This gave me an idea. You could inspire yourself from Calamity mod and make the final boss drop an item that activates some sort of Boss Rush gamemode, with all bosses (with potential exceptions) having upscaled health and damage to match post ML gear. So this would kind of qualify as post ML...
while we're at it, can we nerf master mode so that we aren't forced to cheese every single encounter with crutch tactics and weapons, adding more diversity in our weapon selection?
I've just thought of something concerning the Terra Blade problem. To those who haven't seen it, here's the quote from Leinfors talking about it.
Many solutions have been proposed to hopefully remedy the fix, but it usually includes splitting the Solar Eclipse into too many tiers (post-1-mechs...
She is unlocked post-Plantera but is probably not meant to be fought with Plantera gear (maybe event moon gear will help). Practicing her should help though, especially in learning how to dodge homing projectiles. I've always found the fight to be too random to my taste.
To fix that (and this has been mentioned before in this thread), you could separate DoTs inflicted on players and DoTs inflicted by players, and that would allow some debuffs like Frostburn and Cursed inferno to be buffed even more without dealing ridiculous damage against players.
Just like...
Against an enemy with 256 HP, aka 2^8 HP, the damage is actually reduced to 8 damage. Against an enemy with 64 HP, or 2^4 HP, that damage is reduced to 4 damage. Increasing the base will actually lower the DPS, so if you want to deal more damage to an enemy you need to decrease the logarithm's...
What about logarithmic based damage? More damage the more max HP the target has, but the damage increases at a snail's pace. Even with base 2 logarithms an enemy with 65k hp would only take roughly 16 damage.
I can't really say I agree. If a new player was to use a bow or gun that explicitly says shoots multiple bullets, they'd expect the same multiple bullets to have the same effect. I don't think limiting an ammunition's special effect to a single shot/arrow works. An appropriate fix to the...
I'd ask for a nerf on Jester arrows but the 10 tick invincibility fixes that problem for me because the ammunition is totally unusable on multishot weapons like Shotbow or Tsunami.
Shadowbeam Protocol only seems to affect the Shadowbeam staff and Luminite bullets, with the latter having a 0.96 multiplier instead of the Shadowbeam's 0.8. Correct me if I'm wrong. The issue stems from the fact Terraria has no invasions that progress the game in the way single target bosses do...
I mean, I did say comparable. A much more comparable source of DPS would be the Hallowed Repeater with Jester Arrows, which would actually deal more damage against both single and multiple enemies than Shadowbeam staff which suffers from a 0.8 damage multiplier every time its beam passes through...
Unfortunately there are many such weapons that are just simply introduced and not given upgrades. I'm most disappointed about the Shadowbeam staff, which you get in the post-Plantera dungeon, and which has a comparable DPS to the CAR.
What I tend to notice is that swords are extremely limited in damage because of the top-down attack style. I believe that most hardmode true melee swords should be completely revamped, allowing them to attack similar to Zenith's style, except with a very limited range, or alternatively, in the...
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