Another question, where do you get dark/light shards? They are also not listed on either.
Hmm, after doing some testing, I think I do need to give some feedback about the balance with some of the higher tier items in this mod. A lot of them, are, well, just too overpowered for when you can get them. Take the Galactus Blade for example, technically obtainable sooner than the Star Wrath you can get from the Moon Lord, and a very similar weapon overall, but yet it does over 3 times the DPS. Without any armor, it can breach 4k dps on a single training dummy, while the Star Wrath does maybe 1.2k at most. That's pretty absurdly unbalanced.
Another example is Augur of the Elements, which is not only vastly superior to anything in vanilla or other mods like Thorium, but is also superior to everything else in your own mod, including Post-Yharon stuff. With no armor, it can easily deal 10k DPS, while Thorium's Almanac of Despair only does 2.5k at most. The Yharon magic item even does less DPS, albeit it can get fairly close.
And I'm sure there are others, I didn't really test too many comparisons, it's just something I've noticed, and something I really feel should be addressed somehow. Generally, you want to keep your items relatively in-line with vanilla progression, or else your items are just straight up superior and it starts to feel mandatory to use them and not something else. A lot of the late-game items in this mod either need to be toned down significantly, or perhaps a more preferable option would be to gate the strong ones behind some of your post-moonlord bosses, which one depending on their DPS. Or maybe a mix of both would be best, because even Post-Yharon stuff like the Augur does silly amounts of damage.
But yeah, this is something I wanted to get off my chest. The item balance is one of the only things I have to criticize about this mod. The mod as a whole is great, and I couldn't imagine myself playing without it at this point, but some of the balance with items, especially the higher tier ones, is pretty out of whack, I'd dare say. I don't think any mod's items should straight up overshadow other weapons available at any given tier, because if they do, it just destroys player choice. Is the current availability of some of these items just a placeholder?
Stuff like the Galactus Blade could comfortably sit post-devourer (even there it might still be a bit too good), and stuff like the Augur of the Elements would probably work well enough if you gated it behind Yharon. The Elemental Eruption does crazy enough DPS that it would probably fit better as post-yharon too. And I'm sure there are others, but the point is, I feel like you should go through them and spread them out in places where their DPS levels are more appropriate, assuming you'd feel like that's a better solution than nerfing them heavily.
Hmm, after doing some testing, I think I do need to give some feedback about the balance with some of the higher tier items in this mod. A lot of them, are, well, just too overpowered for when you can get them. Take the Galactus Blade for example, technically obtainable sooner than the Star Wrath you can get from the Moon Lord, and a very similar weapon overall, but yet it does over 3 times the DPS. Without any armor, it can breach 4k dps on a single training dummy, while the Star Wrath does maybe 1.2k at most. That's pretty absurdly unbalanced.
Another example is Augur of the Elements, which is not only vastly superior to anything in vanilla or other mods like Thorium, but is also superior to everything else in your own mod, including Post-Yharon stuff. With no armor, it can easily deal 10k DPS, while Thorium's Almanac of Despair only does 2.5k at most. The Yharon magic item even does less DPS, albeit it can get fairly close.
And I'm sure there are others, I didn't really test too many comparisons, it's just something I've noticed, and something I really feel should be addressed somehow. Generally, you want to keep your items relatively in-line with vanilla progression, or else your items are just straight up superior and it starts to feel mandatory to use them and not something else. A lot of the late-game items in this mod either need to be toned down significantly, or perhaps a more preferable option would be to gate the strong ones behind some of your post-moonlord bosses, which one depending on their DPS. Or maybe a mix of both would be best, because even Post-Yharon stuff like the Augur does silly amounts of damage.
But yeah, this is something I wanted to get off my chest. The item balance is one of the only things I have to criticize about this mod. The mod as a whole is great, and I couldn't imagine myself playing without it at this point, but some of the balance with items, especially the higher tier ones, is pretty out of whack, I'd dare say. I don't think any mod's items should straight up overshadow other weapons available at any given tier, because if they do, it just destroys player choice. Is the current availability of some of these items just a placeholder?
