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Journey's End 1.4: Official Item Balance Feedback and Discussion Thread

Leinfors

Quality Assurance
Staff member
Moderator
Re-Logic
JE Forum Banner v2.png

History:
October 13, 2020: Thread re-opened for the 1.4.1 release and its balance changes. Discussion henceforth should be targeted towards adjustments and feedback on the 1.4.1 changes, as I am unlikely to be making additional changes unrelated to those.
August 2020: Balance changes for 1.4.1 are finalized, and no longer going to be adjusted, whether by feedback in this thread or otherwise. I've decided to leave the thread open for discussion for the time being, but its purely academic at this point)


Hello everyone!

For those of you who don't know me, I'm Leinfors, and I do QA for Terraria! One of the big focuses of this update was a pretty big rebalancing pass on many dozens of weapons, armors, and items in the game!

However, Terraria has many thousands of items, and there is only so much time to go around, and its hard for one single person to dictate the balance of so many items without bias. Some items were changed before I was quite as involved, and while I've documented them, I didn't have time to fully review them myself. I'd like to continue iterating on this process, and for that, I would like to open discussion with the community here!

So here is the plan:
Between my other duties in the following weeks, I'm going to look into followup balance changes. I have certain things that are already on my radar, but I'm interested in hearing what you guys think might need adjustment. I'll be looking for the following:
- Balance changes we've made that you think were not enough, or were too much/disagree with
- Old items that were overlooked in our changes
- New items/equipment that you feel needs adjustment


I'm really eager to hear what you guys think, and I'd like to have a dialogue about this. I'm interested in discussing the "why" of some of our changes (when they are changes I made), and I'd like to hear your thoughts about it and other feedback you'd like to share.

A couple of ground rules I should elaborate on here though.
1. I'm only one member on a team, and I don't have absolute authority. Even if I'm convinced, all of my changes need to be approved before they pass, so I can't just change what I want.
2. This is meant to be a discussion thread, and I'd like to see evidence and convincing arguments in favor of changes. If I'm not convinced, then I'm not going to advocate for changes, but I promise that I am interested in hearing it out . . . I want to make more changes!
3. Evidence and persuasive points win the day here. Number of or passion behind a complaint absent evidence or strong logic won't convince me, nor will the number of likes, etc. a post gets. If a change is correct, then making a strong case for it should be easy. :)
4. My focus is primarily items. It is very unlikely that I will be making changes to enemies/bosses. It is also very unlikely for me to be able to completely overhaul weapons in the style of the Charged Blaster Cannon or Medusa Head. We are talking stat changes here, rather than overhauls.
5. Please be respectful to other posters here, we're all here to make Terraria a better game, and the best way to have a discussion is if we all get along! :)



While we are here, for reference, here are the current up to date balance changes for 1.4!

- Terra Blade and the True Swords have been somewhat overhauled in both crafting and function. Note: Mothron now only spawns after Plantera. As a result, the Broken Hero Sword is post-Plantera only.

True Night's Edge (Buff / Tier-shift)
- Projectile damage now does 1.5x of the base damage
- Is now autoswing
- Is now crafted with the Night's Edge + some of all 3 boss souls. No longer requires a Broken Hero Sword.

True Excalibur (Buff / Tier-shift)
- Increased damage from 66 to 70
- Is now autoswing
- Projectile now pierces once, hitting up to 2 enemies
- Is now crafted with the Excalibur + Chlorophyte Bars. No longer requires a Broken Hero Sword.

Terra Blade (Buff / Tier-shift)
- Damage increased from 95 to 115
- Use time decreased from 16 to 14
- Projectile damage increased from 1.25x to 1.5x of the base damage
- Is now crafted with the two True Swords and a Broken Hero Sword

Beam Sword (Buff)
- Scale increased from 1f to 1.3f (this makes the sword itself larger)

Brand of the Inferno (Buff)
- Scale increased from 1.15f to 1.3f (this makes the sword itself larger)

Sunfury (Nerf)
- Base damage decreased from 35 to 32. As normal swings deal double with flails, the standard expected damage should be reduced from 70 to 64.

Arkhalis (Buff)
- Damage increased from 20 to 25
- Now ignores up to 20 enemy defense

Chain Guillotine (Buff)
- Damage increased from 43 to 59

Ghastly Glaive (Buff)
- Immune frame duration reduced from 36 to 20. In effect, this means that the spear itself can hit more often, including more easily within a single swing.

Anchor (Buff)
- Damage increased from 55 to 70
- Knockback increased from 5 to 8

Sergeant United Shield (Buff)
- Damage increased from 60 to 80
- Damage reduction for each target hit reduced from 30% to 20%

Scourge of the Corruptor (Buff)
- Damage increased from 64 to 70
- Damage of Mini-Eaters increased from 70% to 75% of the base damage

Yoyos (Revisions to 1.4 Changes) (Rework)
- The balance changes made to Chik, Amarok and Helfire in 1.4 are being reverted
- The changes made to Code 2, Amazon, and Kraken are NOT being reverted/adjusted
- Gradient's damage increased from 44 to 49
- Format C's damage increased from 35 to 39

Light's Bane (Buff)
- Damage increased from 17 to 18

Muramasa (How ya doin' Muramasa?) (Buff)
- Damage increased from 21 to 26
- Knockback increased from 2.5 to 3

Fiery Greatsword (Buff)
- Damage increased from 36 to 40

Beekeeper (Buff)
- Reverting the changes made to Beekeeper in 1.4

All Phaseblades (Buff)
- Damage increased from 21 to 25

Night's Edge (Buff)
- Use time decreased from 27 to 21
- Is now autoswing

Bananarangs (Buff)
- Use time decreased from 14 to 11
- Increased both the projectile speed and the return speed of the Bananas

Thorn Chakram and Flamarang (Buff)
- Increased both the projectile speed and the return speed of the projectiles, with Flamarang being the faster of the two

Sleepy Octopod (Buff)
- Damage increased from 40 to 50
- Increased hit radius/size of the attack by 35%

Flying Dragon (Buff)
- Damage increased from 90 to 180.
- Projectiles which the player does not have line of sight on (as in, shooting through walls) now deal half damage (in this case, 90, the original damage)

Sky Dragon's Fury (Buff)
- Damage increased from 70 to 140
- Projectile damage decreased from 75% of base damage to 50% of base damage. This means instead of doing 52 (75% of 70) it will do 70 (50% of 140)

Starlight (Buff)
- Damage increased from 70 to 80
- Now has a bonus critical chance of 10%

Daybreak (Buff)
- Projectiles now explode when expiring, or upon hitting a wall. The explosion does an additional 100% weapon damage, and can hit nearby enemies as well.
Onyx Blaster (Nerf)
- Damage decreased by 4
- Use time increased from 45 to 48

Quad-Barreled Shotgun (Nerf / Tier-shift)
- Damage decreased from 24 to 17
- Projectile count increased from 4 to 6
- Use Time increased from 45 to 55
- The Arms Dealer now only sells this after Skeletron

Stake Launcher (Buff)
- Use Time decreased from 26 to 12
- Applies a 10% damage penalty to the next hit for each enemy a projectile pierces

Blowpipe (Buff)
- Use Time decreased from 45 to 25
- Increased Seed (Ammo) damage from 3 to 4

Jack 'O Lantern Launcher (Buff)
- Use Time decreased from 30 to 25
- Exploding Jack 'O Lanterns (Ammo) damage increased from 30 to 60

Dart Gun/Dart Rifle (Revision/re-assessment of 1.4 changes) (Rework)
- The balance changes made to the Dart Gun and Dart Rifle in 1.4 are being reverted
- However, the changes made to the ammo (Crystal, Cursed, and Ichor) are being left as-is

Tsunami (Nerf)
- Damage decreased from 60 to 53

Nano Bullets (Buff)
- Can now bounce once, and will "Smart Bounce" at a nearby target if one is in range
- Post-bounce bullets only deal 66% damage

Beenades (Nerf)
- Damage reduced from 14 to 12

Bone Arrows (Buff)
- Damage increased 6 to 8

Chlorophyte Bullets (Nerf)
- Damage decreased from 10 to 9

Cursed Bullets (Buff)
- Increased speed to match Ichor Bullets
- Also, see Debuffs section for details of Cursed Inferno changes

Meteor Shot (Rework)
- Damage decreased from 9 to 8
- Reworked the immunity time system of Meteor Shot so rapid fire/shotgun-type weapons using it are unlikely to result in bullets missing due to immune frames

High Velocity Bullets (Buff)
- Damage increased from 10 to 11
- Projectile now pierces twice, hitting up to 3 enemies
- Applies a 15% damage penalty to the next hit for each enemy a projectile pierces
- Immunity time system matches the revised Meteor Shot; rapid fire weapons using HV Bullets should not have issues with immune frames

Crystal Bullets (Nerf)
- Only generate 2 shards on impact instead of 3

Jester Arrows (Nerf)
- Applies a 10% damage penalty to the next hit for each enemy a projectile pierces

Unholy Arrows (Nerf)
- Applies a 5% damage penalty to the next hit for each enemy a projectile pierces
Life Drain (Buff)
- Damage increased from 30 to 35
- Like Medusa Head, should now no longer consume mana when being used but not hitting anything

Nightglow (Buff)
- Mana cost decreased from 26 to 23
- Projectiles can now bounce, improving their performance against enemies on the ground (instead of causing the projectiles to break when impacting the floor)

Shadowbeam Staff (Buff)
- Damage increased from 53 to 60
- Use time decreased from 16 to 15
- Damage reduction for each target hit reduced from 20% to 10%

Unholy Trident (Buff)
- Damage increased from 73 to 88
- Applies a 10% damage penalty to the next hit for each enemy a projectile pierces

Poison Staff (Buff)
- Ranged increased slightly, from roughly 30 to 37 blocks

Venom Staff (Buff)
- Ranged increased slightly, from roughly 45 to 58 blocks

Medusa Head (Buff)
- Range of effect increased by 25%

Crystal Vile Shard (Buff)
- Now ignores up to 10 enemy defense

Nettle Burst (Buff)
- Now ignores up to 10 enemy defense

Wasp Gun (Buff)
- Wasps now ignore up to 10 enemy defense

Razorblade Typhoon (Rework)
- Previously, this weapon fired two projectiles for every use, consuming mana only once. Now it only fires one projectile for the same mana cost and use time.
- However, that projectile now deals 50% more (increased from 60 to 90)
- Note: Given how swarmy/spammy this weapon is, a large portion of its damage was lost to immune frames, meaning that while it excelled at clearing large groups of enemies, it was lackluster at single target damage due to its relatively low damage per hit and the immune frame issue. This rework will have a negative impact on its group damage potential, but should result in a substantial increase to its single target potential, dealing more damage after defense than it had previously, with less "wasted" damage due to immune frame time.

Magical Harp (Buff)
- Damage increased from 32 to 42
- Knockback increased from 0 to 0.25 (in other words, it now has knockback)
- Mana cost increased from 4 to 5
- Applies a 5% damage penalty to the next hit for each enemy a projectile pierces
- Note: this weapon will now be substantially stronger against single targets or small groups, though after ten targets/hits, it will be less effective than previously

Blood Thorn (Buff)
- Damage increased from 29 to 34
- Each projectile can now hit a third time (previously they could only hit twice)
- Reworked the immunity time system for this projectile so that it hits more often, conflicting with itself less
- Use Time increased from 21 to 33
- Note: On paper, this is a rather confusing pile of changes, especially in light of the Use Time change, which sounds like a nerf. However, the weapon was plagued by inadvertent immunity-frame conflicts between its own projectiles, and due to the piercing limit, the projectiles were often lost too early. Additionally, its faster use time consumed mana at a rapid pace. The revised version ostensibly fires slower (consuming substantially less mana), but each shot deals more damage and results in less immune time on the enemy, resulting in more hits as well. This should result in a more mana-efficient weapon dealing more damage.

Magic Missile (Nerf)
- Use Time increased from 18 to 22
- Mana cost increased from 12 to 14

Flamelash (Nerf)
- Damage decreased from 36 to 32
- Mana cost increased from 18 to 21

Flower of Fire (Buff)
- Use Time decreased from 20 to 16
- Mana cost decreased from 15 to 12

Space Gun (Rebalance)
- Damage decreased from 19 to 17
- Mana cost decreased from 7 to 6
- Note: Please see Meteor Armor in the Armor section for notes on this change

Charged Blaster Cannon (Buff)
- The player can now aim the beam when it is in the full beam mode

Betsy's Wrath (Buff)
- Damage increased from 65 to 110

Stellar Tune (Buff)
- Damage increased from 75 to 85
Whips Damage Reduction on multiple targets (Buff)
- On release in 1.4, all whips deal reduced damage to each additional target hit per swing. This penalty is heavier on earlier whips, and lighter on later whips.
- However, as of this update, later whips are having this penalty reduced further.
- Cool Whip's damage penalty is reduced from 33% to 30%
- Durendal's damage penalty is reduced from 30% to 20%
- Morning Star's damage penalty is reduced from 25% to 5% (due to its heavy hitting nature, it's almost absent)
- Dark Harvest's damage penalty is reduced from 30% to 10%
- Kaleidoscope's damage penalty is reduced from 15% to 10%

Whip Range (Buff)
- Every whip (except for Leather Whip) has had a range increase
- This increase is the smallest with earlier whips (Snapthorn only roughly 10% longer) and larger with later whips (several late game whips have a roughly 50% increase)
- For reference, Kaleidoscope now has roughly the same range as Solar Eruption

Whips + Flasks (Buff)
- Whips can now gain the benefits of Flask buffs

Leather Whip (Buff)
- Is now purchasable from the Zoologist at 10% completion instead of 15%, as 15% too often left it more efficient to just sequence break to the Jungle to obtain Snapthorn

Finch Staff (Buff)
- Finch should now be somewhat more reliable/accurate with hitting its targets. However, due to how early it is obtained, it is intentionally a little inaccurate, as this is part of its balancing.
- Enemies knocked back by Finches should almost always be knocked away from the player now, regardless of the angle of the Finch

Optic Staff (Buff)
- Technically a bug, but Retinamini's lasers were accidentally not set to use independent immunity timers, which meant that they were still conflicting with other piercing attacks, while the 1.4 changelog had indicated otherwise. This has been fixed, which should result in less immune-frame time for Retinamini lasers.

