It's mainly about the value of the items. Spears are valued at 1000, AKA 10 silver coins (sells for 2 silver @ 20% of max value). Plugged into the formula, that gives them ~97 durability; 97 total 'uses' (hits). That isn't a lot.
The only solution I can currently think of would be to manually implement a table of item values to override the default values for these cases; some items weren't well balanced according to value.
Edit: Fixed durability formula and wear and tear errors, hopefully fixed the aforementioned loading crash.
- I understand that, but the formula of uses does hurts some items (Mainly items that focus on piercing) . If you were to boost by 0.25 or 0.5 the durability of "mainly piercing" items like Spears, the durability would change to 122~146 for Spear, which in my opinion "feels more right", and would make people rely on less popular weapons (And make them somewhat more useful). I would need to test around more, but so far spears seem far too fragile for what they do, and in need of a balance.
- Also, I am surprised there is no way to disable the smithing hammer in the config menu. I don't know about other people's mods, but in vanilla Terraria there's no such a thing as "unique armor", or extremely rare armor pieces. So repairing armor feels somewhat cheap to me, when I should instead work to make a new one. Any way to disable the Smithing Hammer in the near future? Just like how you can disable life-crafting in the Lives mod.
- Another bullet point: Any reason why pets have durability? They are just cosmetic. I don't think people should be able to lose pets. I can understand losing Light pets and hooks, but pets?
- And another thing... I haven't noticed it but... Armor in the vanity slot will not lose durability, right? Maybe you should make it so that the durability bar hides when the armor is in the vanity slot? Or would that be too much coding? I have ZERO knowledge of coding, I just give my suggestions based on what I think the mod is missing.