Weapons & Equip Fixing progression for summoners, and ninjas.

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yudgefudge

The Destroyer
Sprite credits:
Skyshooter - Zoomo
Chameleon & Sprite base for Comet & Shadow Ninja - Zoaklen Mod
Also, before you tell me that the throwing class has been neutralized into ranged, I know. Let's take a step back before Journey's End, shall we?
So, Summoners have been punished by not having good weapons, armors, and the like. Throwers have it worse, basically not having A hardmode. So in this post, I'll be making weapons, armor, and accesories for those two classes.
Also, I can't sprite, so I borrowed armor sprites from people I sourced above.
~~~Armor tiers~~~
Tier Stuff.png
So, when performing a playthrough of Terraria, we use armors. We normally cycle through a set of six armors which are classified under different tiers of ingame progression, which I've formulated myself. These are:
Niche armors: They are gotten from smashing at least one Shadow Orb. They usually have outlandish set bonuses, and are fair game against Skeletron
Finisher armors: These are used to battle against the Wall of Flesh, and have relatively damage-focused bonuses. They are also used to flow through early hardmode
Mech-Beat armors: True to their name, they are used to beat the mechanical bosses. Their material is forged with early hardmode materials
Chlorophyte tier: Crafted from Chlorophyte, they are used to battle Plantera, and in some cases Golem.
Lunar Events tier: They are the final one before the end. They are used to battle the Lunar Events
Endgame: They are the end. The finality. The totality. They are used the final battle against the Moon Lord.
Skyshooter armor: 13 defense total
Skyshooter Fedora: 4 defense, 7% increased ranged accuracy
Skyshooter Shirt: 5, 7% increased ranged accuracy
Skyshooter Greaves: 4 7% increased ranged accuracy
Set bonus: Enables double jumping and small gliding of about 13 blocks

Pharaoh armor: 15 defense total
Pharaoh headdress: 5, 7% increased minion size
Pharaoh robe: 6, 7% increased minion size
Pharaoh slippers: 4, 7% increased minion size
Set bonus: Doubles minion count (stacks with other accessories first, then doubles that number)

Obsidian armor: 12 defense total
Obsidian hat: 4 defense, 7% increased throwing velocity
Obsidian shirt: 5 defense, 7% increased throwing velocity
Obsidian shoes: 3 defense, 7% increased throwing velocity
Set bonus: Allows player to turn into a shadow that can phase through an enemy
Slight jungle buff: new full count: 19 defense total

Bee armor: 20 count
Bee headgear: 7 8% minion damage
Bee breastplate: 7 9% minion damage
Bee greaves: 6 allows 7% minion damage
Set bonus: Allows two more minions

Fossil now has 14 defense total

Spider buff: 32 damage
Set bonus: Summons a second Queen spider sentry

Ancient armor: 24
Ancient headdress: 8
Ancient garments: 10
Ancient slacks: 6
Set bonus: Basically has the sandstorm in a bottle effect along with a shadow dodge effect

Tiki armor is made accessible before Plantera crafted with 36 Chlorophyte Bars, 5 Souls of Fright, and 3 Tiki Spirit, which are bought for 1 gold each from the Witch Doctor
Obligatory Tiki buff:
41 defense
Set bonus: Summons a pygmy to battle for you.

Introducing Chameleon armor! Crafted from 36 Chlorophyte Bars and 6 Souls of Sight
Tooltip: “Used by best girl”
Defense count: 31
Chameleon Head: 10
Chameleon Scalemail: 11
Chameleon Booties: 10
Bonus: (Quite obvious) 30 second invisibility (no drawbacks, drives away enemies) and a 25 second cooldown

Spooky armor
“Spoopy spoopy Skeletrons, and...”
Total bonus: 36
Spooky headdress: 12
Spooky breastplate: 13
Spooky shoes: 11
Bonus: Damaging enemies have a 40% chance to regain health which is 5 percent of the enemy’s health (doesn’t work on bosses)

Shadow Ninja armor
35 defense total

And lastly:
Stardust boost:
Total: 57
The Stardust guardian can move around in a 20 block radius.

Comet armor: 41
Comet cap: 13
Comet shirt: 15
Comet slacks: 13
Set bonus:
18% throwing damage
13% throwing velocity
9% throwing crit chance
50% movement speed
Throwing consumables have a 30% chance to explode into 5 comet fragments, which do a fifth of the damage but burn enemies
Crafted from 45 Comet Fragments and 36 Luminite Bars

All give 100 per craft material.
Copper/Tin Shuriken
Damage: 5/6

Iron/Lead Shuriken (the regular ones)
Damage: 10/11

Silver/Tungsten Shuriken
Damage: 14/15

Gold/Platinum Shuriken
Damage: 18/19

Hellstar
Damage: 27
Inflicts "On Fire" debuff
Cobalt/Palladium Shuriken
Damage: 31/33

Happy Star (crafted from Crystal Shards)
Damage: 32

Comet Shuriken
Damage: 35
Knockback: Weak
Crafted from 1 Comet Fragment, makes 100

Normal Knives can now be purchased all the time.

Wooden Knife (crafted from one Wood - gives 50)
Damage: 8

Aqua Shiv (found in dungeon chests in stacks from 30-80)
Damage: 24
Mythril/Orichalcum Knife
Damage: 34/36

Knife of Ichor/Cursed Flames
Damage: 33
Inflict respective debuff

All boomerangs are throwing now.
Sandstorm
Damage: 71
Knockback: Strong
Found in the Desert Biome chest
The Shooting Star
Damage: 180
Knockback: Very strong
Homes in on three enemies before returning.
Crafted from 10 Comet Fragments

Crafted from 1 respective gem and 1 bar, makes 15 (gem bar relationship is the same from the staves)
Amethyst/Topaz Javelin
Damage: 13/14

Sapphire/Emerald Javelin
Damage: 16/17

Ruby/Diamond Javelin
Damage: 21/22

Comet Fragment.png

Comet Fragment
"Crashing forces can be felt from this fragment"

Discontinued, due to lack of ideas. If a mod could close the thread, that'll be nice.

So, what do you think, and what edits would you make?
 
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Summoner isn't bad. Red himself (in the 8th anniversary FAQ event, I believe) said that summoner is the only class that you aren't supposed to play pure. Meaning that if you're only using summon weapons, you're playing the class wrong. It also means that summoner actually outclasses literally anything else by a mile if you know what you're doing.

Stardust armor's set bonus still needs a buff, though. Not to range, but to damage.
 
Summoner isn't bad. Red himself (in the 8th anniversary FAQ event, I believe) said that summoner is the only class that you aren't supposed to play pure. Meaning that if you're only using summon weapons, you're playing the class wrong. It also means that summoner actually outclasses literally anything else by a mile if you know what you're doing.

Stardust armor's set bonus still needs a buff, though. Not to range, but to damage.
So, what about Ninja?
 
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