Sanguine Staff (Nerf)
- The attack speed of Sanguine Bats has been increased from 60 to 66 (this is how long it takes to make their attack circuit)

Xeno Staff (Nerf)
- Fire rate cooldown increased from 30 to 33 (roughly 10% slower attack speed)

Tempest Staff (Buff)
- Fire rate cooldown decreased from 60 to 50 (roughly 20% faster attack speed)
- Projectile Speed of the Sharkrons increased from 14 to 20
- Movement speed of the Tempests themselves increased by 50%, so they can chase after enemies more quickly

Hornet Staff (Buff)
- Damage increased from 9 to 11

Vampire Frog Staff (Buff)
- Damage increased from 11 to 13
- Enemies can now be damaged by their entire body, not just the tongue, when they are attacking
- Like with Optic Staff, this was technically a bug, but Vampire Frogs were not set to use independent immunity timers like most other minions. This has been remedied, so they should no longer interfere with other piercing projectiles.

Pygmy Staff (Buff)
- Projectile speed increased from 12 to 18 (with additional adjustments made to their fall rate to keep it consistent)
- Increased the range at which Pygmies will fire their spears by roughly 40%
- Note: This results in Pygmies who can fire from further away, and will be just as accurate doing it, with even better accuracy than before at closer range

Desert Tiger Staff (Buff)
- Base damage increased from 33 to 41
- Hitbox size while using the special attack increased to reduce the situations where it misses while using it

Frost Hydra Staff (Buff)
- Projectile now pierces twice, hitting up to 3 enemies
- Applies a 15% damage penalty to the next hit for each enemy a projectile pierces

Explosive Trap Staff (Buff)
- Increased explosion size and detection for said explosion by 50%
- Reduced the explosion cooldown from 110 to 90
- Reduced the Huntress/Riding Hood special set cooldowns from 74 to 60 and 40 to 30, respectively
- For more information about changes to the Oiled debuff, see the Buff/Debuff section

Kaleidoscope (Buff)
- Damage increased from 165 to 180
Cactus Armor (Rework)
- Removed the 1 Defense set bonus.
- New set bonus: Cactus Armor now deals a flat 15 Thorns damage. This damage is multiplied to 30 and 45 respectively in Expert and Master mode.

Mining Armor (Buff)
- Increased the drop rate of Mining Shirt and Mining Pants from 2.4% to 12%. That's not a typo!
- Note: The Mining Set was, for the vast majority of players, simply too rare to ever be used during the period of time in which it would be useful. While still fairly rare, this substantial drop rate increase should make it a plausible set to obtain for players who make an effort to seek out Undead Miners. Additional note: Due to the Mining Helmet being available for direct purchase, its drop rate was not increased

Gladiator Armor (Buff / Rework)
- Increased the defense of the Helmet and Leggings by 1
- Increased the defense of the Breastplate by 2
- New set bonus: Players wearing the full Gladiator set are immune to knockback
- Increased the drop rate from a 1/20 chance to drop a random piece to a 1/7 chance

Fossil Armor (Buff)
- Increased defense of Helmet and Greaves from 2 to 4
- Increased Ranged critical chance on Helmet and Greaves from 3% to 4%
- Increased defense of Plate from 4 to 5
- Replaced the 3% Ranged critical bonus on the Plate with a 5% Ranged damage bonus

Wizard Hat (Nerf)
- Magic damage decreased from 15% to 5%
- Defense increased from 2 to 4
- Note: the set bonus for this item is untouched

Magic Hat (Nerf)
- Magic damage/critical chance bonus decreased from 7 to 6

Meteor Armor (Buff)
- Increased the Magic damage bonus on each piece from 7% to 9% (21%->27% total)
- (Cross-listing from Magic section) Space Gun's damage decreased by 2, and its mana cost reduced by 1
- Note: this change is an experiment to attempt to slightly decentralize the focus and power of Meteor Armor's set bonus with Space Gun, while giving it a bit more oomph with other weapons. The increased damage on the armor, in combination with the decreased damage on the Space Gun, will result in very slightly less DPS with the traditional combo, but it should remain mostly unchanged. Additionally, the lower mana cost on the Space Gun itself means there is less value gained from the Meteor Armor's set bonus. However, the increased magic damage for the set as a whole should see it slightly more viable to use with weapons OTHER than the Space Gun.

Jungle Armor (And Ancient Cobalt Armor) (Buff)
- Increased the Magic critical chance bonus on the Hat and Pants from 4% to 6%
- Replaced the 4% Magic critical bonus on the Shirt with a 6% Magic damage bonus

Necro Armor (Nerf)
- Decreased the set bonus Ranged critical chance from 15% to 10%
- Increasing defense of each piece by 1 (3 total) Included Ancient Necro Helmet

Obsidian Armor (Buff)
- Converted the Obsidian Armor into a Whip-centric Summoner armor
- Obsidian Armor set pieces can now only be crafted at a Hellforge, and requires Shadow Scales/Tissue Samples
- Obsidian Outlaw Hat now gives 9% Summon damage
- Obsidian Longcoat now gives +1 Minion count
- Obsidian Greaves now give 9% Summon damage
- New Set bonus: Increase Whip Range and Speed by 50%. Additionally, gain another 25% Summon damage (43% total across the entire set)
- Note: This set will deal very high summon damage, but at the expense of a lower minion count. Instead, it focuses on dramatically improving the performance and damage of whips, and can still be obtained earlier, or as an alternative, to Bee Armor, but it may require a bit more legwork to obtain the set, given its new crafting station requirement.

Molten Armor (Buff)
- Molten Helmet now gives 7% Melee Critical Chance
- Molten Breastplate now gives 7% Melee Damage
- Molten Leggings now give 7% Melee Speed
- The 17% Melee Damage set bonus has been reduced to 10% (the 7% moved to the Breastplate)
- New Set bonus: Players wearing the full Molten set cannot be inflicted with the On Fire debuff. This is in addition to the pre-existing 10% damage bonus.

Cobalt Armor (Buff)
- Cobalt Breastplate Critical Damage increased from 3% to 5%
- Cobalt Leggings Defense increased from 7 to 8
- Added a 3% Damage bonus to the Cobalt Leggings
- Cobalt Helmet (Melee) Defense increased from 11 to 12
- Cobalt Helmet Movement Speed increased from 7% to 10%
- Cobalt Helmet Melee Speed bonus (12%) changed into a Melee Damage Bonus (15%)
- Cobalt Mask (Ranged) Critical Chance increased from 6% to 10%
- Added a 10% Magic Damage bonus to the Cobalt Hat (Magic)

Palladium Armor (Nerf with minor Buffs)
- Reduced the potency of the healing set bonus from 6 to 4
- Palladium Mask (Melee) Damage bonus increased from 8% to 12%
- Palladium Headgear (Magic) Damage bonus increased from 7% to 9%
- Palladium Headgear Damage bonus increased from 7% to 9%

Mythril Armor (Buff)
- Mythril Chainmail Damage bonus increased from 5% to 7%
- Mythril Greaves Critical chance increased from 3% to 10%
- Mythril Helmet (Melee) Critical chance increased from 5% to 8%
- Mythril Melee set bonus increased from 5% to 10% Critical Chance

Orichalcum Armor (Buff)
- Orichalcum Mask (Melee) Damage bonus increased from 7% to 11%
- Orichalcum Mask Melee Critical chance increased from 7% to 11%

Adamantite Armor (Buff)
- Adamantite Breastplate Damage bonus increased from 6% to 8%
- Adamantite Leggings Critical bonus increased from 4% to 7%
- Adamantite Melee Set Bonus (Melee/Movement Speed Boost) increased from 18% to 20%
- Adamantite Mask (Ranged) Critical chance increased from 8% to 10%
- Adamantite Headgear (Magic) Damage increased from 11% to 12%
- Adamantite Headgear Magic Critical chance increased from 11% to 12%

Titanium Armor (Buff)
- Titanium Mask (Melee) Damage/Critical/Speed bonus increased from 8% to 9%

Frost Armor (Buff)
- Frost Armor's Set Bonus now gives an additional 10% Melee/Ranged Damage
- Frost Armor's Set Bonus now inflicts a special version of On Fire that deals 25 DPS instead of 8

Forbidden Armor (Buff)
- Forbidden Robes now have a 10% Summon Damage bonus
- Forbidden Treads now have a 10% Magic Damage bonus

Chlorophyte Armor (Buff)
- Decreased the cooldown on the Leaf Crystal shot from 50 to 40

Spectre Armor (Mask) (Buff)
- Increased the Magic Damage/Critical Chance bonus from 5% to 10%
- Increased the limit on how much burst damage can be dealt by the set bonus at once from 1000 to 1500
- The "recovery rate" that determines how many new projectiles can be generated over time has increased from 250 to 400 (it was increased from 150 to 250 in 1.4)
Note: the Spectre Mask set fires bonus damage projectiles upon dealing damage with magic weapons. There is a maximum limit of how much damage these can do at once, with the damage counter decreasing over time. This change both increases the limit by 50%, and increases the rate at which the counter empties significantly.

Spectre Armor (Hood)
- Note: Statistically speaking, this set has not changed! This is merely a re-organizing of stat changes and tooltip revision to be more clear to players
- The -40% damage penalty has been moved from the Spectre Hood itself (which now gives no bonuses at all, either positive or negative) and now comes from the Set Bonus
- The tooltip on the set bonus now attempts to be more clear about the fact that you are trading offensive power for healing benefits. Hopefully, this will lead to less confusion in the future about why this set works the way it does.

Crystal Assassin Armor (Buff / Rework)
- Added 10% Mana Cost reduction to the Hood
- Added 10% Ammo Cost reduction to the Shirt
- Added 10% Melee Speed increase to the Pants
- Removed the 15% Movement Speed increase Set Bonus, but increased the Movement bonus on the boots from 10% to 20% (only 5% loss)
- New Set Bonus: Players wearing the full Crystal set can now Dash

Squire Armor (Nerf)
- Decreased Greaves Melee Critical chance from 20% to 15%

Monk Armor (Buff)
- Increased Pants Melee Critical chance from 10% to 15%

Huntress Armor (Buff)
- Added +10% Ammo Cost Reduction to the Jerkin

Apprentice Armor (Buff)
- Added +10% Magic Damage on Helmet

Valhalla Knight Armor (Rework)
- Added +10% Melee damage on helmet
- Decreased Greaves Movement Speed bonus from 30% to 20%

Shinobi Infiltrator Armor (Buff)
- Increased Pants Movement Speed bonus from 20% to 30%
- Added +5% Melee Critical chance on Torso

Red Riding Armor (Buff)
- Added +10% Ranged Critical chance on Leggings
- Added +20% Ammo Cost Reduction on Dress

Dark Artist Armor (Buff)
- Added +20% Movement Speed Bonus on Leggings
- Added +15% Mana Cost Reduction on Robes
- Moved 5% of the Minion/Magic Damage from Robes to Hat
Band of Regeneration/Charm of Myths (Buff)
- Increased healing gain from 0.5 HP per second to 1 HP per second

Band of Starpower/Panic Necklace (Buff)
- (Cross-listing from Crafting Changes) Band of Starpower and Panic Necklace are now more easily available in all worlds. They can be crafted in a Graveyard at a Tinkerer's Workshop, by taking one of them and combining it with a Life or Mana Crystal. Band of Starpower + Life Crystal = Panic Necklace. Panic Necklace + Mana Crystal = Band of Starpower.

Bone Glove (Rework)
- This item has been completely overhauled and turned into an accessory
- When equipped, the player will shoot Crossbones towards their cursor whenever they are attacking, once per second. Consider it like a sword projectile, except it works for every weapon.
- The bones deal 25 class-neutral damage, but additionally ignore up to 25 enemy defense.
- Now also has vanity visibility in the Gloves spot
- Note: In practice, this should allow the Bone Gloves to be simultaneously viable for more classes than just Ranged, and also give it a bit more longevity

Brain of Confusion (Nerf)
- Reduced the Critical chance bonus of the Mind Trick buff from 20% to 10%.
- Reduced the duration of Mind Trick by 1 second

Celestial Cuffs (Buff)
- Now has the +20 mana bonus that its component accessories granted

Diving Helmet and all of its tinkers (Buff)
- Increased the breath capacity bonus by 50%

Feral Claws and Titan Glove (Rework / Buff)
- Moved the "gives autoswing for Melee weapons" perk to Feral Claws, making it available earlier for players. This perk still continues up the tinker chain, it is simply no longer present on Titan Glove specifically
- Titan Glove now has a new perk that increases the size of (eligible) melee weapons by 10%. This perk is also present on all of its tinkers; however, the effect does not stack.

Fledgling Wings and Lucky Horseshoe (Re-Tiering)
- The Lucky Horseshoe is no longer found in Sky Chests, and has been added to the underground Gold Chest loot pool
- In its place, Fledgling Wings have been added to Sky Chests and Sky Crates

Flesh Knuckles/Berserker Gloves (Buff)
- Defense increased from 7 to 8

Fire Gauntlet (Buff)
- Increased the 10% Damage and Melee Speed bonus to 12%
- Gains the new benefit added to the Titan Glove (see Titan Glove)
- Gains the new benefit added to the Magma Stone (see Magma Stone)

Hero Shield (Buff)
- Defense increased from 7 to 10

Honeycomb (and Bee Cloak, Honey Balloon, Stinger Necklace, and Sweetheart Necklace) (Buff / Rework)
- The base damage of the Bees generated by these has been increased from 7 to 13. If using a Hive Pack, this damage is 18.
- This damage is multiplied by 1.5x in Expert mode, and 2x in Master mode
- Additionally, if hit while wearing any of these accessories, the player gains the Honey buff for 5 seconds

Jellyfish Necklace and all of its tinkers (Buff)
- Now lets off an extremely faint glow when out of water (less than the Shadow Orb light pet)
- Dramatically increased the brightness when in water

Lava Charm (Buff)
- Doubled its spawn rate, giving it a 1/20 chance to be found in Lava-layer chests or Lava fishing crates

Magma Stone (Buff)
- Now inflicts a special version of On Fire that deals 15 DPS instead of 4

Molten Quiver (Buff)
- Technically a bug fix, but Wooden Arrows converted to Flaming Arrows by using this accessory now properly gain the +2 damage that Flaming Arrows have. This bonus is only applied to Wooden Arrows, if using the Quiver with superior arrows it will not apply the bonus (as it would be using the superior damage bonus of those arrows instead)

Obsidian Rose (Buff)
- Increased the lava damage reduction from 30 to 45. This change applies to all of its tinkers, however, as a consequence, lava damage has been moved to its own immunity timer, as the change would allow lava to very easily be reduced to 1 damage with the proper loadout.
- Is now a component in the Lava Waders, extending its lava damage reduction to the Lava Waders, Hellfire Treads, and Terraspark Boots. This change is retroactive for people who have already crafted those items, of course!