Stuff like the Galactus Blade could comfortably sit post-devourer (even there it might still be a bit too good), and stuff like the Augur of the Elements would probably work well enough if you gated it behind Yharon. The Elemental Eruption does crazy enough DPS that it would probably fit better as post-yharon too. And I'm sure there are others, but the point is, I feel like you should go through them and spread them out in places where their DPS levels are more appropriate, assuming you'd feel like that's a better solution than nerfing them heavily.
Do Calamity bosses remove potions/buffs? Keep having my summoning table (thus my sand waifu) and ironskin/regen potion vanish while trying to fight Yharon.
Ah... That might be the problem. Had no idea there was a maximum amount of buffs, and then when I gain a new debuff (health potion/belt cooldown/armor cooldown) it's eating up one of my buffs. Thanks :3Are you at maximum possible buffs? (2 rows under the hotbar), if so make sure you have no light pet or pet as both of them take up a buff slot.
It works. To try it out for yourself, leave the game and check your base weapon damage. Tap S. Look at the weapon damage again- it should have increased. This is the effect of the accessory. It also raises defense.Well I'm an idiot, fought providence and kept getting so enraged that rarely my yoyo did damage to him and it was so random as I flew around the hallow sky, then I come back and read you can fight in the underworld and there I can always hit him! Didn't realize flying around the hallow sky often counted as leaving which made for extreme anger but now it's solved lol
[doublepost=1486695957,1486695704][/doublepost]With the Elysian aegis I tap down (s key) it does nothing, and neither does the down arrow. Am I doing this wrong?
Tentative changes for 1.1.7.5:
- Balance/QoL stuff
1 - Added Calamity Biome boss, the Brimstone Elemental
2 - Added minion slot usage tool tip for Yharon's Kindle Staff
3 - Nerfed ray weapon damage
4 - Nerfed Galactus Blade damage slightly
5 - Nerfed Elemental Eruption damage slightly
6 - Nerfed Augur of the Elements damage
7 - Added head icon for the Perforator Hive
8 - Perforator Cyst no longer takes up any NPC spawn slots
9 - Devourer of Gods has much more HP in Normal Mode, slightly more HP in Expert Mode
10 - Devourer of Gods body does more damage
11 - Devourer of Gods head does more damage
12 - Siren Lure does more damage
13 - Siren Lure charges less
14 - Siren Lure switches phases more often
15 - Plaguebringer Goliath has more HP
16 - Plague Charges sprite changed and AI updated
17 - Plaguebringer enemy spawn sprites changed and AI updated (small and large have different AIs now)
18 - Siren Lure Parasea and Aquatic Aberration spawns have more HP
19 - Perforator Hive spawns Mini Perforators much less often to reduce NPC slots being taken up
- Added 21 new items (8 items left to program/sprite)
1 - Charred Idol for the Brimstone Elemental that can be crafted after 1 mech boss has been defeated
2 - Titan Scale Potions
3 - Cadence Potions
4 - Supreme Healing Potions
5 - Calamitas' Brew Potions
6 - Yharim's Stimulants
7 - Arctic Arrows
8 - Ark of the Cosmos
9 - Mortar Rounds
10 - Napalm Arrows
11 - Terra Arrows
12 - Superball Bullets
13 - IOU
- Demon Trophy and Celestial Onion now buff the following bosses AI patterns slightly
1 - King Slime: Teleports nearly instantly if you are too far away
2 - Eye of Cthulhu: Charges FAR more often and is much faster
3 - Skeletron: Does his spinning head charge more often
4 - Wall of Flesh: Shoots lasers far more often, Hungry get a massive HP and damage boost
5 - Plantera: Shoots seeds and thorn balls like a gatling gun in phase 1, Shoots more spores in phase 2
6 - Queen Bee: Shoots her stingers more often and switches phases more quickly
- The following vanilla bosses get more powerful if the player is in Expert Mode
1 - Skeletron Prime: Prime Cannon shoots missiles when his Head is spinning, Head shoots Skeletron skulls which shoot more often the lower his health is
2 - Golem: Golem fists attack very quickly and are invulnerable (this is in the latest version already but I wanted to mention it again)
It works. To try it out for yourself, leave the game and check your base weapon damage. Tap S. Look at the weapon damage again- it should have increased. This is the effect of the accessory. It also raises defense.
