th point.
- Reordered some branches on the skill tree.
- One Above All now has 3% chance of occuring.
- Execution now allows crits but deals 10%/level damage instead.
- Balanced item stat bonuses (mainly unique).
- Renamed agility to haste.
- Haste (agility) now gives a minor increase in movement speed.
- Haste (agility) now gives less melee speed.
 
v0.3.2 is up.

- Capped dodge chance at 70%.
- Players now start with 1% crit.
- Rebalanced starting stats.
- Vitality now only gives defense every 10th point.
- Reordered some branches on the skill tree.
- One Above All now has 3% chance of occuring.
- Execution now allows crits but deals 10%/level damage instead.
- Balanced item stat bonuses (mainly unique).
- Renamed agility to haste.
- Haste (agility) now gives a minor increase in movement speed.
- Haste (agility) now gives less melee speed.
do you work on vape loot too? i have been suggesting things that may have more to do with that mod, just incase you focus on that one... i don't know how it all works.

- i never reached 70% dodge.
- usually without mods you start of with 5% crit which can go higher on certain weapons, how exactly does this work?
- maybe you should find a way to add a cap to every item making it so that at level 1, the cap of each attribute is 10 and at level 5 it's 20 and another 10 per 5 levels, that's just an example. this may be hard to code but if you can pull it of, that could potentially balance the mod out to a major extent forever.
- didn't vitality grant 1 defence per 10th point since previous patch?
- will check this out once i get home from school.
- i would improve it even more but ehh, that will do ( ͡° ͜ʖ ͡°) btw, when you get a one shot, do you deal the amount of damage the enemy have in health or more damage? never seen it happened yet.
- don't quite remember, i will check it out later. is it the 70%+ one? what does the "but deals 10%/level damage instead" mean?
- .
- i feel hasted already, will check this out later.
 
do you work on vape loot too? i have been suggesting things that may have more to do with that mod, just incase you focus on that one... i don't know how it all works.

- i never reached 70% dodge.
- usually without mods you start of with 5% crit which can go higher on certain weapons, how exactly does this work?
- maybe you should find a way to add a cap to every item making it so that at level 1, the cap of each attribute is 10 and at level 5 it's 20 and another 10 per 5 levels, that's just an example. this may be hard to code but if you can pull it of, that could potentially balance the mod out to a major extent forever.
- didn't vitality grant 1 defence per 10th point since previous patch?
- will check this out once i get home from school.
- i would improve it even more but ehh, that will do ( ͡° ͜ʖ ͡°) btw, when you get a one shot, do you deal the amount of damage the enemy have in health or more damage? never seen it happened yet.
- don't quite remember, i will check it out later. is it the 70%+ one? what does the "but deals 10%/level damage instead" mean?
- .
- i feel hasted already, will check this out later.

I work on Vape Loot, too, it's just hasn't been updated for a long time. Main focus is on VapeRPG at the moment. I will adjust that, too.

- Didn't say it was a common problem but I wanted to avoid further balance issues.
- By default, characters have 4% crit. That's the base. Armor/Accessory bonuses get added to that. Weapon crits are separate, meaning that they also have a base crit (which is not affected by the player's crit), reforge bonuses go on top of that and finally the players crit (with bonuses) gets added to that.
- There are already caps but they are tied to the item's rarity.

Here are the formulas for stat bonuses:
statMin = (rarity + 1) * 3
statMax = (rarity + 1 + (quality - 1)) * 6

These are the minimum and maximum values for the given stat, and the bonus is a random value from [statMin, statMax[.
The integer values for qualities are the following:
Common: 0
Uncommon: 1
Rare: 2
Epic: 3

Unique brings a different approach:

statMin = (rarity + 1) * 4
statMax = (rarity + 1) * 8

For the integer values of rarities, check the wiki.

In my opinion, the rarity field of the item was the best to identify it's tier. At least, it works well most of the time.

- No, it was +1 defense per 5 points.
-
- You deal twice the amount of the mob's hp to make sure it dies even if it has a ridiculously high defense.
- Ignore that for now, I just checked and I forgot to implement it, I only changed the tooltip of the skill...
 
