Moss limited to Toad Caves. Cobwebs -- business as usual.But then, A Problem would arise,
Cobwebs and Moss, and how they Spawn.
feels more like a jungle thing to meThat's some nifty splicework indeed! In my vastly inferior opinion, this shouldn't be an alternative to Spider Cave since underground has too much generic cave anyway. If you decide that it spawns with Spider Caves, perhaps it could have some colorful ultra-poisonous frogs like these Poison Dart Frogs as well?
Well, I didn't really mean that (I had limited time to write that, so it became poorly described). I rather meant: How would a Toad Cave spawn in the underground ice biome if it needs stone for the moss to grow? After all, Spider Caves only needs the back walls for it to count.I never thought cobwebs in ice caverns made too much sense to be honest
ooooh, I guess I was thinking that the stone/mud would be part of the spawn, regardless of biome.Well, I didn't really mean that (I had limited time to write that, so it became poorly described). I rather meant: How would a Toad Cave spawn in the underground ice biome if it needs stone for the moss to grow? After all, Spider Caves only needs the back walls for it to count.
Sounds ok to me seeing how the armor is scaling and you don't have access to all of that from the startGreat idea! But the armor really, really, really, really needs balancing :_:
30 Base Armor
1 Base summon + 10 armor
+2 from armor + 20 armor
Papyrus + 10 armor
Necromantic + 10 armor
Pygmy + 10 Armor
90 Armor
You could also abuse Tiki Armor (Summon max 8 Minions (1+4 from armor + 3 from acc) then switch to this armor for super defense)
If Abuse Tiki Armor, 30+80=110 Defense.... 55 Less Damage......
Super Defence Setup
Tiki Ab00se/Toad Armor - 30 Defense
8 Summons (Tiki Ab00se) - 80 Defense
Warding x 5 - 20 Defense
Frozen Turtle Shell - 30 Defense
Celestial Stone or Paladin Shield 4/6 Defense
Iron Skin - 8 Defense
Well Fed - 2 Defense
Endurance Potion - 10% Damage
Lifeforce Potion - +20% HP (100)
Total : 174/176 Defence, 87/88 Defense Reduced Below 25% HP, 62/64 Defense Normal HP
Enraged Duke does 150 Damage
10% Less
135, 64 less, 71 Damage per hit, 7 hits, 497 Damage, 103 HP left, FTS Activates, Now 56 Damage per hit, you can, 2 hits(Natural regen...?), dead.
Early HM Summoner armor should not be able to tank 9 enraged Fishron hits, this is also not counting kiting, healing potions, and other op buff potions, and effects from placed items.
A Start-HM Armor should not have more defense then beetle armor, in any cases, scaling or not, and this glitch is so well known basically every player uses it.
That's like saying "Don't worry, this copper scaling armor isn't op just because you can use it into hardmode because you can't get all the defense right away."
The insane amount of armor this set gives is dumb... and I just realized that just the HELMET gives this effect, which means you can also wear beetle armor with it,
That’s not how tiki armor abuse works. By switching back from tiki armor, you lose any extra minions the armor would supply.Great idea! But the armor really, really, really, really needs balancing :_:
30 Base Armor
1 Base summon + 10 armor
+2 from armor + 20 armor
Papyrus + 10 armor
Necromantic + 10 armor
Pygmy + 10 Armor
90 Armor
You could also abuse Tiki Armor (Summon max 8 Minions (1+4 from armor + 3 from acc) then switch to this armor for super defense)
If Abuse Tiki Armor, 30+80=110 Defense.... 55 Less Damage......
Super Defence Setup
Tiki Ab00se/Toad Armor - 30 Defense
8 Summons (Tiki Ab00se) - 80 Defense
Warding x 5 - 20 Defense
Frozen Turtle Shell - 30 Defense
Celestial Stone or Paladin Shield 4/6 Defense
Iron Skin - 8 Defense
Well Fed - 2 Defense
Endurance Potion - 10% Damage
Lifeforce Potion - +20% HP (100)
Total : 174/176 Defence, 87/88 Defense Reduced Below 25% HP, 62/64 Defense Normal HP
Enraged Duke does 150 Damage
10% Less
135, 64 less, 71 Damage per hit, 7 hits, 497 Damage, 103 HP left, FTS Activates, Now 56 Damage per hit, you can, 2 hits(Natural regen...?), dead.
Early HM Summoner armor should not be able to tank 9 enraged Fishron hits, this is also not counting kiting, healing potions, and other op buff potions, and effects from placed items.
Maybe if the head piece bonus was the regeneration, and the set bonus was the minion def bonus -- that might also help reel in the balance of the set?That’s not how tiki armor abuse works. By switching back from tiki armor, you lose any extra minions the armor would supply.
Either way, 10 is a bit high. Perhaps 5 would be a better number.
BTw, love this suggestion.
Sounds good!Maybe if the head piece bonus was the regeneration, and the set bonus was the minion def bonus -- that might also help reel in the balance of the set?
I changed it around. That should bring the armor's balance into more appropriate territory -- hopefully.Sounds good!