Panic Necklace/Sweetheart Necklace (Buff)
- Increased duration of the Panic! buff from 5 to 8 seconds

Pygmy Necklace (Re-Tiering)
- Is now sold by the Witch Doctor in pre-Hardmode, giving summoning accessories some earlier-game accessibility (he still only sells it at night, however!)

Star Cloak, Bee Cloak, Star Veil, and Mana Cloak (Buff)
- The base damage of the Stars generated by these accessories has been increased from 30 to 75. In addition, these stars will ignore up to 25 enemy defense.
- This damage is multiplied by 2x in Expert mode, and 3x in Master mode (the defense penetration remains unchanged)
- Now uses local immune frames, will not interfere with other piercing projectiles
Reaver Shark (Buff)
- Use time decreased from 18 to 13
- Note: This is enough to make the Reaver Shark the best pre-HM pickaxe for mining almost any material that it can mine, except for Stone/Hard tiles, which the Molten Pickaxe is still slightly faster for. This will give it a viable niche even without its original power.

Bone Pickaxe (Buff)
- Drop rate increased from 2% to 5%

Chlorophyte Jackhammer (Buff)
- Included this item in the Drill/Chainsaw mechanics overhaul. It now has increased speed at the expense of range

Mechanic's Rod (Buff)
- Fishing power increased from 30% to 35%
- Now sold by the Mechanic as soon as she can be rescued, not just in Hardmode
- Is now available every other moon phase, rather than only a single moon phase

Fiberglass Fishing Pole (Buff)
- Fishing power increased from 27% to 30%
- Increased odds of finding it in a chest from 1/30 to 1/15

Scarab Fishing Rod (Buff)
- Fishing Power increased from 25% to 30%

Sitting Duck Rod (Re-tier)
- The Traveling Merchant will now only sell this after Skeletron has been defeated

Living Wands (Buff)
- The Living Wood Wand and Leaf Wand have a 1/300 chance of being dropped from TreeHit purity forest trees, offering a rare but renewable source of them
- The Living Mahogany Wand and Rich Mahogany Leaf Wand have a 1/200 chance of being dropped from TreeHit Jungle Trees

Black Spot (Nerf)
- Top speed and acceleration decreased dramatically. Previously its top speed was higher than the UFO mount, but now it is less.
- Can no longer dash-into-mount to instantly reach top acceleration
- Note: The Black Spot was originally intended to be a mount that would be bad for boss fights due to its slow acceleration, but good for cross-world travel due to its high top speed. Unfortunately, our oversight was that this made the mount excellent for boss-kiting, so much so that it broke several boss fights. It was never intended to be useful in this manner, particularly because it comes so early in progression. We regret having to nerf it so substantially, but as an infinite flight mount that comes several tiers before the UFO mount, it should still possess substantial value as an item.

Scutlix Mount (Buff)
- There was an unlisted change in 1.4 that dramatically reduced the range of the Scutlix mount's attack. This was not a willful omission, but a change made for performance optimization purposes, because the detection range on the Scutlix Mount was extremely high, and the larger it was, the more of a performance impact it had. The range was originally "1500" and reduced to 500. As this was a change made for optimization purposes, it takes priority over balance adjustments, and so I can't overrule it for the purposes of the mount itself (and that it was part of optimization changes is how it slipped past my documentation in the first place). However, we've re-assessed it and have increased the range back up to 850, which is a middle ground that offers a bit more range without the majority of the performance impact the original range had.
- Additionally, to compensate for the lost range, the damage of the Scutlix shots has been increased from 100 to 150

Dark Mage's Tome (Buff)
- This mount now steps up slopes and 1-block tiles like the Flying Carpet

Witch's Broom (Buff)
- Slightly increased speed values so that it is a minor upgrade over the UFO Mount (since it is Expert exclusive)

Flamingo Mount (Nerf)
- Top speed decreased from 7.5 to 6
- Note: Despite having slightly lower top speed than the Horse mounts, the Flamingo was available earlier, and had dramatically higher acceleration and handling, as well as special water utility to boot. This meant that it was a superior mount that somewhat invalidated the Horse mounts value, even though it was supposed to be a lower grade mount.

Pre-Hardmode Horse Mounts (Dusty Rawhide, Royal Gilded, and Black Studded Saddles) (Buff)
- Top speed increased from 8 to 9

Jewel of Light and Pumpkin Scented Candle (Light Pets) (Buff)
- Brightness increased by roughly 50%

Suspicious Looking Tentacle (Light Pet) (Buff)
- Brightness increased by roughly 33%
Blood Rain Bow, Chum Caster, and Vampire Frog Staff (Buff)
- Previously, killing a Wandering Eye Fish or a Zombie Merman had a flat 1/8 chance for the game to select ONE of the three items to drop, and it would only drop one. This has been changed so that each of the three items has their own independent 1/8 chance to drop. This means that you could potentially get more than one drop at once, and the three are no longer competing with each other, effectively increasing their drop rate by 3x.

Bloody Tear (Buff)
- Increased drop rate from 1/200 to 1/100 for standard Blood Moon enemies
- Increased drop rate from 1/200 to 1/25 for Blood Moon fishing enemies (Eyeball Fish, Zombie Merman, Blood Eel, Hemogoblin Shark)
- Increased drop rate from 1/9 to 1/5 for The Groom and The Bride
- Increased drop rate from 1/9 to 1/2 for Dreadnautilus. In Expert/Master, this drop rate is 100%.

Sanguine Staff (Buff)
- Increased drop rate from 1/5 to 1/2 for Dreadnautilus. In Expert/Master, this drop rate is 100%.

Blade Staff (Source Changed)
- Now drops from Queen Slime instead of Enchanted Swords

Kites (From Balloon Slimes) (Buff)
- Kites dropped from Balloon Slimes are roughly 3x more likely to drop. Paper airplanes are mostly the same, but now drop in small stacks

Bone Serpent Kite (Buff)
- Drop rate increased from 4% to 6%

Sturdy Fossil (Buff)
- Tomb Crawlers now have a chance to drop small amounts of Sturdy Fossil
- Oasis/Mirage Crates now have a chance to include Sturdy Fossil

Valor/Muramasa and Golden Lock Boxes
- (Technically a bug) fixed an issue where Muramasa had twice the odds of dropping from a Golden Lock Box compared to other items
- Valor can now be found from Golden Lock Boxes

Torches (Buff)
- Jungle Torches now have a more efficient recipe, giving more torches per Jungle Spore
- If you have less than 20 torches at any point, you have an increased chance to get torches when breaking pots

Mana Crystal (Buff)
- In light of the increased spawn rate of Falling Stars in 1.4, the crafting recipe for Mana Crystals has been increased from 3 to 5 Fallen Stars

Early Game Ore Tools, Weapons, and Armor (Buff)
- The cost of making early game Ore equipment has been re-evaluated across the board with cost reductions to most items. This applies to Copper, Tin, Iron, Lead, Silver, Tungsten, Gold, and Platinum
- Pickaxes have had their crafting costs reduced from 12 to 10. Copper/Tin Pickaxes have been reduced to 8.
- Axes have had their crafting costs reduced from 9 to 8. Copper/Tin Axes have been reduced to 6.
- Broadsword crafting costs are generally unchanged, but Copper/Tin Broadswords have been reduced from 8 to 6
- Shortswords have had their crafting costs reduced from 7 to 6. Copper/Tin Shortswords have been reduced to 5.
- Hammers have had their crafting costs reduced from 10 to 8.
- Bows have NOT had their crafting costs changed.
- Copper and Tin Armor's costs (ordered from Helmet>Chest>Legs) have been reduced from 15/25/20 Bars to 12/20/16 Bars
- Iron and Lead Armor's costs have been reduced from 20/30/25 to 15/25/20
- Silver and Tungsten Armor's costs have been reduced from 20/30/25 to 15/25/20
- Gold and Platinum Armor's costs have been reduced from 25/35/30 to 20/30/25

Hardmode Ore Swords (Buff)
- The crafting cost for Cobalt and Mythril Swords has been reduced from 10 to 8 Bars
- The crafting cost of Palladium and Orichalcum Swords has been reduced from 12 to 10 Bars
- The required bars to craft Adamantite and Titanium Swords has not changed, but see the next section for more info

Adamantite/Titanium Bars (Buff)
- The crafting cost of Adamantite/Titanium Bars has been reduced from 5 to 4 Ore. Subsequently, this reduces the cost of all Adamantite/Titanium armor, weapons, and tools

Jester Arrows (Nerf)
- The crafting efficiency per Fallen Star has been reduced by half. You now get 10 arrows per star rather than 20.

Super Star Shooter (Source Changed)
- Rather than being sold randomly from the Traveling Merchant, this weapon is now crafted with the Star Cannon and Hallowed Bars
Frostburn (Buff)
- "Player" Frostburn now does 8 DPS like "Enemy" Frostburn

Cursed Inferno (Buff)
- Technically a bug fix: 1.4 purported to increase Cursed Inferno damage from 12 to 24, but this was in error due to misreading the code. In truth, this was an increase from 6 to 12. This has now been remedied, and Cursed Inferno now properly does 24 DPS. However, player-based Cursed Inferno has NOT been increased correspondingly, so they will still take 12 DPS.

Venom (Buff / Rework)
- Technically a bug fix: 1.4 purported to increase Venom damage from 12 to 30, but this was in error due to misreading the code. In truth, this was an increase from 6 to 15. This has now been remedied, and Venom now properly does 30 DPS. However, player-based Venom has NOT been increased correspondingly, so they will still take 15 DPS.
- Venom has been renamed to "Acid Venom". This is to reflect a dramatic overhaul to its enemy immunity. Enemies who are immune to Poison are no longer necessarily immune to Acid Venom, and Acid Venom will now usually impact undead, stone, metal, and poisonous enemies.

Ichor (Nerf)
- Defense reduction has been reduced from 20 to 15

Oiled (Rework)
- Rather than individually boosting different OnFire-like debuffs with, admittedly arbitrary amounts, Oiled now adds an additional flat 25 DPS if the target is suffering from any of these debuffs. For example, if the target is On Fire (4 DPS), it will take 29 total if Oiled.

Thorns Potion (Buff)
- The Thorns effect from this potion has been increased from 1/3rd of the damage taken to 100% of the damage taken

Dryad's Blessing (Buff)
- The Thorns effect from this buff has been increased from 20% of the damage taken to 50% of the damage taken

Debuff Immunity Overhaul (Rework)
- Though far too extensive to fully document, hundreds of changes have been made to enemy debuff immunities across the game. Generally speaking, the majority of these changes were making enemies susceptible to debuffs which they were previously immune to.
- The Venom change previously mentioned is the most prominent example, with the vast majority of Venom immune enemies no longer being immune.
- A large number of enemies which were previously immune to Cursed Inferno no longer are, particularly many stone/metal enemies
- Previously, enemies which were immune to Cursed Inferno were also always immune to Shadowflame. This is no longer the case, and there are now enemies immune to one or the other, though on the whole, a lot less enemies are immune to Shadowflame than before
- Ghost-like enemies (Wraiths, Poltergeists, etc) are now almost always immune to all major debuffs, including Ichor. This does not extend to Whip-debuffs.
- A large number of enemies which were "immune to everything" no longer are. This includes several Pumpkin Moon enemies and Celestial Invasion enemies that were immune to everything for no apparent reason. They are now immune, or not immune, to various debuffs depending on their nature.
- Several enemies which are "immune to everything" intentionally (such as the Destroyer) are no longer immune to Whip-debuffs, as those are meant to be universal.
- Though there are a few exceptions, the vast majority of Confusion-immune enemies still are. Unfortunately, this is because Confusion requires specialized code for every type of enemy, and so the cost investment to make more enemies susceptible to Confusion is dramatically higher than simply "setting them to not immune" like the other debuffs.
Vicious Goldfish (Buff)
- Now spawns naturally in Crimson water. Never actually spawned naturally before, with regular goldfish spawning instead.

Blood Feeder (Buff)
- Life increased from 20 to 150
- Damage increased from 30 to 50
- Defense increased from 4 to 20
- Money drop value increased from 350 to 500
- Note: The Blood Feeder was an unusual enemy, with terribly low stats, but was found only in Hardmode. Seems to have been an oversight, and is now comparably powerful for a fish-type enemy at this tier.

Ghosts (Nerf)
- Life decreased from 70 to 50
- Damage decreased from 18 to 15
- Defense decreased from 8 to 4
- Knockback susceptibility increased from 40% to 50%

Antlion Larvae (Nerf)
- Life decreased from 45 to 35
- Damage reduced from 12 to 10

Antlion Eggs (Rework)
- Antlion Eggs are now less common in initial worldgen, so there should be less of them overall, making the Underground Desert slightly less dangerous
- Antlion Eggs will now slowly regrow over time, like Bee Hives in the Jungle, but like Bee Hives, only until there are a certain number in an area, to prevent over-saturation

Rolling Cactus (Nerf)
- Reduced the base boulder damage by about a third, making them slightly less lethal (though still considerably dangerous) threats
- Increased the Cactus Thorn projectile damage from 20 to 30

Angry Dandelion (Nerf)
- Technically a bug fix: fixed an issue where Angry Dandelion's projectile damage scaled twice, resulting in it doing far more than it should have, especially in Expert/Master

Rock Golem (Nerf)
- Technically a bug fix: fixed an issue where Rock Golem's projectile damage scaled twice, resulting in it doing far more than it should have, especially in Expert/Master

Wall of Flesh (Rework)
- Wall of Flesh now causes the screen to fade to black and will despawn if all nearby players are dead, or there are no more players nearby.

