KuroShinryu
Plantera
Critical hits modifier: Critical hits formula now increases the damage before applying the reduction from enemies defense. This makes low damage items with rapid fire rates or multi-hits benefit more from higher critical hit chances and gives a reason to have critical strike on accessories at all, since a lot of items don't benefit from critical hits and currently it gives the same amount of dps than having a damage roll would. Two tiers also added. Edit: Added critical strike damage, because it was a simply worst modifier than the others.
Now critical hit modifiers have a niche. This is fixed. Simply changing the formula didn't have the effect I assumed and instead of being better than damage against armored enemies after the change, it ended up being simply EQUAL instead of weaker. Given that I've even given the damage modifier a buff, it feels necessary to buff this as well.
Movement speed modifier: Buffed to 2% movement speed per tier. Movement speed is good, but it seems less desirable than other reforges, we could try increasing it and see if more people are enticed to actively seek this modifier. This means 48% increased movement speed with 6 accessories with a tier 4 movement speed modifier.
Important side-note: This means that the movement speed limit capacity should be increased, as we are not counting any potion, boots or sunflower movement speed boosts and the limit is 60%. 120% seems like a good new limit.
Melee speed modifier: Now gives 1% damage (to everything) and 1% melee attack speed per tier. Swords and spears could use the buff. Yoyos, boomerangs and flails only get a range (and I think velocity?) increase from the attack speed.
Related: Flails return speed should be increased significantly, kiting with them is really bad, they hang in the air trying to catch up to you while you can't attack again or control where your weapon goes. As melee this leaves you with little options for piercing mid-range attacks early on (I think some spears are still good, those with a decent range, they are better for the knockback and multi-hits and benefit from attack speed decently with the new auto-swing). Number wise they look strong compared to before, but after actually playing a melee character on Master mode, they are weak. Also their drop ability should be moved to the right-click, so that they can benefit from shooting out rapidly with the melee auto accessory, like boomerangs do. I had an idea to move boomerangs damage back to "thrown damage" but that's an entirely different topic...
Unrelated:
Magic capacity modifier: Now also gives mana cost reduction and has tiers.
Damage increase modifier: Straight up damage increase has been merged with melee attack speed, so this one is repurposed.
So NOT : monster damage * (thorn multiplier+thorn damage increase)
BUT INSTEAD: (monster damage * thorn multiplier) * thorn damage multiplier.
Important side-note 2: Any thorn damage knockback can now be increased with potions or items. Thorn potion damage increased to 150% damage returned (one and a half time) before any damage reduction occurs and the damage is now dealt in a small area around the player (between 6-8 blocks radius). New yellow spikes visual effects around the player representing the damage area for thorn potion triggers, the angle at which it spawns random each time. Cactus armor set bonus now deals 25 returned damage across all difficulty levels, also deals damage in an area, same visual as thorn potion, but green, random determines which effect between cactus and thorn potion appears over the other, and because of the random angles, we should be able to see both most of the time. Turtle armor set bonus thorn damage increased to 300% (three times damage received) before any damage reduction occurs. This damage also occurs in an area, this time even larger (12-16 tiles), and the visual will be red. All of those are thorn damage and benefit from this accessory damage modifier.
Important side-note 3: Ideally, defense wouldn't get more efficient in Expert and Master mode. But this would require other balancing, so I'm leaving that out, as it would take a lot of small changes and testing.
Defense increase modifier: Repurposed, but still a defensive modifier.
NEW! Projectile efficiency modifier:
Slightly related:
If you have other ideas you think I should add, write them below, if I like it, I'll add it.
- Calm: +1% critical strike chance and +2% critical strike damage.
- Zen: +2% critical strike chance and +4% critical strike damage.
- Favored: +3% critical strike chance and +6% critical strike damage.
- Lucky: +4% critical strike chance and +8% critical strike damage.
Movement speed modifier: Buffed to 2% movement speed per tier. Movement speed is good, but it seems less desirable than other reforges, we could try increasing it and see if more people are enticed to actively seek this modifier. This means 48% increased movement speed with 6 accessories with a tier 4 movement speed modifier.
- Brisk: +2% movement speed.
- Fleeting: +4% movement speed.
- Hasty: +6% movement speed.
- Quick: +8% movement speed.
Important side-note: This means that the movement speed limit capacity should be increased, as we are not counting any potion, boots or sunflower movement speed boosts and the limit is 60%. 120% seems like a good new limit.
Melee speed modifier: Now gives 1% damage (to everything) and 1% melee attack speed per tier. Swords and spears could use the buff. Yoyos, boomerangs and flails only get a range (and I think velocity?) increase from the attack speed.
