Hello world, i created an account just to post this.
Arcane prefix is incredibly useful in theory. Itl greatly increases your dps consistency, by way of allowing more sustained fire, as well as increasing your mana regeneration rate.
However arcane becomes becomes capped by how good your armour is due to the mana cap of 400. It is by far too easy to reach the cap of 400 mana in-game. Having an amber robe (60 mana) and a magic hat (60 mana) from the travelling merchant, as well as 5 accessories reforged with the arcane prefix (100 mana) you will reach the mana cap in pre-hardmode with little difficulty.
This is BEFORE considering naturally mana boosting accessories, which give an additional 80 mana, the diamond robes, which add 20 mana more than amber ruby and emerald, and the extra accessory slot gained from master mode, allowing 20 mana from an additional arcane modifier. Master mode is whete the cracks in arcane show the most because of this
By all rights, you should be able to achieve a total of 440-5p0 mana pre-boss, by simply grinding a goblin battle standard. Thats 200 from stars,
Plus 20-40 from band of starpower upgrades, based on shadow orb rng,
Plus 60-80 from robes, since amber is easy to find in large enough amounts, but could be outclassed by diamond giving 20 more mana,
Plus 60 from the magic hat, which is the easier mage set hat to attain,
Plus 100-120 from accessory reforges, depending on if you play master mode. There is not a SINGLE stage of the game where you can take advantage of a full arcane, max mana build in master mode. Expert mode only shows this issue in hardmode, due to the delayed addition of the expert accessory slot.
lets look at hardmode now. Being generous and assuming adamantine, which gives 20 less mana than titanium, your maximum should reach 200(base)+80(accesories)+20(crystal ball)+100 from arcane(up to 140 in master mode) for a total of 400-440 mana. In titanium worlds, or post mech boss, this become a range of 420-460 mana, meaning that three arcane accesory slots my as well not be reforged in the first place .
Arcane is THE ONLY reforge which is fundementally broken in such a way as to be rendered completely useless and inert in multiple slots if all slots are filled.
Many people complain that move speed and attack speed reforges are useless. But those modifiers at least STACK consistently. arcane as a modifier is hardcoded NOT to benefit the player if stacked. This feels like a MASSIVE oversight, which kneecaps arcane into being the worst reforge prefix.
There are a few ways i could see this being fixed. The first one, is simply to change arcane to increase MP regen by 2-4%, while reducing mana use by the same amount. This functionally fits the same exact niche use that more mana does, increasing your overall mana regen rate and uptime, without breaking the UI by having mana stars flow off the screen. This would also allow for variable tiers ofmagic prefix, ranging from a 1% to a 4% buff, which wpuld also achieve parity with other reforges.
Alternatively, mana could simply be uncapped, as the visual issue if mana going off the screen would only be prominent in master mode, where presumably players can hear and recognize their mana chirp, as well as judge roughly how fast any particular item consumes mana.
Lastly, if the ui is considered a critical issue, mana could be given a life fruit style colour shift, where the stars wrap around, turning them purple sequentially from the top of the screen as you surpass the 400 mana cap.
Arcane is great. Ive done mana builds with my mage characters pretty much since the day reforges were implemented, and while the mana issue always bugged me, its only since ive recently started playing master mode that I've started to truly detest the mana hardcap, as it's oy become ever increasingly more noticeable since.
Thanks for reading this far if you did.
Tl;dr: mana stacking is broken, especially in master mode where you are basically capped to a classic mode number of reforges due to mana being hardcapped between 40 and 140 below your theoretical upper limit at basically every stage of the game
Edit: a word, reduced two numbers in pre-HM example because you cant have three bands of starpower without summoning EOW
Arcane prefix is incredibly useful in theory. Itl greatly increases your dps consistency, by way of allowing more sustained fire, as well as increasing your mana regeneration rate.
However arcane becomes becomes capped by how good your armour is due to the mana cap of 400. It is by far too easy to reach the cap of 400 mana in-game. Having an amber robe (60 mana) and a magic hat (60 mana) from the travelling merchant, as well as 5 accessories reforged with the arcane prefix (100 mana) you will reach the mana cap in pre-hardmode with little difficulty.
This is BEFORE considering naturally mana boosting accessories, which give an additional 80 mana, the diamond robes, which add 20 mana more than amber ruby and emerald, and the extra accessory slot gained from master mode, allowing 20 mana from an additional arcane modifier. Master mode is whete the cracks in arcane show the most because of this
By all rights, you should be able to achieve a total of 440-5p0 mana pre-boss, by simply grinding a goblin battle standard. Thats 200 from stars,
Plus 20-40 from band of starpower upgrades, based on shadow orb rng,
Plus 60-80 from robes, since amber is easy to find in large enough amounts, but could be outclassed by diamond giving 20 more mana,
Plus 60 from the magic hat, which is the easier mage set hat to attain,
Plus 100-120 from accessory reforges, depending on if you play master mode. There is not a SINGLE stage of the game where you can take advantage of a full arcane, max mana build in master mode. Expert mode only shows this issue in hardmode, due to the delayed addition of the expert accessory slot.
lets look at hardmode now. Being generous and assuming adamantine, which gives 20 less mana than titanium, your maximum should reach 200(base)+80(accesories)+20(crystal ball)+100 from arcane(up to 140 in master mode) for a total of 400-440 mana. In titanium worlds, or post mech boss, this become a range of 420-460 mana, meaning that three arcane accesory slots my as well not be reforged in the first place .
Arcane is THE ONLY reforge which is fundementally broken in such a way as to be rendered completely useless and inert in multiple slots if all slots are filled.
Many people complain that move speed and attack speed reforges are useless. But those modifiers at least STACK consistently. arcane as a modifier is hardcoded NOT to benefit the player if stacked. This feels like a MASSIVE oversight, which kneecaps arcane into being the worst reforge prefix.
There are a few ways i could see this being fixed. The first one, is simply to change arcane to increase MP regen by 2-4%, while reducing mana use by the same amount. This functionally fits the same exact niche use that more mana does, increasing your overall mana regen rate and uptime, without breaking the UI by having mana stars flow off the screen. This would also allow for variable tiers ofmagic prefix, ranging from a 1% to a 4% buff, which wpuld also achieve parity with other reforges.
Alternatively, mana could simply be uncapped, as the visual issue if mana going off the screen would only be prominent in master mode, where presumably players can hear and recognize their mana chirp, as well as judge roughly how fast any particular item consumes mana.
Lastly, if the ui is considered a critical issue, mana could be given a life fruit style colour shift, where the stars wrap around, turning them purple sequentially from the top of the screen as you surpass the 400 mana cap.
Arcane is great. Ive done mana builds with my mage characters pretty much since the day reforges were implemented, and while the mana issue always bugged me, its only since ive recently started playing master mode that I've started to truly detest the mana hardcap, as it's oy become ever increasingly more noticeable since.
Thanks for reading this far if you did.
Tl;dr: mana stacking is broken, especially in master mode where you are basically capped to a classic mode number of reforges due to mana being hardcapped between 40 and 140 below your theoretical upper limit at basically every stage of the game
Edit: a word, reduced two numbers in pre-HM example because you cant have three bands of starpower without summoning EOW
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