Ice Elemental (Buff)
- Projectile attack can now inflict Frostburn

Jungle Creeper (Buff)
- Life increased from 120 to 400
- Defense increased from 14 to 40
- Damage increased from 50 to 100
- Now moves faster
- Attacks can now inflict Venom
- Spits Web in Expert/Master like Black Recluses
- Note: Another enemy with remarkably lower stats, they were fairly uncommon and found alone, but were much weaker than Black Recluses, which are an earlier tier and swarm. This should no longer be the case.

Lac, Cyan, and Cochineal Beetles (Misc)
- Reduced "rarity" from 1 to 2 on the Lifeform Analyzer. Will no longer take priority over even more rare enemies, such as Lost Girls.

Phantasm Dragon (Buff)
- Life increased from 4000 to 10000
- Head Defense increased from 10 to 15
- Body and Tail Defense increased from 20 to 30
- Head Damage increased from 80 to 100
- Body and Tail Damage increased from 40 to 50

Hoppin Jack (Buff)
- Can now spawn in Graveyards in Hardmode, any time of year

Vortex Lightning (Buff)
- Increased the damage of both types of lightning bolts during the Vortex Invasion to 100
Graveyard Threshold (Buff)
- The number of graves required to trigger both a full graveyard and the various levels of graveyard ambience has been increased by 1

Town Happiness (Rework)
- The boost from the "So Much Space" factor has been reduced by half
- The boost/penalty for Like/Dislike/Love/Hate factors have been increased by 20%. Everything is worth a little bit more in any direction.
- You can now have up to 3 NPCs in close proximity without any crowding unhappiness. It will now begin when there are 4 NPCs in close proximity. Furthermore, the size of the penalty starts smaller than before (though it will grow faster with each additional NPC)
- The size of the town detection has been doubled

Block Swap and Sand/Other Falling Tiles (Rework)
- In 1.4, sand and other Falling Tiles are immune to block swap under normal circumstances because they are considered a hazard and it was too easy to bypass them during early parts of the game
- However, this has been partially adjusted. You can now block swap the "top most" tile of any falling block at a time, working from the top down, but not from the bottom.
- Additionally, once your pickaxe power is high enough (Cobalt or higher), you can block swap falling tiles freely

Meteorite Ore (Buff)
- While still immune to explosions under normal circumstances, like other materials, they will become breakable with explosives after entering Hardmode

The Jungle and Corrupt/Crimson Worldgen (Buff)
- Worldgen will attempt to avoid overlapping Corruption and Crimson biomes with the Jungle during initial worldgen. While it is possible to still have overlap, the worldgen system will strongly discourage it in general, so expect to see far less worlds with Corrupt/Crimson Jungles. This does not apply to the Hardmode infection strips.

Armed Zombie/Throwing Skeleton Statues (Buff)
- These can now be found in worldgen in any world difficulty, and will function normally in those worlds

Shadow Chests in Worldgen (Buff)
- Shadow Chests are now more numerous in worldgen, with the limit increasing from 7-10 to 10-15

Pyramid Rarity (Buff)
- Worldgen's chance to place Pyramids has been increased by 50%.

Enchanted Sword Shrines (Buff)
- Worldgen's chance to place Enchanted Sword Shrines has been doubled (more accurately, each attempt to generate had only a 1/4 chance to succeed, and that has been increased to 1/2)

Sandstorm Frequency (Buff)
- Increased Sandstorm chances by 2x in Hardmode, and by 1.33x pre-Hardmode
- Note: In 1.4, Sandstorm odds were reduced substantially (roughly to 25% of what they were prior), as they were too common, especially in the early game. This is a re-adjustment of that to find a better middle ground between the two extremes.

Rock Lobster (Nerf)
- Sell value decreased from 20 Silver to 10 Silver

Sakura/Yellow Willow Saplings (Buff)
- Price decreased from 3 Gold to 1 Gold

Special Furniture Crafting Stations (Buff)
- The Steampunker will now sell most of the special furniture stations if you are in the correct biome.
- Snow biome = Ice Machine, Space = Sky Mill, etc
- The Bone Welder is sold when in a Graveyard, as the Dungeon is no proper home
- Living Looms will be sold if the player is carrying a Living Wood Wand (please see the Tools section about Living Wood Wand renewability)
- The Flesh Cloning Vat and Decay Chamber, while still sold by the Steampunker only in one type of evil world, can be crafted into each other in a Graveyard, with some Souls of Night

Mirage Fish/Pixie Fish (Buff)
- Adjusted Mirage Fish and Pixiefish to be "uncommon" instead of "rare", to match other Quest fish

TreeHit for Loot (Buff)
- The limit on the number of TreeHits you can attempt per day has been increased from 200 to 500

Sharpening Stations (Buff)
- The Merchant will now sell Sharpening Stations in Hardmode

Books (Buff)
- The Wizard will now sell books. Their cost has been increased somewhat as a result, from 3 to 15 Silver.

1/3/5 Timers (Buff)
- These are still craftable, but are also sold by the Mechanic

Mushrooms (Buff)
- Regular orange mushrooms now have a potion sickness time of 30 seconds, instead of the full 60.

Fishing Decreasing Returns (Buff)
- Early in 1.4's development, we implemented a decreasing-returns system on high level fishing power. This was before we later implemented several other Fishing nerfs (Reaver Shark, Crate Ore Revisions, etc). In hindsight, with the inclusion of those later changes, the original decreasing returns change is no longer needed, so it is being reverted. As of this update, high amounts of fishing power no longer have decreasing returns in how much benefit they grant.

Pylons and the Celestial Invasion (Buff)
- Pylons can now be used during the Celestial Invasion to traverse the world to combat the various pillars. This exception does not include Moon Lord, and they are still unusable during other invasions/boss fights.

Journey Mode Starting Inventory (Buff)
- Players in Journey Mode now spawn with the basic Grappling Hook

Boss Related Bestiary Entries (Buff)
- Boss minions which have their own Bestiary entries are now unlocked fully upon defeating their corresponding boss
- Dark Mage and Ogre only need to be killed once now to fully unlock their Bestiary entries

1.4.0.2
- Ghosts should now despawn easier.
- The conditions under which Ghosts spawn is reduced substantially, having a cap on how many can spawn at once, and are unlikely to spawn during Surface Daytime if it is not a Graveyard.

1.4.0.1
(Note: 1.4.0.1 was the live release, and changes and additions are only included for posterity and for 1.3.5.3 content changes)

- Meteorites now no longer fall until after Eater of Worlds/Brain of Cthulhu have been defeated
- Killing Eater of Worlds/Brain of Cthulhu again will boost the drop rate of subsequent Meteors for the following night (instead of breaking more Orbs/Hearts)
- Meteorites can no longer be destroyed with explosives
- Pirate Captains now spawns a Ghost Pirate when they are killed
- Dunerider Boots can now be tinkered with Rocket Boots to make Spectre Boots (not much of a balance change, but kinda relevant I think!)

Note: For weapons, Use Time is how much time must pass between each attack. A lower Use Time means less time between attacks, so a faster weapon. A higher Use Time means its slower. So when a weapon's Use Time is decreased, this is a buff. If it is increased, this is a nerf. Hope that clears things up!

Moon Lord
- Moon Lord’s attack pattern has been slightly tweaked to be more consistent, as the different eyes would become desynced over time, resulting in a more random fight (which was not intended). In addition, the amount of time that his forehead eye spends open is slightly increased
- Moon Lord’s Phantasmal Death Ray will now penetrate blocks that are between it and the player
- Enemies should no longer spawn during Moon Lord’s fight, unless they spawn outside of his radius in multiplayer
- Moon Lord will now drop his loot even if you die during his death animation

Golem
- Golem attacks more aggressively the more players are present in Expert, and also slightly harder to cheese
- Golem will now enrage when out of the jungle or on the surface

Plantera
- Plantera's Tentacle Chompers now have health scaling in Expert Multiplayer

Skeletron Prime
- Expert Skeletron Prime now moves faster when spinning.

Brain of Cthulhu
- Expert Brain of Cthulhu and his Creepers now have increased knockback resistance per player present on a server, ultimately becoming immune to knockback
- Brain of Cthulhu's Creepers now have health scaling in Expert Multiplayer

Eater of Worlds
- Eater of Worlds now has more segments, even more so in Expert Mode

King Slime
- King Slime is now somewhat harder to abuse with ropes

Martian Saucer
- Martian Saucers in difficulties below Expert no longer have a phase two, and die as soon as their turrets are destroyed
- There are now less Martian Saucers per invasion, and they are less likely to chain spawn
- Martian Saucers can now shoot their death beam through blocks. However, they are slower and their beams easier to avoid.
Crimslimes
- Now inflict the Blindness debuff and drop Blindfolds

Crimson Axe
- Now inflicts the Cursed debuff

Giant Cursed Skull
- Now inflicts the Cursed debuff on contact and via projectile, and drops Nazars

Tomb Crawler
- Head Damage decreased from 16 to 14
- Body and Tail Damage decreased from 10 to 7
- Life decreased from 50 to 40
- Reduced size
- Only 1 Tomb Crawler should spawn at a time under normal circumstances

Sand Slime
- Damage increased from 10 to 15
- Life increased from 40 to 50
- Knockback multiplier decreased from 0.8 to 0.7
- Now only spawns as uncommon enemies in the Underground Desert

Flying Fish
- Money drop value increased from 90 Copper to 3 Silver
- Flying Fish are now slightly less common on Rainy Days

Clown
- Damage increased from 50 to 60
- Defense increased from 20 to 25
- Life increased from 400 to 800
- Knockback multiplier decreased from 0.4 to 0.2
- They now attack much faster
- Happy Bombs now explode when near the player
- They now throw Chattering Teeth Bombs as well

Etherian Lightning Bug
- Projectile Damage increased from 20 to 100 (Note: This was actually an accidental placeholder number. It did 1 damage to the Etherian Crystal, and was likely to do the same to most players)

Hoplite
- Decreased Javelin Damage from 48 to 36

Angry Tumbler
- Defense decreased from 10 to 6
- Health decreased from 60 to 50
- Max speed decreased from 4 to 3
- Money drop value decreased from 1.3 Silver to 1 Silver

Bone Throwing Skeletons (Expert Only)
- Projectile Damage decreased from 80 to 60

Other
- Purple, Red, Yellow, and Black Slimes now drop 1-3 extra gel each
- Man Eater type enemies can no longer be killed by mining the block they are attached to
- Umbrella Slime money drop value increased from 25 Copper to 1 Silver
- Granite Elementals can no longer fly through walls
- Beehive Bees in the Jungle will now target enemies as well as the player (not including the Queen Bee)
Ninja Set (Rework)
- Instead of throwing bonuses, each piece now gives a global 3% critical chance
- New Set bonus: 20% movement speed

Gladiator Set (Buff)
- Helmet, Breastplate, and Leggings Defense increased by 1 each

Fossil Set (Moved to Earlier Tier / Nerf)
- Fossil Helmet Defense decreased from 3 to 2
- Fossil Plate Defense decreased from 6 to 4
- Fossil Greaves Defense decreased from 4 to 2
- Each piece of the set now gives 3% Ranged critical chance
- New Set bonus: 20% chance not to consume ammo
- Now available earlier due to the change to Desert Fossil mining

Green Cap (Buff)
- Defense increased from 0 to 2

Night Vision Helmet (Buff)
- Defense increased from 2 to 4

Cactus Set (Nerf)
- Cactus Breastplate Defense decreased from 2 to 1

Forbidden Set (Rebalance)
- As a whole set, Forbidden is unchanged. However, the benefits of Forbidden Robes and Treads have been split evenly, with each now giving 40 mana and +1 Minion count

Titanium Set (Rework / Nerf)
- New Set Bonus: Titanium Barrier
- As you attack enemies, titanium shards accumulate and spin around you
- These shards deal damage to enemies at close range, and inflict knockback.
- Use them defensively to keep enemies away, or for the bold, aggressively to inflict extra damage.

Hallowed Set (Rework / Buff)
- New Set Bonus: Holy Protection
- Familiar to most users as Shadow Dodge, Hallowed has had its previously stat-based set bonus replaced with a periodic immunity to damage.
- Upon attacking an enemy, you will gain a buff. If an enemy hits you during this buff, you will gain a very brief immunity to damage.
- After this period of immunity, at least 30 seconds must pass before you can re-activate the immunity buff.

Squire Set (Nerf)
- Squire Great Helm and Greaves Defense each increased by 1
- Squire Great Helm's healing decreased by 50%

Chlorophyte Set (Melee) (Rebalance)
- Chlorophyte Mask Defense decreased from 25 to 20
- Chlorophyte set bonus now gives an additional 5% Damage Reduction if you are wearing the Chlorophyte Mask

Turtle Armor (Buff)
- Set bonus now gives 15% Damage Reduction
- Set bonus Thorns damage now does twice as much

Spectre Armor (Mask) (Buff)
- Set bonus projectiles now deal 100% of the original damage instead of 50%
- The "recovery rate" that determines how many new projectiles can be generated over time has increased from 150 to 250

Spooky Set (Buff)
- Overall Defense increased from 27 to 30, with each piece gaining 1 Defense
- Spooky Breastplate now gives +2 Minion count instead of +1
- Spooky Leggings now give 20% movement speed

Valhalla Set (Nerf)
- Total Defense of the set is increased by 4, but has been redistributed
- Valhalla Helmet Defense increased from 14 to 20
- Valhalla Breastplate Defense decreased from 30 to 24
- Valhalla Greaves Defense increased from 20 to 24
- Valhalla Breastplate's healing decreased by 50%

Nebula Armor (Nerf)
- Healing Booster effect now gives 3 HP/s instead of 5, with a maximum of 9 HP/s possible now

Solar Armor (Buff)
- Solar Helmet critical chance bonus increased from 17% to 26%
- Solar Breastplate melee damage bonus increased from 22% to 29%
- Each piece of the set now gives 1 HP/s regen
- Instead of 30% damage reduction whenever you have charges, you now have 12% damage reduction at all times, and 20% additional damage reduction while charges are active. In practice, this is roughly equivalent to the same 30% it used to give due to how the two values are multiplied.
- Recharge time between shield charges reduced by 1 second

Stardust Armor (Overhaul / Buff)
- Stardust Guardian now has a more much vigorous and aggressive attack, and he will attack automatically without prompting. All resemblance to a certain anime is purely coincidental.
Shortswords (Rework / Buff)
- Shortswords can now be used in all directions, not just forward
- Gold Shortsword damage increased from 11 to 12

Flails (Overhaul)
- Flails now have entirely new behavior, and a few different functionality modes.
- If you click and hold the mouse button, they will swing around rapidly, doing half damage, low knock back and hitting rapidly in a small circle around you.
- If you click and use them normally, you will shoot them forward similar to how they use to be used, but they will move much faster than they did before.
- Finally, if you click while it is in midair after having shot it forward, it will drop suddenly and lay on the ground, dealing half damage hits rapidly. This can be used as a stationary damaging obstacle like a Spiky Ball on enemies walking towards you.
- Some flails have had some stat tweaks to fit with this new setup, such as having slightly longer or shorter range, but generally speaking, all of them should perform better than before.

