0. Scourge of the Corruptor’s DPS by 15%, tiny eaters’ velocity and Rainbow Gun's immunity type
1. S.D.M.G.
Is still slightly inferior to the Last Prism in damage, even with Luminite Bullets and with Vortex Stealth. The difference is 20% (28 sec. vs. 23 on JMFTW EoL, so with JMFTW Frost moon score).
Suggestions: damage increased from 85 to 100.
2. Last Prism
Add knockback (to make Mythical modifier obtainable).
3. Sky Dragon's Fury
Add knockback to Electrospheres.
4. Bananarangs
Increased drop chance up to 50+%.
Now drop in the quantities of more than 5.
5. Nail Gun.
Now it is only 5-10% better than Stynger, which is absolutely fine. However, it is rare and Nailheads are absolute nightmares to deal with. Realistically speaking, it is a well post-Golem drop.
Suggestions: buff damage from 80 to 100 just to make sure it is a viable option for post-Golem events (to compensate for that rarity, but not more).
6. Raven Staff.
Great minion after 1.4 buffs, but still struggles to keep up with fast characters. Return mode just takes too long.
Suggestion: increase return velocity.
7. Coin Gun.
Gold and Platinum ammo should pierce. 2-3 enemies for Gold and Infinitely for Platinum.
8.Flamarang.
Base damage increased from 32 to 40. Return velocity doubled.
9. Chain Gun.
It is a good idea to increase ammo efficiency and slightly decrease defense reliability.
As the fastest gun in the entire game (3 UT with Rapid modifier) it absolutely devours your ammo. Competing Xenopopper from Martian Madness event doesn't have such issues and has 15% higher real DPS, thanks to higher base damage. Additionally, since its best modifier is Rapid, it doesn't recieve 15% damage bonus from Unreal, like Xenopopper.
Suggestions: chance not to comsume ammo buffed from 50% to 75%. Base damage increased from 31 to 34.
10. Terrarian.
It's unique projectiles do not add to the total DPS. Yes, thats just like that. Everything hits 6 times per second.
Suggestions: Make projectiles non-piercing (the yoyo itself already pierces). Projectiles now deal only 50% of base damage to compensate.
11. Solar Eruption.
Being hyped as the best pillar weapon for years, it didn't age really well. ML wall cheese is dead in 1.4, Starlight with Terra Blade beat Solar Eruption at a point blank range. From the "safe" range, when you hit with the tip of the spear, you have... 1500 DPS. Terra Blade has no range issues and deals 2500. (2000 assuming likely upcomoing nerf). Range makes is a poor event choice. Influx Waver ad Terra blade beat it in moon events by more than 30%! Even Seedler + Rainbow gun are pretty much equal.
Suggestions: point-blank damage buffed by 25%, DPS falloff with range is less strict.
Debuff is stronger: an increase from 25 to 50 per tick.
12. Flairon.
Buff bubble lifetime and velocity by much. TRAE project mod did exactly that and it works wonderfully (alongside with new flail mechanics)
Simpler suggestions: velocity is tripled, projectiles can now bounce and have increased life time.
13. Possessed Hatchet.
It has lowly 380 base dps, compared to Heat Ray's 480 (+ Spectre mask bonus) and Tactical Shotgun's + Chlorophyte 420 DPS. Otherwise Hatchet is a very good weapon for bossing.
Suggestions: damage increased from 80 to 110, to make its base DPS equal to 500.
14. Star Wrath.
It should act like Lunar Flare in terms of block pierce. Projectiles should not pierce enemies (or should, but not with global immunity). Stars fall vertically, so they rarely hit more than one enemy.
Suggestions: remove i-frames from stars, make then fall through blocks
14.5. Meowmere.
Change projectile immunity type, as with Star Wrath.
15.Spirit Flame.
An exceptionally rare weapon to obtain, which still shows itself slightly worse than Crystal Serpent or Sky Fracture. Flames are the key reason, they get destroyed in confined spaces and can't chase Twins and QS reliably.
Suggestions: Buff homing velocity by a bit, make flames travel through blocks.
16.Shadowbeam Staff.
These changes are designed to make Shadowbeam Staff more viable on single enemies, while not hurting its CC potential.
Suggestions: greatly increase base damage (from 60 to 100), but heavily penaltise piercing (e.g. 30% of diminishing returns for each bounce/pierce).
If possible, make it smart-bounce.
17. Spectre Staff and Inferno Fork.
Add block penetration (optionally), like that of enemy variants of these weapons.
Add autofire to Inferno fork and buff velocity of fireballs.
18. Magnet Sphere.
It is not worth switching to it in its current state... Unlike some people say.
Key reasons: detection range, slightly low-ish DPS, projectile life time and the fact that it is destroyed by blocks.
Suggestions: Fire rate cooldown is reduced from 9 to 7. Range is doubled, Sphere Lifetime is doubled too, Sphere can’t be destroyed by blocks (or may even bounce from walls).
19. Meteor Staff.
Currently has an outrageous mana consumption of 78 m/s. For comparison, Last Prism with focused beam has 72 m/s.
Suggestions: mana cost reduced from 12 to 4 (per each cast). Sounds as a huge buff, but on practice, this is exactly what we need.
Or: Mana cost is reduced down to 8, but damage is buffed from 50 to 60-65.
20. Quad-Barrel Shotgun. Was overnerfed in 1.4.1.
On practice, 2 extra bullets per shot never hit their target, and snail use time makes it painful to use in general. Total DPS is not high either. It kills WoF (meteor shot) slower than all 3 bows and Phoenix Blaster.
Suggestions: now shoots 4 bullets per shot instead of 6, but with less spread.
Use time buffed from 55 to 40. Damage increased from 17 to 20.
21. The Undertaker
Is so much inferior to Musket.
About half as less DPS and has no autofire.
Suggestions: Now autofires. Damage buffed from 15 to 20. Use time is now 18 instead of 23.
22. Chain Guillotines
In their current state they are outclassed by all yoyos and especially Flying Knife or Life Drain in mobbing, and by Crystal Serpent and Sky Fracture in bossing. Partially due to small range, but lack of DPS drags the weapon down too.
Suggestions: Range increased by 30%. Damage buffed from 59 to 75.
23. Gladius
You may not believe, but it is worse than gold and platinum shortswords in all respects. Lack of KB can’t keep enemies at bay, and damage is equal to that of silver shortsword.
Suggestions: KB increased from 0.5 to 3 or more.
Damage increased from 15 to 20.
Use time buffed from 21 to 15.
24. Candy Corn Rifle
Increase single-target damage by 20-25%.
Chain Gun with HV is currently superior in crowd control, and is 50% (or more) better on single targets.
Projectiles are affected by gravitation a bit too strong, it really hurts EoL performance.
Suggestions: bullets are less affected by gravity, damage buffed by 20%.
25. Elf Melter
Make it pierce infinitely (currently it hits 5 enemies or so), significantly increase single-target damage.
Suggestions: infinite pierce should be added and base damage increased from 60 to 80.
26. Flamethrower
Currently has sub-optimal single-target damage. Increase it by 20%.
Suggestions: damage buffed from 35 to 45.