I like the current crafting costs of the True Excalibur and True Night’s Edge, but I am concerned that the current requirements may be excessive. Currently the cost to craft the True Night’s Edge requires 20 of each boss soul, which has a considerable impact on how many times you need to defeat each boss. But the amount of Chlorophyte Bars required to craft a True Excalibur I find even more concerning – it requires 24 bars, which is twice the amount required for the other Chlorophyte melee weapons. With that amount, you could craft a Chlorophyte Claymore and Chlorophyte Saber both. (It’s the same investment needed to craft a Chlorophyte Plate Mail.) When the Chlorophyte requirement is that steep, there’s absolutely no reason you’d ever use Chlorophyte to make the other melee weapons. The idea may have been to have the pure Chlorophyte melee weapons be relatively cheaper to make, but there’s no incentive to do so when the True Excalibur completely outclasses them. So either way you’re better off saving up for a True Excalibur, and this only has the effect of raising melee’s Chlorophyte crafting requirement.
This is how I would revise the crafting requirements:
True Night’s Edge
– Soul of Fright (10)
– Soul of Might (10)
– Soul of Night (10)
– Soul of Sight (10)
True Excalibur
– Chlorophyte Bar (12)
– Soul of Light (15)
While this does free up some resources, it does not fix the issue with the Chlorophyte Claymore and Chlorophyte Saber being underpowered – you still wouldn’t want to make them in the first place. Both of these weapons need buffs to make them valid alternatives to the True Excalibur at this tier.
STATS COMPARISON
Weapon | Damage | Autoswing | Knockback | Critical chance | Use time | Velocity | Projectile behavior | Projectile piercing | Notes |
Chlorophyte Claymore | 80 | No | 6 | 4% | 26 | 8 | Shoots out a green orb that travels in an arc. Is affected by gravity. | Unlimited piercing. | Projectile only travels a far distance when thrown horizontally. |
Chlorophyte Partisan | 49 | No | 6.2 | 4% | 23 | 5 | Throws out a spore cloud that travels a short distance, dealing continual damage to enemies caught within it. | Unlimited piercing. Can pass through walls. | Has extremely long reach. |
Chlorophyte Saber | 48 | Yes | 4 | 4% | 16 | 8 | Throws out a spore cloud that travels a short distance, dealing continual damage to enemies caught within it. | Unlimited piercing. Can pass through walls. | Effective range is extremely short compared to the Partisan, as the cloud emerges from the character instead of the spear tip. |
True Excalibur | 70 | Yes | 4.5 | 4% | 16 | 11 | Fires a fast-moving blade of light. | Can pierce through 1 enemy. | Light beam travels faster and farther than spore cloud. |
We see here that the True Excalibur wipes the floor with the Chlorophyte Saber in nearly every category. It did so even before its buff, but now these weapons are in direct competition. Unlimited piercing matters very little when the range of that piercing is so limited. Compared to the True Excalibur, its damage is paltry. It needs increased damage and further distance on its projectile.
The Chlorophyte Claymore has higher base damage than the True Excalibur, but its use time is slower by several magnitudes, and the way its projectile functions is deeply unreliable. The sword requires considerable buffs to use time and damage before it can be considered remotely good. (Ideally its projectile behavior would also be improved, but I suspect that ship has sailed.)
The Chlorophyte Partisan is the one other viable weapon on this list, due to its long reach and unlimited piercing. Potentially, it could benefit from a slight use time buff (although the Mushroom Spear should then get one as well).
TWO UNRELATED SUGGESTIONS
1. Give the Spider Staff minions local immunity. Currently, only Spider minions of the same type conflict with each other, but Spider minions of different types don’t interfere with each other’s attacks. Since the three spider types are different entities, it’s impossible to give them true static immunity. However, the current way the weapon works is extremely unintuitive, and punishes players based entirely on luck, as all but a tiny minority of players won’t realize why the weapon sometimes performs better than other times. This change also remove the need to tediously re-summon minions to get the optimal distribution. The staff is already 50% of the way to local immunity just because of how the weapon is implemented. It should just be given local immunity, so that this weird, unintuitive quirk is done away with. If it needs a slight damage nerf of one or two points afterwards, it’s a worthy price.
2. I have a proposed fix to the weird critical hit issue with the Nimbus Rod, where you can boost the cloud’s critical hit chance by switching to a different weapon. Since it’s hardcoded into the engine that critical hit chance is based on the weapon you are holding, the root issue cannot be resolved easily. But since this issue disproportionally impacts the Nimbus Rod, I suggest that it be treated the same way as summons, and lose its ability to deal critical hits. To compensate, its damage should be buffed by 20-30% – that way, instead of dealing 100% more damage X% of the time, its dealing X% more damage 100% of the time. This is much more simple and intuitive, and improves the weapon for the majority of players who are unaware on this strange quirk of the system – and therefore will never be able to capitalize on its max potential DPS.