Cactus Sword (Nerf)
- Damage decreased from 9 to 8
- Use Time increased from 25 to 32
- Knockback decreased from 5 to 4.5

Trident (Buff)
- Damage increased from 11 to 14
- Knockback increased from 5 to 6
- When held, gives unrestricted movement in water

Chain Knife (Buff)
- Damage increased from 11 to 12

Enchanted Sword (Nerf)
- Damage decreased from 24 to 23
- Use Time increased from 18 to 21
- Knockback decreased from 5.25 to 4.25

Falcon Blade (Nerf)
- Damage decreased from 30 to 25
- Use Time increased from 15 to 20

Light's Bane (Buff)
- Size Scale increased from 1.1 to 1.4 (Makes it bigger)

Amazon (Nerf)
- Damage decreased from 20 to 18
- Crafting: Stingers Required increased from 2 to 12
- Crafting: Jungle Spores Required increased from 3 to 9

Beekeeper (Nerf)
- Damage decreased from 26 to 24
- Use Time increased from 20 to 22
- Knockback decreased from 5.3 to 5
- Is no longer autoswing

Muramasa (Buff)
- Damage increased from 19 to 21

Fiery Greatsword (Buff)
- Use Time decreased from 34 to 30

Breaker Blade (Buff)
- Damage increased from 39 to 43
- Use Time decreased from 30 to 29
- Gained a special mechanic where it will deal 2x damage to enemies with over 90% health

Cobalt Sword (Unchanged)
- Unchanged, but listing here intentionally to avoid confusion. We didn't forget it, Cobalt Sword's damage was previously much higher than it should have been (stronger than Palladium and about the same as Mythril), but we are using it as the new baseline which the rest of the swords are being compared to.

Palladium Sword (Buff)
- Damage increased from 41 to 45

Mythril Sword (Buff)
- Damage increased from 44 to 49

Orichalcum Sword (Buff)
- Damage increased from 47 to 50
- Use Time decreased from 26 to 25

Adamantite Sword (Buff)
- Damage increased from 50 to 56
- Use Time decreased from 27 to 26

Titanium Sword (Buff)
- Damage increased from 52 to 58
- Use Time decreased from 26 to 25

Phasesabers (All) (Buff)
- Damage increased from 41 to 42
- Use Time decreased from 25 to 20

Beam Sword (Nerf)
- Use Time increased from 15 to 20 (Does not impact Projectile cooldown)

Fetid Baghnakhs (Nerf)
- Damage decreased from 70 to 60
- Use Time increased from 7 to 8
- Only gains 25% benefit from increased melee speed stats

Anchor (Buff)
- Damage increased from 30 to 55
- Use Time decreased from 30 to 20

Format C (Buff)
- Damage increased from 29 to 35

Gradient (Buff)
- Damage increased from 34 to 44

Chik (Nerf)
- Damage decreased from 39 to 38

Amarok (Buff)
- Damage increased from 43 to 47

HelFire (Buff)
- Damage increased from 41 to 45

Excalibur (Buff)
- Damage increased from 57 to 66
- Use Time decreased from 25 to 20

Brand of the Inferno (Buff)
- Damage increased from 44 to 85

Sleepy Octopod (Buff)
- Smash attack now does 3x damage, up from 2x

Code 2 (Buff)
- Damage increased from 47 to 54

Chlorophyte Claymore (Buff)
- Damage increased from 75 to 80

True Night's Edge (Buff)
- Damage increased from 90 to 105

Psycho Knife (Rework / Buff)
Note: Functionality overhaul renders this weapon akin to an upgraded Fetid Baghnakhs. It maintains its Stealth bonus.
- Damage increased from 70 to 85
- Use Time decreased from 20 to 8
- Only gains 33% benefit from increased melee speed stats

Keybrand (Buff)
- Damage increased from 70 to 85
- Now deals up to 150% extra damage based on how injured an enemy is

Kraken (Buff)
- Damage increased from 90 to 95
- Now has a 10% critical chance

Scourge of the Corruptor (Buff)
- Average projectiles spawned from each shot increased from 2.3 to 2.66

Golem Fist (Buff)
- Damage increased from 76 to 90

Christmas Tree Sword (Rework / Buff)
- Projectile has been completely overhauled. Instead of firing one ornament, it fires several ball ornaments and a star ornament that will hover in place for a few seconds before falling to the ground.
- Is now autoswing

Daybreak ("Buff")
- Technically a bug fix, but it makes Daybreak better, fixed an issue where Daybreak would not spread its debuff if your attack killed the target in one hit. Now spreads the debuff to nearby enemies even if the attack kills the target in one hit
Bone Javelin (Moved to Earlier Tier / Nerf)
- Converted from Thrown to Ranged
- Damage decreased from 29 to 20 due to earlier tier

Bee's Knees (Nerf)
- Damage decreased from 26 to 23
- Use Time increased from 23 to 24

Handgun (Buff)
- Use Time decreased from 12 to 10

Hellwing Bow (Buff)
- Damage increased from 20 to 22
- Use Time decreased from 14 to 13
- Knockback increased from 5 to 5.5

Clockwork Assault Rifle (Nerf)
- Damage decreased from 19 to 17

All 6 Ore Repeaters (Buff)
- Use Time decreased by 1

Marrow (Buff)
- Damage increased from 40 to 50

Ice Bow (Buff)
- Damage decreased from 46 to 39
- Use Time decreased from 21 to 16
- Now auto-fires
Note: Despite the damage reduction, this will result in a stronger bow overall, albeit more defense-impacted than bows like Marrow. Change is primarily meant to introduce variation between the bows.

Daedalus Stormbow (Nerf)
- Damage decreased from 43 to 38
- When using Holy, Unholy, Hellfire or Jester arrows, shoots an average of 2.66 arrows, instead of the normal average of 3.33 arrows

Dart Pistol (Buff)
- Damage increased from 28 to 33

Dart Rifle (Buff)
- Damage increased from 52 to 62

Toxikarp (Buff)
- Use Time decreased from 14 to 10

Hallowed Repeater (Buff)
- Damage increased from 43 to 53
- Use Time decreased from 19 to 16

Flamethrower (Buff)
- Damage increased from 27 to 35
- Applies a 15% damage penalty to the next hit for each enemy a projectile pierces

Phantom Phoenix (Buff)
- Damage increased from 24x2 to 32x2
- Use Time decreased from 20 to 18
- Phoenix projectile now fires on every 3rd shot instead of every 4th

Chlorophyte Shotbow (Nerf)
- Average arrows per shot decreased from 2.7 to 2.33

Venus Magnum (Buff)
- Damage increased from 38 to 50

Grenade Launcher (Buff)
- Use Time decreased from 30 to 20

Rocket Launcher (Buff)
- Damage decreased from 50 to 45
- Does 2x damage on direct hits to a single target

Proximity Mine Launcher (Rework / Buff)
- Does 3x damage when mines are stationary, normal damage when they are still moving
- Use Time increased from 40 to 50
- Reduced the number of active mines that you can have at once

Piranha Gun (Rework / Buff)
- Now shoots 3 Piranhas, which can attack the same or different targets
- The rate at which the Piranhas can bite has been decreased slightly on an individual basis, but the total DPS the three Piranhas can do is now much higher

Pulse Bow (Buff)
- Damage increased from 65 to 85
- Use Time decreased from 22 to 20
- Damage reduction for each target hit increased from 10% to 20%

Stynger (Buff)
- Does 2x damage on direct hits to a single target (Only applies to the initial bolt, not the fragments)

Celebration (Moved to Earlier Tier / Nerf)
- Damage decreased from 65 to 25 (Note: Rocket damage is very high and is added to this. Even Rocket 1s deal 40, so the actual damage reduction is 105 to 65 even using the worst Rockets)
- Bonus Critical chance of 10% removed
- Now sold by the Party Girl after Golem

Elf Melter (Buff)
- Damage increased from 40 to 60
- Applies a 15% damage penalty to the next hit for each enemy a projectile pierces

S.D.M.G. (Buff)
- Damage increased from 77 to 85
- Chance to not consume ammo increased from 50% to 66%
Wand of Sparking (Buff)
- Increased damage from 8 to 14
- Use Time decreased from 28 to 26
- Increased On Fire! chance from 33% to 50%
- Now has a 10% critical chance

Magic Missile (Rework / Buff)
- Projectile is faster and has homing if you release it
- Has a moderate AoE damage explosion on impact
- Use Time increased from 17 to 18
- Mana Cost increased from 10 to 12

Flamelash (Rework / Buff)
- Projectile is faster and has homing if you release it
- Now pierces and can hit a second time. Has a moderate AoE damage explosion after the second hit.
- Damage decreased from 40 to 36
- Use Time increased from 20 to 30
- Mana Cost increased from 12 to 18

Staff of Frost (Buff)
- Use Time decreased from 20 to 16
- Mana cost decreased from 14 to 12

Cursed Flames (Buff)
- Damage increased from 36 to 50
- Use Time decreased from 20 to 15
- Mana cost decreased from 12 to 9
- Related: See Cursed Inferno buff

Flower of Frost (Buff)
- Damage increased from 55 to 60
- Use Time decreased from 20 to 12
- Mana cost decreased from 17 to 11
- Increased Frostburn chance from 50% to 100%

Crystal Storm (Buff)
- Damage increased from 25 to 32
- Mana cost increased from 4 to 5

Poison Staff (Rework / Buff)
Note: Previously, due to piercing immunity frames, only one projectile from each shot would hit each target, resulting in a lot of lost damage. We've implemented a system that allows ALL of the projectiles to hit a target, dramatically improving its shotgun-like functionality. However, to offset this gain, it has had to have some of its stats reduced. On the whole, this should now be a stronger weapon.
- Damage decreased from 48 to 43
- Reduced number of enemies that each projectile can hit from 4 to 3
- Each projectile will deal 25% less damage for each target it hits
- Projectiles now have a limited range

Crystal Vile Shard (Buff)
- Damage increased from 19 to 25
- The duration that the projectiles linger (and deal damage) is increased by roughly 70%

Clinger Staff (Buff)
- Height of the Clinger flames increased by 50%
- No longer has a hit limit
- Can now inflict Cursed Inferno debuff (Related: See Cursed Inferno buff)
- Can now inflict critical hits

Medusa Head (Complete Overhaul)
- Rather than being charged, this weapon is now channeled and its range substantially reduced.
- When channeled, it will be held in front of the player. If no enemies are present, it will not fire, and will consume no mana.
- When in range, it will constantly attack nearby enemies, consuming mana for each attack.
- Can hit up to 3 targets with each attack (does not consume extra mana per target)
- Damage is now set to 40
- Mana cost has been decreased from 18 to 15, however, it can now fire up to 4 times per second, increasing the speed at which it consumes mana

Sky Fracture (Nerf)
- Mana cost increased from 14 to 17

Spirit Flame (Buff)
- Use Time decreased from 30 to 22
- Mana Cost decreased from 18 to 14

Rainbow Rod (Rework / Buff)
- Projectile is faster and has homing if you release it
- Now pierces and hits up to 3 times.
- Has a moderate AoE radius on impact
- Damage decreased from 74 to 50
- Use Time increased from 18 to 25
- Mana Cost increased from 18 to 21
- Can touch tiles without exploding now.

Unholy Trident (Buff)
- Use Time decreased from 22 to 17
- Mana cost decreased from 25 to 19

Tome of Infinite Wisdom (Buff)
- Damage increased from 24 to 32
- Use Time decreased from 30 to 25

Venom Staff (Rework / Buff)
Note: Has received the same general overhaul as Poison Staff. Should be much improved in actual use, but needs stat reductions to offset this change. Give it a try before you judge!
- Damage decreased from 63 to 44
- Reduced number of enemies that each projectile can hit from 7 to 5
- Each projectile will deal 25% less damage for each target it hits
- Now has a range before projectiles die, 50% longer than Poison Staff's

Wasp Gun (Buff)
Note: The adjustments made to Wasp Gun may sound like a nerf on paper, but due to Defense effects, the loss of total hits in exchange for higher direct damage will actually result in dramatically more DPS for the Wasp Gun. Less Wasps, more damage.
- Damage increased from 21 to 31
- Use Time increased from 11 to 18
- Wasps can now bounce/pierce only 3 times instead of 4
- Wasps per Cast: Reduced to an average of 3
- Mana cost increased from 6 to 10

Nettle Burst (Buff)
- Damage increased from 28 to 35
- Mana cost increased from 10 to 12

Spectre Staff (Buff)
- Damage decreased from 72 to 65
- Each projectile can now hit up to 3 times, rather than only once
- Mana cost increased from 11 to 15

Staff of Earth (Buff)
- The actual damage this weapon does is mostly unchanged, but lists its "max speed" damage now rather than its "low speed" damage
- Now has a 20% critical chance
- Mana Cost increased from 15 to 18
- Use Time decreased from 40 to 24
- Projectile speed greatly increased, as a result, has better range and much harder to fall below the minimum threshold to maintain maximum damage

Heat Ray (Rework)
Note: There were too many "full piercing" weapons at this tier, and not enough high single target damage weapons. Heat Ray changed to avoid redundancy with Shadowbeam Staff and Staff of Earth and give the class more versatility.
- Damage increased from 55 to 80
- Use Time decreased from 16 to 10
- Can no longer pierce and hit multiple enemies

Bat Scepter (Rebalance)
- Average Bats per cast increased from 2 to 2.5
- Mana cost increased from 3 to 6

Charged Blaster Cannon (Complete Overhaul)
This weapon still charges, but it now fires constantly while charging.
- For the first second of charging, you will fire 6 single-target pellets, each dealing a base damage of 100 (up from 50)
- For the next two seconds, you will fire 3 total piercing blasts, each dealing a base damage of 250 (up from 100)
- After this, it will shoot the laser beam, which is unchanged from the original implementation
- You can also quick-fire pellets without charging. The fire rate of these pellets is much higher than the previous implementation.
- The mana cost of charging is unchanged, however, quick firing will naturally consume more mana as the fire rate has increased significantly.