[doublepost=1486734560][/doublepost]
Thanks so much!
Will you be updating the link?
Oh... lol. My eyes skipped straight to the features.You do realize the update is far from being out? Hence 'tentative'...
I like the new effect for Skeletron Prime in EM.Tentative changes for 1.1.7.5:
- Balance/QoL stuff
1 - Added Calamity Biome boss, the Brimstone Elemental
2 - Added minion slot usage tool tip for Yharon's Kindle Staff
3 - Nerfed ray weapon damage
4 - Nerfed Galactus Blade damage slightly
5 - Nerfed Elemental Eruption damage slightly
6 - Nerfed Augur of the Elements damage
7 - Added head icon for the Perforator Hive
8 - Perforator Cyst no longer takes up any NPC spawn slots
9 - Devourer of Gods has much more HP in Normal Mode, slightly more HP in Expert Mode
10 - Devourer of Gods body does more damage
11 - Devourer of Gods head does more damage
12 - Siren Lure does more damage
13 - Siren Lure charges less
14 - Siren Lure switches phases more often
15 - Plaguebringer Goliath has more HP
16 - Plague Charges sprite changed and AI updated
17 - Plaguebringer enemy spawn sprites changed and AI updated (small and large have different AIs now)
18 - Siren Lure Parasea and Aquatic Aberration spawns have more HP
19 - Perforator Hive spawns Mini Perforators much less often to reduce NPC slots being taken up
- Added 21 new items (8 items left to program/sprite)
1 - Charred Idol for the Brimstone Elemental that can be crafted after 1 mech boss has been defeated
2 - Titan Scale Potions
3 - Cadence Potions
4 - Supreme Healing Potions
5 - Calamitas' Brew Potions
6 - Yharim's Stimulants
7 - Arctic Arrows
8 - Ark of the Cosmos
9 - Mortar Rounds
10 - Napalm Arrows
11 - Terra Arrows
12 - Superball Bullets
13 - IOU
- Demon Trophy and Celestial Onion now buff the following bosses AI patterns slightly
1 - King Slime: Teleports nearly instantly if you are too far away
2 - Eye of Cthulhu: Charges FAR more often and is much faster
3 - Skeletron: Does his spinning head charge more often
4 - Wall of Flesh: Shoots lasers far more often, Hungry get a massive HP and damage boost
5 - Plantera: Shoots seeds and thorn balls like a gatling gun in phase 1, Shoots more spores in phase 2
6 - Queen Bee: Shoots her stingers more often and switches phases more quickly
- The following vanilla bosses get more powerful if the player is in Expert Mode
1 - Skeletron Prime: Prime Cannon shoots missiles when his Head is spinning, Head shoots Skeletron skulls which shoot more often the lower his health is
2 - Golem: Golem fists attack very quickly and are invulnerable (this is in the latest version already but I wanted to mention it again)
Since imma make the soul of Terraria soon and there's some stuff like if HP is too high this guy's immortal. So how bout you add a nice else if Fargo's mod loaded boss HP is just doubled xD
Neat, the vanilla bosses are finally getting some love too. I found your change to golem a nice mix up so I'm looking forward to how these changes pan out!- Demon Trophy and Celestial Onion now buff the following bosses AI patterns slightly
Calamity is balanced around itself. If another mod makes things wonky due to it having purposely overpowered gear that's not really something that needs to be balanced. Also Fargo's mod is especially overpowered for funsies. So no mod will be balanced if you use them.Since imma make the soul of Terraria soon and there's some stuff like if HP is too high this guy's immortal. So how bout you add a nice else if Fargo's mod loaded boss HP is just doubled xD
Yeah it works my bad I just assumed a buff icon would appear but it didn'tIt works. To try it out for yourself, leave the game and check your base weapon damage. Tap S. Look at the weapon damage again- it should have increased. This is the effect of the accessory. It also raises defense.
[doublepost=1486734560][/doublepost]
Thanks so much!
Will you be updating the link?