- Wild: +1% damage and melee attack speed.
- Rash: +2% damage and melee attack speed.
- Intrepid: +3% damage and melee attack speed.
- Violent: +4% damage and melee attack speed.
Related: Flails return speed should be increased significantly, kiting with them is really bad, they hang in the air trying to catch up to you while you can't attack again or control where your weapon goes. As melee this leaves you with little options for piercing mid-range attacks early on (I think some spears are still good, those with a decent range, they are better for the knockback and multi-hits and benefit from attack speed decently with the new auto-swing). Number wise they look strong compared to before, but after actually playing a melee character on Master mode, they are weak. Also their drop ability should be moved to the right-click, so that they can benefit from shooting out rapidly with the melee auto accessory, like boomerangs do. I had an idea to move boomerangs damage back to "thrown damage" but that's an entirely different topic...
Unrelated:
As for other topics I'd also like to mention dungeon and underworld. Nothing separates the progression from Skeletron to underworld. OK, sure, some items require Skeletron to be dead at least once in that world to drop, but the dungeon items, for the most part, especially melee, are highly unnecessary, at best being crafting materials for underworld weapons. Somehow making the underworld monsters stronger doesn't seem like the solution either... as that'd just be even more annoying rather than a difficulty gap. So I thought just now, what if the underworld was guarded by a mini-boss that spawned if you stayed too long in the underworld to prevent farming underworld items ill-prepared? A kind of flying demon-mini-boss maybe, with a tile piercing projectile. He would show up if you stayed like, 1 or 2 minutes in the underworld but leave you alone and despawn if you managed to get back out of the underworld. Killing it would unlock voodoo demons spawns. A new type of demon could be added to the underworld to give the player a monster to farm to re-summon that boss again for the drops (which won't be mentioned here, this is just the general idea). It would have a similar projectile as the boss but it wouldn't pierce walls (Imps are annoying enough).
Magic capacity modifier: Now also gives mana cost reduction and has tiers.
- Enchanted: +2% mana cost reduction, +5 maximum mana.
- Magical: +4% mana cost reduction, +10 maximum mana.
- Arcane: +6% mana cost reduction, +15 maximum mana.
- Cosmic: +8% mana cost reduction, +20 maximum mana.
Damage increase modifier: Straight up damage increase has been merged with melee attack speed, so this one is repurposed.
- Jagged: +1 defense and +7% thorn damage increased.
- Spiked: +2 defense and +14% thorn damage increased.
- Angry: +3 defense and +21% thorn damage increased.
- Menacing: +4 defense and +28% thorn damage increased.
So NOT : monster damage * (thorn multiplier+thorn damage increase)
BUT INSTEAD: (monster damage * thorn multiplier) * thorn damage multiplier.
Important side-note 2: Any thorn damage knockback can now be increased with potions or items. Thorn potion damage increased to 150% damage returned (one and a half time) before any damage reduction occurs and the damage is now dealt in a small area around the player (between 6-8 blocks radius). New yellow spikes visual effects around the player representing the damage area for thorn potion triggers, the angle at which it spawns random each time. Cactus armor set bonus now deals 25 returned damage across all difficulty levels, also deals damage in an area, same visual as thorn potion, but green, random determines which effect between cactus and thorn potion appears over the other, and because of the random angles, we should be able to see both most of the time. Turtle armor set bonus thorn damage increased to 300% (three times damage received) before any damage reduction occurs. This damage also occurs in an area, this time even larger (12-16 tiles), and the visual will be red. All of those are thorn damage and benefit from this accessory damage modifier.
Important side-note 3: Ideally, defense wouldn't get more efficient in Expert and Master mode. But this would require other balancing, so I'm leaving that out, as it would take a lot of small changes and testing.
Defense increase modifier: Repurposed, but still a defensive modifier.
- Hard: 1% damage reduction.
- Guarding: 2% damage reduction.
- Armored: 3% damage reduction.
- Warding: 4% damage reduction.
NEW! Projectile efficiency modifier:
- Balanced: Bullets, arrows and thrown weapons (excluding explosives) velocity increased by 2% and they now ignore 0.5 armor.
- Stabilized: Bullets, arrows and thrown weapons velocity increased by 4% and they now ignore 1 armor.
- Advanced: Bullets, arrows and thrown weapons velocity increased by 6% and they now ignore 1.5 armor.
- Sonic: Bullets, arrows and thrown weapons velocity increased by 8% and they now ignore 2 armor.
Slightly related:
I've also got other ideas, like mana shields, which could be a common bonus on melee items. It would transfer a % of damage to the mana.
If you have other ideas you think I should add, write them below, if I like it, I'll add it.
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