Nebula Blaze (Buff)
- Use Time decreased from 15 to 12
- Mana cost decreased from 18 to 12
Immunity Frames (Buff)
Some Summons now use their own damage immunity timer system. In practice, what this means is that they will no longer interfere with the use of other weapons by maxing out the enemy's immunity frames. All affected minions are set on their own damage timer to most correctly match their pre-change DPS, but some changes are to be expected comparing 1.3.5 DPS to 1.4 DPS. In general, even if there is some minor loss or gain of DPS compared to pre-change performance, it should be worth the improvement to overall performance. Examples of minions impacted by this change:
- Slime Staff
- Spider Staff
- Pirate Staff
- Optic Staff
- Raven Staff
- Deadly Sphere Staff
- Stardust Dragon Staff
- Some of the new summons also utilize this system

Imp Staff (Buff)
- Damage decreased from 21 to 17
- Fire Rate increased dramatically

Raven Staff (Buff)
- Damage increased from 37 to 55
- Flight speed doubled

Rainbow Crystal Staff (Buff)
- Damage decreased from 150 to 80 (Keep reading :) )
- Fixed accuracy issues, improved the speed at which sparkles explode. Should easily do much more damage than before.

Other
- Summoned minions now adjust their damage dynamically based on your current equipment and damage buffs. If your Summon damage increases, or decreases, the Summons will change accordingly.
Bone Arrows (Buff)
- Now pierces one time

Chlorophyte Arrows (Rework / Buff)
- No longer pierce targets
- Projectile speed is increased
- Can now bounce several times, and will "Smart Bounce" at a nearby target if one is in range
- Post-bounce arrows only deal 66% damage

Holy Arrows (Nerf)
- Falling Stars can no longer pierce and hit a second target
- Falling Stars now do 50% of the original damage instead of 100%

Nano Bullets (Buff)
- Damage increased from 10 to 15
- Price of Nanites increased

Venom Bullets (Buff)
- Damage increased from 14 to 15
- Related: See Venom buff
- Price of Vial of Venom increased

Venom Arrows (Buff)
- Damage increased from 17 to 19
- Related: See Venom buff
- Price of Vial of Venom increased

Crystal Dart (Buff)
- Damage increased from 15 to 17

Cursed Dart (Buff)
- Damage increased from 9 to 10
- Related: See Cursed Inferno buff

Ichor Dart (Buff)
- Damage increased from 10 to 12

Other:
- Arrows and Thrown ranged weapons no longer have a chance to drop as items for reuse
Wings
Wing Balance has been heavily balanced across the entirety of the game.
With only a few exceptions, wings found at the same tier should be roughly equivalent in power to each other. Exceptions are usually wings that are notably hard or easy to get, with difficulty being a factor in determining how good they should be.
Unfortunately, its difficult to share exact stats for wings, partially because there are dozens of them that have been changed, and their stats don't easily translate to changelog numbers.
The best short summary is that over a dozen sets of wings were buffed, and that Leaf and Frozen Wings have been reduced in power, as they were too strong for their tier.
Other major notes:
- Butterfly and Bee Wings can now only drop after the Mech Bosses, but their power has been increased proportionally.
- Previously, most wings from Wall of Flesh until Golem were very similar in power, and didn't offer a lot of reason to upgrade until you were post-Golem, where the wing power spiked. The growth of these wings have now been spread out, creating a more gradual, consistent increase in wing power across the course of the game.
Other Accessories and Mounts:
- In addition to its previous Confusion effect, Brain of Confusion now gives a 1/6 chance to avoid enemy attacks. Upon avoiding an attack, you will gain a temporary buff that gives 20% critical chance for a few seconds, during which time you cannot avoid additional attacks.
- You no longer gain stacked benefits from wearing multiple Celestial Stone variants
- Titan Glove and its tinkers now give autoswing to all Melee Weapons (and Whips!)
- Shrimpy Truffle now gives its increased speed and damage bonus when in the rain.
- Basilisk Mount now has a double jump

Bat Hook (Nerf)
- Pull In Speed decreased from 16 to 13 (This is the speed at which it pulls the player to the hook)
- Shoot speed decreased from 15.5 to 13.5 (This is the speed at which the hook moves when firing it)

Thorn Hook (Buff)
- Pull In speed increased from 11 to 12
- Shoot speed increased from 15 to 16

Lunar Hook (Buff)
- Pull In Speed increased from 13 to 16
- Shoot speed increased from 16 to 18
- All axes, hamaxes, chainsaws and other tools with axe-functionality have their wood cutting speed increased by 20%
- All drills and chainsaws now dig faster than their non-mechanical counterparts, but have shorter range. Additionally, optimized digging loadouts still perform better on pickaxes/axes, but drills and chainsaws will be faster on non-optimized loadouts
- Desert Fossil can now be mined at any pickaxe power or with bombs. However, it is fragile and adjacent fossil blocks may break when you mine it, costing you some of the ore.
- Desert Fossil based gear is now weaker because it is available sooner.
- Hellforges now require Demonite Pickaxe or higher to break. They also now protect the tiles below them from being broken while in the Underworld. This does not apply outside of the Underworld.

Cactus Pickaxe (Nerf)
Use Time decreased from 16 to 15
Damage decreased from 5 to 4

Bone Pickaxe (Buff)
Mining power increased from 50 to 55

Reaver Shark (Nerf)
Mining power decreased from 100 to 59 (No longer able to mine Hellstone)

Laser Drill (Buff / Rework)
- Range increased from 10 to 11
- Use Time decreased from 7 to 6
- No longer has axe functionality
- A substantial number of Buff Potions have had their durations increased, many as much as twice as long
- Invisibility Potion now has an added benefit of reducing enemy spawn rates and maximum spawns by 20%
- Restoration Potions no longer heal mana, but heal 10 more life for a total of 90, and induce even less Potion Sickness, now only 45 seconds
- Sharpening Station's Armor Piercing bonus has been increased from 4 to 12

Well Fed Buff (Buff)
- There are now over 50 new food and drink items in the game
- Well Fed has been divided into three different buff tiers, with the weakest being equal to the original, and the strongest being twice as strong as the original
- All Food items in the game, new and old alike, now give different tiers of Well Fed depending on how hard to get they are and how late in the game they are
- Some low tier food items can give a long duration, while some high tier food items can give a short duration
- Finding the right food for you depends on finding the right balance of tier, duration, and how easily you can obtain it
- As a bonus, Well Fed now gives a mining speed buff as well!

Cursed Inferno Debuff (Buff)
- Damage per second increased from 12 to 24 on both player and enemy versions of the debuff
- Ghoul, Clinger, and Spazmatism Cursed Inferno duration decreased somewhat to mitigate the increased danger to the player
- All other sources of this debuff are intended recipients of the improved damage

Venom Debuff (Buff)
- Damage per second increased from 12 to 30 on both player and enemy versions of the debuff
- Pygmy and Queen Spider Staff Venom duration decreased to mitigate the increased potency
- Black Recluse and Sand Poacher Venom duration decreased somewhat to mitigate the increased danger to the player
- All other sources of this debuff are intended recipients of the improved damage
- Biome Crates are now guaranteed to drop a chest item, instead of only sometimes
- Dungeon Crates will now always drop a Gold Lockbox
- Flower Boots are now included in the Jungle Crates loot pool
- Penguin and Turtle Pets can now be obtained rarely from their respective Biome crates
- Gold Crates now have a chance to drop Life Crystals and Enchanted Swords
- All fishing crates now come in pre-Wall of Flesh and post-Wall of Flesh variants. Pre-Wall of Flesh variants do not contain Hardmode Ores.
- Wood, Iron, and Gold Crates drop better quality ore depending on which level of crate it is. Wood Crates, for instance, only drop Copper/Tin/Iron/Lead.
- Bait is more likely to be consumed
- Very high fishing power now gives decreasing returns
- Fishing Power is 1.1x during Blood Moons
- Swordfish is now less common when fishing
- Golden Carp is less common when fishing
- Angler’s Quest rewards are now more likely to give you the Info Accessories. Additionally, he will not give you duplicates of an accessory you have in your inventory, unless you already have them all already
- Amber is slightly more common from Fossils, and can generate naturally in the Underground Desert
- Basic Dye materials now give 2 of that dye instead of 1 when crafting
- Blessed Apple now only drops from Unicorns, but at a higher drop rate than before
- Coin Portal chances when breaking pots has been decreased by half
- Enemies have an increased chance to drop bonus amounts of money when killed
- Enemies drop extra money during Blood Moons
- Golden Keys should now drop more often from enemies and pots, and Dungeon Slimes are slightly more common
- Gold Critters are now more rare
- Jellyfish and Granite Golems spawned from statues now drop their items even less frequently, and decreased the sell value of some of those drops
- Lava Charms can only be found in chests within the lava layer now, but Lava Fishing now provides a secondary renewable source for them
- Mandible Blade can now be dropped by Antlion Swarmers
- Moon Lord now drops Super Healing Potions instead of Greater Healing Potions
- Mushroom Grass Seed drop rate increased from 1/50 to 1/40
- Nature’s Gifts now spawn slightly more often in the Jungle
- Picksaw now has a ¼ chance to drop from Golem in addition to his other loot, instead of being part of his main drop pool. This drop rate is 33% from Expert Treasure Bags.
- Rod of Discord's drop rate in Expert mode is now 1/400
- Strange Plants no longer generate during worldgen, and will not start appearing until Hardmode
- Throwing Knives in chests now come in much larger stacks
- Water Walking Boots now have a 1/10 chance to appear in Water Chests, increased from 1/15
- Several Martian Invasion drops are now dropped from regular Martians instead of Martian Saucers, decreasing the random nature of the Martian Saucer’s drop pool
- The Nurse now charges increasing amounts of money for healing as the game progresses
- Sandstorms are now significantly less common, particularly in the early game
- Reduced the intensity of Mighty Wind, pushing you less
- Rain is slightly less common
- Dungeon Spike damage has increased from 40 to 60, and inflicts Bleeding
- Temple Wooden Spike damage has increased from 60 to 80, and inflicts Bleeding
- Gem and Rainbow Torches now give 10 torches per crafting instead of 3
- Glowsticks and Torches now stack to 999
- All Bombs, Grenades, and Dynamite now stack to 99
- Ore Bars now stack to 999
- Alchemy Seeds and Plants now stack to 999
- Tissue Samples and Shadow Scales now stack to 999
- Pirate Map and Snow Globe items can now stack to 20
- Did an extensive review of sell values across the entire game, increasing the consistency of sell values and adding sell values to many items without one
- Improved consistency of money drops from bosses
 
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Leinfors

Quality Assurance
Staff member
Moderator
Re-Logic
Hello guys!

Sorry about the delay in opening this thread up!

The forum downtime kept us from being on top of the bug reports and news post infrastructure that we had been planning on, and it pushed my timetable back. I absolutely had to get caught up on bug reports before I was able to open this up for discussion.

And I'll be honest, I may not have a ton of time this week to respond to feedback here, but I'm going to make a serious effort to swing by when I can! I REALLY want to have some discussion here and make the balance in the game better. But I have other priorities that have to come first. Hope you guys understand. :)
 

cupnewacup

Terrarian
I've been having a lot of fun so far with the update, but I did have some issues with it, so I’ll get to it.

The main thing that I take issue with is the degree of the nerf for the Reaver Shark. I understand the reasoning behind it, but as it is, it feels like the attempt to kick it down a few pegs but still keep it useful has fallen flat. To begin with, almost nobody gets their crimtane or demonite from mining; there’s too little of it, it’s much easier and faster to get it from fighting the Eye of Cthulhu or BoC/EoW, and the other ore that it can mine that the earlier pickaxes of note can’t, meteorite, is now locked behind the EoW, which, in defeating it, nets the player the resources to make a pickaxe that can also mine Hellstone.

The extent of that nerf feels like an overcorrection right now. The early progression of pickaxes isn’t just “get one pickaxe then go into Hardmode” anymore, but in the process, the choices for how players approach the game in pre-Hardmode are now more limited, and an avenue for fun has been cut off in favor of, at least it feels like, making sure the player is playing the game “properly”. For returning players, or at least myself, their knowledge feels less rewarded, because now they’re forced to beat the EoW/BoC again; that’s the only option they’ve got. Pre-nerf, that little bit of variance was a big part of its draw, in my opinion.

If it were bumped up to just be able to mine Hellstone, I think that it would bring back some of the draw that it had originally, while also meaning that the player doesn’t just skip to the end of progression for pre-Hardmode and early Hardmode, as it wouldn’t be able to mine early Hardmode ores. Course, I'm not a game designer, so take that as you will.

On the other hand, something that I think is just a matter of needing to get used to it, is the adjustment in Meteorite spawning. It also, in a sense, provides more variance for the players in pre-Hardmode, as they can choose to either go straight for the EoW/BoC or go and get this bunch of ore that provides stuff just as good as if not better than what you’d get from defeating them (whether that be through testing your patience, skill, or making them go on a detour to get an accessory that allows them to deal with that). However, it feels like it fits much more, as the Meteor armor and Space Gun are still among the best in pre-Hardmode, and smashing the orbs already nets you guns as an option.

Lastly, an item that got a bit of attention, but I think was still overlooked, the Arkhalis. It was replaced in the sword shrines with the Terragrim, and it was moved to be part of Arkhayla’s set, but it didn’t get any buffs as a result of becoming something you get in Hardmode Expert and Master difficulties. It and Terragrim are the only items of their kind, and the Arkhalis starts doing just pathetic amounts of damage even with a bunch of accessories and armor in mid-Hardmode or so, so I think that looking into adjusting its stats would be prudent.

Those are all of my thoughts for the moment, thank you and have a nice day.
 
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Rydian

Terrarian
I believe that the bar cost for pre-hardmode metal armors should be reduced.

I'm playing with two friends in a large world, two of us know a lot about the game and the third knows most of the basics. For our 1.4 playthrough we've decided to try progressing naturally. We dig and explore caves and do all the junk in the intended order so we get the most out of the game.

