Flubman
Terrarian
You could argue that features like these can't really be secrets with the Internet existing.Then it wouldnt be a secret anymore.
You could argue that features like these can't really be secrets with the Internet existing.Then it wouldnt be a secret anymore.
That's a bit disappointing, but if that's what its designed to be then I guess there's no helping it.Its not meant to be a whip centric armor, its a summoner minion damage/count armor that also adds some whip stats.
It's understandable, its easy to get 20% increased melee speed through other means anyways. Some of the whips were given faster use times as well so I'm sure that will help.That's a bit disappointing, but if that's what its designed to be then I guess there's no helping it.
It's not some huge difference to the point enemy armor suddenly negates the stars' damage. With how Holy Arrows dealt crazy DPS under the right circumstances in 1.4.3, a nerf from 50% to 33% doesn't suddenly lower the damage per hit to a point where it's noticeably further reduced by enemy armor. Not even close. Besides, I don't even think there's any enemies that gets more defense in Master Mode.Holy arrows nerf made them useless on master mode because of how armor works. They hard to craft and even in perfect conditions (static target so both stars can hit) they deal hardly more (usually even less) damage than ichor arrows. So my suggestion here is make stars ignore enemy defense (part or even all defense with adjusting their damage).
Also quiver nerf made it not worth to farm. Without damage buff it gives some not that important buffs, so it just worse version of ranger emblem. My suggestion is replace damage buff from it with dynamic damage buff depending on distance projectile travelled, at least it will be something unique.
Holy arrows nerf made them useless on master mode because of how armor works. They hard to craft and even in perfect conditions (static target so both stars can hit) they deal hardly more (usually even less) damage than ichor arrows. So my suggestion here is make stars ignore enemy defense (part or even all defense with adjusting their damage).
Also quiver nerf made it not worth to farm. Without damage buff it gives some not that important buffs, so it just worse version of ranger emblem. My suggestion is replace damage buff from it with dynamic damage buff depending on distance projectile travelled, at least it will be something unique.
Ok, maybe I misunderstood how it works, but it doesn't change the fact that holy arrows useless now. Even on "perfect" battles for holy arrows (destroyer, golem) there are arrows that perfoms better or at least same (hellfire for destroyer, venom for golem and it's not assumptions, I tested it) and easier to craft.Master mode does not increase enemy defense
Quiver other bonuses not that useful. Speed increase not working (or maybe almost not working, hard to say by eye) on most important hardmode arrows (ichor/chlorophyte/venom), ammo usage reduction is just nice addition not main feature. I won't be so against it current state if quiver was sold by town NPC or crafted, but it has low drop rate from not most common enemy, so it should give me a reason to waste time on farming it, not just "10% more damage".Quivers still give damage, its just not proportionally as much as before
I just tested this. Tsunami, when landing crits of what look to be 200-250, has holy stars that land 30-40 crits on EoL. I think it's at least worth some researchIt's not some huge difference to the point enemy armor suddenly negates the stars' damage. With how Holy Arrows dealt crazy DPS under the right circumstances in 1.4.3, a nerf from 50% to 33% doesn't suddenly lower the damage per hit to a point where it's noticeably further reduced by enemy armor. Not even close. Besides, I don't even think there's any enemies that gets more defense in Master Mode.
It's also bizarre to dismiss Quivers as "just worse version of ranger emblem" by completing ignoring its velocity increase effect.
Would be helpful to see these tests, we will go in circles forever by just calculating the DPS instead of seeing it in practice.Even on "perfect" battles for holy arrows (destroyer, golem) there are arrows that perfoms better or at least same (hellfire for destroyer, venom for golem and it's not assumptions, I tested it) and easier to craft.