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Ok , was a bit scared :D Also , wanna help with some ideas ? Supported few mods and its fun :D And i luuuuuv RPG stuff

Of course, I am open for any suggestions. They might be implemented later, though, since I already planned most of the stuff for the next couple of versions.
 
I noticed in the changelog that "Max minions will increase for every 50 points instead of 100" for version v0.3.1
However with the current published version it is still a 100 spirit points for 1 more max minion. Looking at your Git source the code still says "this.player.maxMinions += this.EffectiveStats["Spirit"] / 50;"

So I've pulled your source and made the adjustment and will be using my own build until then. Thought I'd point that out.
Also I know Git has a branch and merge request option, not sure if you have to implement that on the repo or not but if I have time I could attempt to just have a merge request and you can approve it making it less hassle for you to make the change. But it's rather small.

it's in your VapePlayer class line 398

EDIT:
I also noticed that I can't host a server with this mod as it is missing packets for some major content mods like Thorium Mod, Calamity Mod, Tremor Mod, and Spirit Mod
 
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Is there a way to edit the code and change the chance of a chaos mob spawning? I wanna make it 100% for my "Insanity" playthrough.
 
I know in my previous post I've mentioned I've edited his source and currently playing with my own personal "branch" of his mod, if you have Visual Studio you should have no issue downloading the source and opening the project and making the change you want.

If you do no own a Visual Studio (community(free) or paid version) you might be able to get away with using something like notepad (notepad++ is nicer) to make the changes you desire as mod loader has its own "build" process for mods, only thing is you'd need to make sure you know what you're altering as you won't have an IDE to warn you of any compile errors.

since your change is from the 5% to 100% I don't see much margin of error that is possible. file is VapeGlobalNpc.cs line 20: private static int chaosChance = 5; // Percent chance of a mob becoming a chaos mob.
 
I noticed in the changelog that "Max minions will increase for every 50 points instead of 100" for version v0.3.1
However with the current published version it is still a 100 spirit points for 1 more max minion. Looking at your Git source the code still says "this.player.maxMinions += this.EffectiveStats["Spirit"] / 50;"

So I've pulled your source and made the adjustment and will be using my own build until then. Thought I'd point that out.
Also I know Git has a branch and merge request option, not sure if you have to implement that on the repo or not but if I have time I could attempt to just have a merge request and you can approve it making it less hassle for you to make the change. But it's rather small.

it's in your VapePlayer class line 398

EDIT:
I also noticed that I can't host a server with this mod as it is missing packets for some major content mods like Thorium Mod, Calamity Mod, Tremor Mod, and Spirit Mod

Another thing I forgot to mention, that I also appreciate code-wise improvements/suggestions. You could just send a pull request on the repo and I'd look at the changes.
On the other hand I don't really understand the problem with spirit. Do you mean that, in the source, it's changed but it wasn't changed in the published version?

I know that multiplayer is not functional with the mod, I also pointed that out. I'll implement functionality in v1.0 (hopefully), when every major feature is done.
 
When I was playing with the mod before I made changes, I was reading the change log, and Version 0.3.1 states that it now takes 50 points of spirit for 1 extra minion (max minions +1) but play testing it was 100 points, as someone that plays summoner/pet master play styles and putting all my lvl up stats into spirit was not showing that extra minion max.

So either that was something you had thought you added to your source or were thinking of and got busy with a slew of other changes that you figured you'd had did it. either way it is as the git source is at the moment 100 points for 1 minion max, not 50.

Unless you worded that changelog incorrectly and it's the reverse, you want 100 points to be it, not 50.
 
When I was playing with the mod before I made changes, I was reading the change log, and Version 0.3.1 states that it now takes 50 points of spirit for 1 extra minion (max minions +1) but play testing it was 100 points, as someone that plays summoner/pet master play styles and putting all my lvl up stats into spirit was not showing that extra minion max.

So either that was something you had thought you added to your source or were thinking of and got busy with a slew of other changes that you figured you'd had did it. either way it is as the git source is at the moment 100 points for 1 minion max, not 50.

Unless you worded that changelog incorrectly and it's the reverse, you want 100 points to be it, not 50.

I see. I looked at it and I really forgot it. Thanks.
Will be corrected in the next update.
 
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