However we found ourselves going from Wood -> Tin -> Crimtane armor, skipping all the other metal armors. We wanted to upgrade through the other armors, but the ore/bar costs were too high to get each person a set (we pool our resources to share equipment upgrades). Tin armor costs 60 bars per set, meaning 180 bars for the three of us, meaning 540 tin ores total. With the lowest-tier ores (like tin) being the most common to find by far, that's the only one we got enough ores for before other progression things ended up happening (Eye of Cthulhu and Brain of Cthulhu).

We've spent much of our time in the dirt and upper cavern layers due to their sheer size in large worlds. We've done a lot of exploring in those two layers to pick up on stuff from chests (exciting random treasure and accessories) and hearts (progression) and whatever new shinies or mini biomes we might find.

We've definitely been mining...

As far as other metals, we have 485 iron (out of 675) and 385 silver (out of 900). We did not spend any of those on tool upgrades, though in hindsight we should have. We weren't going to make it to sets of armor anyways, and the incremental tool/weapon upgrades would have been more useful and far cheaper.

As an example...

For the cost of 1 set of silver armor (75 bars) you could make:
- 3 Silver Axes (27 bars) plus​
- 2 Silver Pickaxes (24 bars) plus​
- 2 Silver Broadswords (16 bars) plus​
- 1 Silver Bow (7 bars)​
AND have a bar leftover!

Those items could have been distributed among us and would have been far more useful than one person getting an armor upgrade. Tin armor gives 7 defense total, while silver armor gives 13 defense total. That's +6 armor (-3 damage taken), and that gap could be lessened or even completely closed with defense bonuses from accessories instead.

Ice Skates (1.2), Radar (1.3), Shoe Spikes (1.2), Inner Tube (1.4), and many more early-game accessories have been introduced since the original release, and every copy of every accessory found is another chance at a defense bonus without having to spend pre-hardmode metal.

It's clear that the costs of armors was set when they were the main way to gain more defense. Prefixes on accessories did not exist back when Terraria's original armor cost/progression was set up (prefixes came in the 1.1 expansion) and I think it's time armor costs were changed to reflect all the progression and gear changes the game has had since then.


tl;dr
I think skipping pre-hardmode metal armors is due to a combination of factors.
  1. Armors cost a disproportionately large amount of bars because they used to be the primary way of raising defense.
  2. In large worlds, the layers containing mostly weaker ores are very large and it's difficult to find a lot of other tier ores without going much deeper. It also takes longer to get around, dig through impasses, and even dig up the ores themselves due to the lack of mobility gear and low tool power in the earlier stages of the game. This means players do not gather as much early metal as they can gather later metals.
  3. Players can raise defense in other ways during the early stages, and would thus rather use the metal ores that they obtain for offensive and progression-related upgrades instead of armor.
As such, I recommend reducing the bar cost of pre-hardmode metal armors as the simplest solution.

(This is not a concern for hardmode ores because by then you can get much better movement capabilities, much of the underground you'll mine them from is already explored, and getting past dirt/stone is much faster due to having higher tool power.)
 

Heroman3003

Retinazer
I know this is an issue that is probably slightly more 'global' than just specific number changes, but I feel like differences and disparity between Corruption and Crimson accessories is extremely glaring, especially for making lategame combined accessories, with Corruption being seemingly better for Mages and Summoners and Crimson favoring Rangers and Melee. Mostly this is referring to how plainly critical Band of Starpower in creation of mage accessories, while Panic Amulet is just... kind of only useful for melee, who probably have better defensive options later on. I know its possible to create corruption world and grab it from there, but I really don't like content that just doesn't have direct alternative or way to acquire it without worldhopping, and accessories used in recipies are the biggest offender (both pre- and post-hardmode ones).
 

WatcherCCG

Terrarian
I've been having a lot of fun so far with the update, but I did have some issues with it, so I’ll get to it.

The main thing that I take issue with is the degree of the nerf for the Reaver Shark. I understand the reasoning behind it, but as it is, it feels like the attempt to kick it down a few pegs but still keep it useful has fallen flat. To begin with, almost nobody gets their crimtane or demonite from mining; there’s too little of it, it’s much easier and faster to get it from fighting the Eye of Cthulhu or BoC/EoW, and the other ore that it can mine that the earlier pickaxes of note can’t, meteorite, is now locked behind the EoW, which, in defeating it, nets the player the resources to make a pickaxe that can also mine Hellstone.

The extent of that nerf feels like an overcorrection right now. The early progression of pickaxes isn’t just “get one pickaxe then go into Hardmode” anymore, but in the process, the choices for how players approach the game in pre-Hardmode are now more limited, and an avenue for fun has been cut off in favor of, at least it feels like, making sure the player is playing the game “properly”. For returning players, or at least myself, their knowledge feels less rewarded, because now they’re forced to beat the EoW/BoC again; that’s the only option they’ve got. Pre-nerf, that little bit of variance was a big part of its draw, in my opinion.

If it were bumped up to just be able to mine Hellstone, I think that it would bring back some of the draw that it had originally, while also meaning that the player doesn’t just skip to the end of progression for pre-Hardmode and early Hardmode, as it wouldn’t be able to mine early Hardmode ores. Course, I'm not a game designer, so take that as you will.

Lastly, an item that got a bit of attention, but I think was still overlooked, the Arkhalis. It was replaced in the sword shrines with the Terragrim, and it was moved to be part of Arkhayla’s set, but it didn’t get any buffs as a result of becoming something you get in Hardmode Expert and Master difficulties. It and Terragrim are the only items of their kind, and the Arkhalis starts doing just pathetic amounts of damage even with a bunch of accessories and armor in mid-Hardmode or so, so I think that looking into adjusting its stats would be prudent.
Both of these are amazing points. I'm going to second both notions, as while the Reaver needed a nerf, it was overkill. And if you're going to put a weapon in a dev set you can only get from expert and master mode, it should do post-Mech Trio level damage, at the least.
 

Leinfors

Quality Assurance
Staff member
Moderator
Re-Logic
snip in reference to Reaver Shark
A couple of things here:
1. I do agree that there is probably some room to buff the Reaver Shark back up. But that is unlikely to take the form of mining power. My final balance phase (while tested) was only approved rather late in the development cycle, and I did not have a ton of time for multiple iterations. I'd like to look into decreasing its rarity some, and maybe making it faster. This would make it a viable, useful pickaxe that some people could fish up, and be able to use for mining softer blocks faster. I'll have to experiment with it somewhat, of course, but I have little objection to it being one of the fastest pickaxes pre-HM. Just not one that can mine Hellstone.

2. The entire reason that Reaver Shark was nerfed was because it could mine Hellstone. I do understand that it takes away some choices, but this choice was too easy. It was simply too easy to rush to the Ocean, fish up a Reaver Shark, and get the end-gear of pre-HM (as long as you can survive, which many could). In my mind, it was never about Reaver being able to mine Cobalt . . . that had far less impact, IMO, than its ability to mine Hellstone. So in that vein, I do not consider it an overcorrection, because it was a specific correction that did exactly what it was intended to (stop Hellstone sequence break). It simply offered too much progression-skipping for the amount of effort that went into it, and I don't consider fishing rarity to be a balancing factor to that.

snip in reference to the Arkhalis move
This is an interesting one, because Arkhalis is sorta meant to be a "dev item" and isn't really intended to fit into progression much. The fact that it was where it was sort of wasn't intended. That's why we made the change to it.

HOWEVER! We are probably going to buff it up, it just fell to the wayside as we pushed towards the final weeks of production. I don't know if it will ever be the "Hardmode Arkhalis" everyone ever dreamed of, but I would like to buff it enough to be be at least functional at the Mech-tier, though probably not as OP as it once was.


an extensive and well thought out post in reference to pre-HM ore bar cost
I think there is merit to what you are saying about the cost of collecting pre-HM ores and their relative value. The addition of prefixes and the inclusion of new powerful gear over the years have left them paling a little in comparison to the raw power you can gain from collecting other gear.

With that said, I'm not sure overhauling the cost of ore gear too early is something I'll be able to get approved. I think, optimistically, I might be able to bargain down the cost of Gold and Platinum gear somewhat to be less prohibitive, and if I'm really lucky, maybe a smaller reduction on Silver/Tungsten. Copper/Tin/Iron/Lead are probably unlikely to be reduced, in my opinion, especially since they are cheaper in the first place.

I'd like to explore some calculations on it when time permits, I might be able to get some good candidate proposals! Would be fun! I'm someone who ALWAYS crafts up the pre-HM tech tree because I enjoy it, but I do think Gold/Platinum take too long, and I'd like to see that reduction some.


I know this is an issue that is probably slightly more 'global' than just specific number changes, but I feel like differences and disparity between Corruption and Crimson accessories is extremely glaring, especially for making lategame combined accessories, with Corruption being seemingly better for Mages and Summoners and Crimson favoring Rangers and Melee. Mostly this is referring to how plainly critical Band of Starpower in creation of mage accessories, while Panic Amulet is just... kind of only useful for melee, who probably have better defensive options later on. I know its possible to create corruption world and grab it from there, but I really don't like content that just doesn't have direct alternative or way to acquire it without worldhopping, and accessories used in recipies are the biggest offender (both pre- and post-hardmode ones).
I'd be curious what sort of proposals you'd have for this conundrum. I will note that it is unlikely that I will be able to get new items added to the game entirely . . . I've been given permission to follow up on balance changes (with approval of my changes by Red and Cenx), but not necessarily new content additions.

With the quantity of gear existing as it does, what courses of action would you take?
 

Heroman3003

Retinazer
On a more JE-specific note, I feel like meteorite coming online only after killing EoW/BoC is a bit of overkill. I understand why it was put behind a boss kill, but I feel like requiring either EoC or Evil Biome boss (combined with at least one smashed evil orb) would have been a much better solution. That would still allow it to be used against the other boss and not come so late that Skeletron is only thing its used against before Dungeon/Underworld magic gear comes online.
 

Leinfors

Quality Assurance
Staff member
Moderator
Re-Logic
On a more JE-specific note, I feel like meteorite coming online only after killing EoW/BoC is a bit of overkill. I understand why it was put behind a boss kill, but I feel like requiring either EoC or Evil Biome boss (combined with at least one smashed evil orb) would have been a much better solution. That would still allow it to be used against the other boss and not come so late that Skeletron is only thing its used against before Dungeon/Underworld magic gear comes online.
It would be a neat idea to bring "EoC into relevance" as far as progression is concerned. However, when I posted my initial balance change list, the SINGLE piece of feedback that rung through loud and clear was that the Meteor/Space combination was far too powerful. And while I am not content to say that this has been fully resolved as is, I think this was the option that best fit the problem.

Interestingly, as someone who has been playing Terraria since day 1, I never, ever considered Meteor Armor to be a pre-EoW set. I don't know why it never really dawned on me. I always broke all three orbs in succession, and immediately fought EoW, with Meteor gear "coming after". I consider that an oversight on my part, and when I realized that people were deliberately breaking a single orb to begin farming meteor in preparation of EoW/BoC, that felt very off to me. For the time being, I've gotten a LOT of good feedback on this change, and while it is a drastic one, I am still confident it was a good one.

There's a mace that you can craft into a Fire Mace. When it hits water it extinguishes the flame which is a neat detail but I thought it'd be even cooler if it relights if it goes through a lava block.
That is a pretty cool idea . . . I might even be able to do that myself! I love work that I don't have to bother people with :) I'll go try it out now, and if its approved, we might be able to add it.

But what about Honey?! (That's a joke, I don't think we will see a Honey Flail :p )

EDIT: I just tried this out, and it definitely works. You can even make it so that the regular Mace hitting lava becomes a Flaming Mace as well! But I still need approval on the change, but its a very easy one to make. :)
 
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Heroman3003

Retinazer
I'd be curious what sort of proposals you'd have for this conundrum. I will note that it is unlikely that I will be able to get new items added to the game entirely . . . I've been given permission to follow up on balance changes (with approval of my changes by Red and Cenx), but not necessarily new content additions.

With the quantity of gear existing as it does, what courses of action would you take?
Sadly, I do not have a graceful solution to this, and I do understand that this is a problem with no best solution (not without some major-ish content additions). But to clarify, overall I find issue in specifically how biome equivalency works: For every Corrupt Melee, there is Crimson Melee, for every Corrupt Magic Weapon, there is Crimson Magic Weapon, etc. But also for every Corrupt Accessory, there is Crimson Accessory. Thing is, those two accessories, unlike weapons and tools, are simply not equivalent or substitutes and arent even necessarily specialized for same class. Being used in different recipies only makes it worse.

Best suggestion that does introduce new content would be a new NPC (or non-NPC method that works similarly), that for a fee can transmute any 'evil' item into its equivalent, and would apply to everything specific to one of evil biomes. (This would also, by extent, solve issue of requiring to go to other worlds to create even artificial alternate evil, as you'd be able to transmute seeds and simply make artificial biomes.) And would be best if it works for other world-exclusive items (ores, anyone?)

But more practical one would probably be accessories (and just those) from the biome specific sources being sold by Travelling Merchant once conditions to get the versions of your world are fulfilled (like destroying orb for Band of Starpower/Panic Amulet, or killing a Biome Mimic). Would make sense considering he could be travelling to places where opposite evil is one reigning.
 
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cupnewacup

Terrarian
A couple of things here:
1. I do agree that there is probably some room to buff the Reaver Shark back up. But that is unlikely to take the form of mining power. My final balance phase (while tested) was only approved rather late in the development cycle, and I did not have a ton of time for multiple iterations. I'd like to look into decreasing its rarity some, and maybe making it faster. This would make it a viable, useful pickaxe that some people could fish up, and be able to use for mining softer blocks faster. I'll have to experiment with it somewhat, of course, but I have little objection to it being one of the fastest pickaxes pre-HM. Just not one that can mine Hellstone.