To be fair, it does work on the arrows that need it the most. Still looks like a bug worth looking into, this happens with archery potions as well.Quiver other bonuses not that useful. Speed increase not working (or maybe almost not working, hard to say by eye) on most important hardmode arrows (ichor/chlorophyte/venom), ammo usage reduction is just nice addition not main feature. I won't be so against it current state if quiver was sold by town NPC or crafted, but it has low drop rate from not most common enemy, so it should give me a reason to waste time on farming it, not just "10% more damage".
I'm to lazy to record or even retry this, but I can describe what happened first timeWould be helpful to see these tests, we will go in circles forever by just calculating the DPS instead of seeing it in practice.
In my last playthrough (which started on v1.4.3.6 and ended on v1.4.4.2), I used Abigail + Firecracker Vs. Queen Slime, Pre-Mechanical Bosses (Post v1.4.4, I updated before killing WoF), and I can say she's simply the best minion around that time against her. With Queen Slime's movement speed nerf, Abigail is able to catch up with her in Phase 1 and even more in Phase 2 with 7 Minion Slots. You probably were not dodging her minions that much, because moving in a big open area above her is the best strategy to focus all damage on her while still dodging the small projectiles. Even moving horizontally with her while she's jumping in Phase 1, while still flying up and down to dodge the projectiles from the slimes left behind, helps a lot.My concern comes from the spider equipment. Now that obsidian armor is much weaker, spider is all the more appealing option. The armor wasn’t touched which I think is okay, but in my opinion the spider staff is completely unusable. The spider AI is horrible underground and they get stuck in return mode so easily. Fighting queen slime with it to get the blade staff was a NIGHTMARE, at least for me, using the spider staff. The other options are Abigail’s flower, which is pretty fine with the firecracker for a lot of early hard mode except in the queen slime fight, where the swarms completely clown on it, the sanguine staff, which is sort of in a to be determined phase at the moment, and the pirate staff, which if I’m not mistaken wasn’t buffed.
Yeah, maybe it could give you the Honey Buff and spawn some bees when you get hit, and maybe a defense increase to be the actual counterpart to Obsidian Armor (Glass Cannon Summoner Vs. Tanky Summoner), and with all of that, there could already be a reason at all to upgrade to Bee Armor; after all, Tanky Summoner is the safest way to play with the Class, even in Master Mode.I also think mayyyyyybe the bee armor could be slightly buffed, but I’m not super sure about that so yeah
You shouldn't be testing Tsunami against Golem, it is balanced AFTER him for a reason.For golem I used tsunami.
To be fair, it's EoL who has a large 50-60 defense, and stars dealing that much damage every hit is still potent considering it's now only 33% of the base damage of the weapon. You can also still inflict Ichor with a secondary weapon very easily to lessen the impact of EoL's defense as well. So even EoL's defense doesn't make a big impact in practice.I just tested this. Tsunami, when landing crits of what look to be 200-250, has holy stars that land 30-40 crits on EoL. I think it's at least worth some research
For destroyer I used daedalus. Hellfire arrows should be worse on paper because it multiarrow bow and sometime arrows just don't deal damage. But destroyer is big, and even if arrow skiped one segment it deals damage to other. DPS almost same all the time, but the key feature that made hellfire arrows kill destroyer faster was hitting its intersections, when I hit them hellfire arrows made ~2x dps of holy arrows. Also holy arrows spawn to much drones, stars are killing all those drones, but I took more damage anyway with holy arrows. And small benefit of hellfire arrows: you can abuse destroyer spawn point with them, holy arrows don't have pierce so attacking destroyer spawn point makes no sense.
Oh no, the Speed increase works fine now. Not the velocity multiplier, the 10% base velocity increase that im pretty sure you didnt know existed until you read this comment.Quiver other bonuses not that useful. Speed increase not working (or maybe almost not working, hard to say by eye) on most important hardmode arrows (ichor/chlorophyte/venom), ammo usage reduction is just nice addition not main feature. I won't be so against it current state if quiver was sold by town NPC or crafted, but it has low drop rate from not most common enemy, so it should give me a reason to waste time on farming it, not just "10% more damage".