2. The entire reason that Reaver Shark was nerfed was because it could mine Hellstone. I do understand that it takes away some choices, but this choice was too easy. It was simply too easy to rush to the Ocean, fish up a Reaver Shark, and get the end-gear of pre-HM (as long as you can survive, which many could). In my mind, it was never about Reaver being able to mine Cobalt . . . that had far less impact, IMO, than its ability to mine Hellstone. So in that vein, I do not consider it an overcorrection, because it was a specific correction that did exactly what it was intended to (stop Hellstone sequence break). It simply offered too much progression-skipping for the amount of effort that went into it, and I don't consider fishing rarity to be a balancing factor to that.
You make a good point in regards to how easy it is to get for the amount of stuff it opens up. That could theoretically be fixed by gating it behind one boss or another or making something else that's already gated behind a boss fill a similar role, I dunno, maybe the Bone Pickaxe able to mine Hellstone (since that's gated behind both Skeletron and being able to cope with the dungeon), but well, that gets into the point where I have negative confidence in my ability to suggest things, and I'm pretty sure some of those suggestions are outside the scope of this thread.

I don't personally agree that it being to mine Hellstone is that useful, as a) I never found Hellstone stuff itself that useful, but well, I'm sure that's not the majority opinion and b) once you get down into hell, you pretty much need to have strong armor anyways, or else you die. While you can sequence break and get Hellstone like that, I think that if you managed to get to the point where you can deal with the imps and the skeleton worms and the demons without having good armor, you've already earned it.

Similarly to the Hellstone, I've not really ever found the speed of mining to be something actually helpful, and instead find that to be most important in regards to axes (a bit silly, now that I think about it, since you spend a lot more time on one of these, but maybe it just stands out more to me because a player will generally spend less time doing it and so it doesn't all just meld together or something). I've not really encountered many people that care that much about it, either, but that's probably just due to my own blindspots, and it would make sense for it to be the case, so a large number of people probably do care about it. I do think that lowering the rarity would be a good move at its current level, as it's really not valuable enough to justify it right now.
This is an interesting one, because Arkhalis is sorta meant to be a "dev item" and isn't really intended to fit into progression much. The fact that it was where it was sort of wasn't intended. That's why we made the change to it.

HOWEVER! We are probably going to buff it up, it just fell to the wayside as we pushed towards the final weeks of production. I don't know if it will ever be the "Hardmode Arkhalis" everyone ever dreamed of, but I would like to buff it enough to be be at least functional at the Mech-tier, though probably not as OP as it once was.
Yeah, that makes sense. I'm not exactly expecting it to be able to carry someone through Hardmode; I just think that it needs a little more oomph.
 
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mathbrush

Terrarian
One balance issue I've noticed is that Pumpkin Moon, Frost Moon, and Duke Fishron are all quite a bit harder than the Celestial Pillars and Martian Madness, but have inferior gear. They all come around the same time (Golem is still fairly easy with setup, and they're all post-Plantera).

I guess the difference is that Martian Madness and the Celestial Pillars don't have time limits or require intense resource harvesting. It's easier to get the UFO car key and vortex beater to kill Duke Fishron than it is to get one truffle to summon him.

Weren't they all end-game material originally? But now they're mid-Hardmode. Why gather expensive resources, and wait a day between tries, to get a raven staff when the UFO staff and stardust cell staff are easier?

I don't think buffing the loot helps; Frost Moon already has great loot. But maybe:

  • Making the moon events easier to finish, or (like the Blood Moon change) having enemies drop Pumpkin Medallions or Naughty Presents to make re-summoning easier
  • Making the moon events or Duke Fishron/Empress of Light necessary for the Lunatic Cultist (not completing all the waves, just part of it)
  • Making the moon events scale over time (like Old One's Army; before defeating Golem, it could stop at Mourning Wood/Santa but let you farm them, and afterwards it could go up to Pumpking/Ice Queen).
  • Buffing Lunatic Cultist so it needs the Moon/Fishron drops
  • Making truffle worms less rare or letting you breed two of them once you have truffle worm cages
On another note, I love the UFO changes! I actually have to fight them in the open now, and its a lot more exciting, and having stage 2 gone is great.
 

Leinfors

Quality Assurance
Staff member
Moderator
Re-Logic
You make a good point in regards to how easy it is to get for the amount of stuff it opens up. That could theoretically be fixed by gating it behind one boss or another or making something else that's already gated behind a boss fill a similar role, I dunno, maybe the Bone Pickaxe able to mine Hellstone (since that's gated behind both Skeletron and being able to cope with the dungeon), but well, that gets into the point where I have negative confidence in my ability to suggest things, and I'm pretty sure some of those suggestions are outside the scope of this thread.
One of the "competing" suggestions for the Reaver Shark nerf has always been locking it behind a boss. This . . . "would work", but I dislike it from a game design perspective. Why? Because nothing communicates this to you. The Shark just "invisibly" becomes available from a rare fishing source, and no one is any the wiser. While we have a few examples of things happening like that, I don't generally prefer it. The Hardmode transition is one of the only instances of the game where things CHANGE, and people know to expect something new.

The Reaver Shark has been a staple of "skipping most of the first half of the game" for years now, and not in a good way. Despite the insistence that Hellstone isn't that useful, or that surviving the Underworld earns it, I don't think that is the case. Otherwise people wouldn't be doing it. As I said prior, I'd like to explore a Reaver Shark rebalance of some sort. But it won't involve an increase in mining power. I didn't fight for this change only to undo it. If it could mine Hellstone, it may as well have never been changed at all, and I have very strong feelings on that matter.


-discussion of post-Golem side events and their role and relevance in contrast to the Celestial Events-
As specified in the introductory post, balance adjustments to enemies and bosses is preeeetty unlikely, as my focus and permissions are primarily equipment/item based. If a specific instance stood out, it might be worth addressing, but completely overhauling PM/FM/Duke tiering and their role in the end-game far exceeds the scope of this discussion.

For what its worth, I don't necessarily agree with all of the points. Pumpkin Moon is pretty easy, at least to get the gear drops (even if you don't necessarily beat it). I have always, and continue, to consider Pumpkin Moon the easiest of the "Big 6" (PM/FM/Martians/Duke/OOATier3 and now Empress), and I generally expect its gear to more or less follow that tiering roughly. It is a stepping stool from which Frost Moon and Duke become easier.

As for Duke's gear, much of his gear is best in class, or side-grades to other gear. Tsunami and Phantasm both have valuable roles for different purposes, and Razorblade Typhoon has unprecedented crowd clearing and tracking abilities that the Nebula weapons cannot match (though Nightglow might fill the gap between the two somewhat). His wings are (or were) the best in game before Moon Lord, and that alone is worth considering.

The whole idea is that these are entirely optional events that give gear which is (generally) superior to that of what Golem alone can provide. You can use them as stepping stools, and collect some valuable tools for the Pillars/Moon Lord (Cosmic Car Key, Duke Wings, etc), or you can skip them entirely. They may become outdated rather quickly, but it will be a different experience depending on the course you take from Golem to Cultist. PM/FM especially are purely optional side events that don't necessarily fit into progression cleanly.

If I have one regret here, and one I'm not sure I will be able to resolve, its that OOA Tier 3 is PARTICULARLY hard on higher difficulties for many builds, and is probably on par with Moon Lord in some ways. And its gear is not rewarding enough for that level of difficulty. I buffed Betsy's Wings, but that was the only thing I had time to assess during my balance pass from OOAT3. I think its a bit too hard and the Betsy drops aren't really strong enough for that effort.

I'm glad you like the UFO changes . . . I've always felt they "dominated" the event in more ways than one. I'm not 100% satisfied that the end result is the best outcome, but I'm not sure that it can be changed much more without overhauling the entire invasion, which I do not have liberty to do.
 

Heroman3003

Retinazer
This one is less balance and more QoL, but for some other things I think they should be acquirable via fishing crates. Specifically items like Living Wands and Honey Dispenser that spawn in limited chest amounts in the world and may not spawn at all depending on your (un)luck, like me getting two Finch Staves and no wands from my own living trees. I can see same happening to someone with Mahogany Wands or Honey Dispenser. Those special crafting station/tools that are only used for building shouldn't be as unique as they are now. And in regards to Finch Staves, those, along with any other potetntially exclusive Living Tree loot should probably be fishable too, just like contents of surface chests.
 

Blue_M4ge

Plantera
I've been having a lot of fun with this update but, i have a some QoL suggestions:

  • Add a number showing the amount of hp a boss has inside the health bar, The new health bar is great but the only way to see the exact number of health a boss has left is to hover over it with the cursor which is somewhat hard to do with faster moving bosses
1589864270906.png
  • Add numbers above hp and mana when using the new health bar styles
  • Allow us to put accessories that don't show up on players to be put into vanity slots again, for some reason this is not possible any more and i personally don't see why, if anything it just makes inventory management harder since were now forced to put accessories into our inventories.
  • Allow meteorite to be destroyed by explosions again.
 
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Aurora3500

Moderator
Staff member
Moderator
One balance issue I've noticed is that Pumpkin Moon, Frost Moon, and Duke Fishron are all quite a bit harder than the Celestial Pillars and Martian Madness, but have inferior gear. They all come around the same time (Golem is still fairly easy with setup, and they're all post-Plantera).
That is interesting. To me it has always felt like Duke Fishron's gear is important for me in order to even have a shot at the Frost/Pumpkin Moons and Martian Madness. In many of my playthroughs even my own personal Master Mode playthrough which I've been focusing hard on since the update came out, I end up defeating Fishron before Plantera. Before 1.3, they felt like some of the best weapons in the game, possibly because I couldn't really get deep into the Holiday Moons without them in the first place.

I'm interested in experimenting with the Empress of Light's weapons to see how they do during the other events. Unfortunately I don't have a lot of feedback to give on those right now, but given her tier, they should be very close to power in Fishron/Holiday Moon weapons. I am also interested to see if they will be Moon Lord viable.

So far the Hallowed Armor buff which used to be the Titanium armor buff has really made it incredible, perhaps even slightly overpowered. To the point where I feel I might be able to finish the rest of my Master Mode playthrough without even getting any of the Chlorophyte Armors or Beetle Armor. I think the buff is far better suited on Hallowed Armor compared to Titanium. With how Titanium is now, people won't feel the need to have it as part of their build as badly.

The Shadowflame weapons in my opinion have always felt pretty powerful. I'm honestly surprised none of them got nerfed in this update. For general enemies they remain viable even throughout the Hardmode Jungle and even Dungeon and the Knives and Bow can easily take down Plantera on Normal Mode despite being early hardmode weapons. I checked for myself when I used Shadowflame Knives and Hallowed Armor while exploring the Jungle for Chlorophyte and Life Fruit on Master Mode and didn't really die many times.
 

cupnewacup

Terrarian
One of the "competing" suggestions for the Reaver Shark nerf has always been locking it behind a boss. This . . . "would work", but I dislike it from a game design perspective. Why? Because nothing communicates this to you. The Shark just "invisibly" becomes available from a rare fishing source, and no one is any the wiser. While we have a few examples of things happening like that, I don't generally prefer it. The Hardmode transition is one of the only instances of the game where things CHANGE, and people know to expect something new.

The Reaver Shark has been a staple of "skipping most of the first half of the game" for years now, and not in a good way. Despite the insistence that Hellstone isn't that useful, or that surviving the Underworld earns it, I don't think that is the case. Otherwise people wouldn't be doing it. As I said prior, I'd like to explore a Reaver Shark rebalance of some sort. But it won't involve an increase in mining power. I didn't fight for this change only to undo it. If it could mine Hellstone, it may as well have never been changed at all, and I have very strong feelings on that matter.
Locking it behind a boss would be awkward, yes. I never really liked things like Mothron only dropping the Broken Sword Handle (or whatever it's called) arbitrarily after either Plantera or Golem, can't recall which. I wasn't intending to seriously give off the impression that I was behind that method, I was just trying to make an observation about how it would indeed be awkward to try to change it in that way, so I apologize for giving off that impression.

In regards to the choices people make in progression and the negative association with the Reaver Shark skipping a bunch of progression (honestly, I'd say that pre-Hardmode and the earliest of Hardmode is only like, 3/16ths of the game, but that's being pedantic, and Terraria is a big game in the first place), I can only speak for myself and those I've interacted with, so I'll defer to your experiences on the forums. I don't have any more comments to make on that regard that I haven't already stated.

On another note, I think that the summoning class overhaul is great. It felt like the class that was most wanting for one, and you guys delivered in spades; the whips allowing for more direct control over what was attacked felt like something that was missing from the start, and additional options for pre-Hardmode makes it much easier to notice that it's actually a class that exists.
 
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Tyrian3k

Duke Fishron
2. The entire reason that Reaver Shark was nerfed was because it could mine Hellstone. I do understand that it takes away some choices, but this choice was too easy. It was simply too easy to rush to the Ocean, fish up a Reaver Shark, and get the end-gear of pre-HM (as long as you can survive, which many could). In my mind, it was never about Reaver being able to mine Cobalt . . . that had far less impact, IMO, than its ability to mine Hellstone. So in that vein, I do not consider it an overcorrection, because it was a specific correction that did exactly what it was intended to (stop Hellstone sequence break). It simply offered too much progression-skipping for the amount of effort that went into it, and I don't consider fishing rarity to be a balancing factor to that.
I personally think that it would have been better to keep the Reaver Shark as it was before, but lock it behind the EoW/BoC by making it impossible to get before the EoW/BoC has been defeated. That way you have the choice to get your Nightmare Pickaxe or go fish in the Ocean for a Reaver Shark instead with the Fleshcatcher/Fisher of Souls. That would have made it a better choice over the Nightmare Pick, but it wouldn't have been able to mine anything that the Nightmare Pick couldn't in Pre-HM.
But if that's not an option and it does have to stay at lower pickaxe power, it should definitely be a lot faster than Gold or Platinum pickaxes. Otherwise it's simply not worth the effort of going all the way to the ocean to fish it when you could just mine some gold/platinum and have a pickaxe that is actually slightly faster than the Reaver Shark.
 

Cheezegami

Pixel Pirate
Maybe a small thing but I've been trying to get a Zombie Frog summon for a while now, I got over 6 bows and no summons after killing over 20 of them on master mode, at this point we've done EoW which allows you to obtain the Fire Imp staff easily which also probably outclasses it. (Still haven't got it). There seems to be a huge gap between summon weapons early pre-hardmode in that regard. (Since the bee staff is also locked behind queen bee and Queen Bee is mostly fought after EoW)

(I'd consider the Slime Staff but the drop rate is still neglectable) Also the finch staff seems to knock enemies towards the player which has been a nuisance.

That turned out to be a bit more than a small thing. 😆
 
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