sharkman0101
Spazmatism
Defense does increase on Expert, but I believe it doesn't increase anymore on Master because it'd make far too many weapons nonviable due to the creep enemy defense would have.
Normal Desert | Corrupt Desert | Crimson Desert | Hallowed Desert | |
Mummy | 50 | 60 | 60 | 55 |
Ghoul | 50 | 60 | 64 | 54 |
Sand Shark | 50 | 60 | 64 | 54 |
Nice samples Namewise I think "Prominence" and "Milky Wave" would be far better names as Sunray and Stardust Membrane are kind of bland compared to existing pillar weapons. And I think the Milky Way Weaver has the perfect movement pattern as it stretches out for basing a whip off of it.A spear definitely sounds better than a sword. I've actually completely forgotten their existence... whoops. Maybe give it an alt-fire that allows it to block enemy hits and reflect projectiles for an extended amount of time? Maybe also make it get the Striking Moment buff on every deflection and parry. Sounds overpowered on paper but you need to actually land the hit, and its base damage can be reduced to not be as strong.
Sunray
Fires one solar flare (Drakomire's style) that home into enemies and deal 200% of the weapon's damage, pierces and stays on screen for 5 seconds or until it has hit an enemy 5 times. The spear should be able to damage enemies that have been hit by the piercing solar flare, neglecting iframes. The solar flare does not get the striking moment buff.
75 damage (450 (spear) + 900 (solar flare) = 1350 theoretical DPS before crits, raises to 3150 DPS with Striking Moment always active. (upper limit))
22 use time, autoswing
5 knockback
14% critical hit chance
Compared to other solar weapons, Daybreak's DPS is around 1362.5, Solar Eruption's is roughly 1360 DPS
Whereas for the ranged weapon, a Blackhole Launcher really seems like an excellent pick. I don't really see another idea for a celestial themed rocket launcher.
Can I also attract your attention to the fact the ranger class has literally 0 accessories that increase rocket damage or add functionality? They should add a "Laser Tracker" accessory, dropped from the skeleton commando, that allows you to turn your rockets into homing ones that will travel to & orbit your cursor, similarly to the Magic Missile. There will be problems to such an implementation because of the fact that some launchers' projectiles are affected by gravity. Cough celebration 2. I understand the grenade launcher, the very first you will probably unlock but the end-game launcher, really? Maybe make the projectiles not affected by gravity instead of being homing.Blackhole Launcher
Fires a slow moving black hole with an accretion disk (on the equator) which fires a gamma ray burst of light every second on the poles dealing high damage to anything that comes by, and also high temperature dust clouds that scorch enemies, this time not restricted by the black hole's alignment. Enemies that are near it are attracted to the black hole, dealing massive damage in the process. You can see this as an upgrade to the Magnet Sphere.
10 damage (Note: I've calculated the DPS completely based on the Rocket 1. If you use other rockets, it may be higher.)
30 use time, no autoswing.
- Upon firing the launcher, a black hole is emitted with its equator parallel to the gun's alignment.
- The black hole will weakly attract every mob in the vicinity, dealing 150% of the gun's total damage every 6 ticks once the mob is inside of it. (750 DPS). The black hole's size is equal to the Magnet Sphere with Rocket 3s, and is smaller with Rocket 1s.
- The black hole's accretion disk deals 100% of the gun's total damage to the enemies, dealing damage every 6 ticks. (500 DPS) The accretion disc is parallel to the equator and extends up to 2 times the black hole's length.
- The black hole will emit slow moving homing particles at nearby enemies every 6 ticks, dealing 50% of the gun's total damage. (250 DPS)
- The black hole will emit gamma ray bursts parallel to its poles every 60 ticks, dealing 500% of the gun's total damage (500 DPS)
- The black hole disappears after 15 seconds, or when a new one is created. If it has been fired with a rocket that doesn't destroy tiles, it will bounce off normal blocks. Otherwise it will destroy them.
0.6 velocity (Magnet Sphere's is at 1.2 velocity)
2 knockback
4% critical hit chance
The mage weapon is a tough one. His celestial weapons are especially hard to conceptualize because he doesn't really need a 3rd pick, and he's a mage, so anything can be part of the equation. For this reason I'm going to skip him.
The summoner would really benefit from a celestial whip, though. How about a Stardust Membrane?
Stardust Membrane
Not much to say here. It's a whip.
150 damage
30 use time
12 velocity
Inflicts "Celled" on hit, tag duration lasts for the entirety of "Celled" debuff + 4 seconds by default
15% summon tag critical hit chance
This is it for today, inventing is fun but tiresome. Criticism is welcome. And yes I know that there will probably be no more content for Terraria, but it's nice to think of the ifs sometimes.
Which reminds me, golden lock boxes are still not placeable like how crates are and that makes me sad.golden lock boxes
Also There is the awkward missible status of the Cascade which either clogs up your inventory prehardmode or is unobtainable. I propose that Cascade could be changed to be crafted from Valor +10-20 Hellstone Bars this would fix both issues.
While less important further inventory clogging issues with Yelets in the post mech Jungle could be resolved by making Yelets crafted say via Amazon+Turtle Shell +5-10 Chlorophyte bars. Would still be at the same point of progression but I wouldn't be picking up 30+ of them while in the Jungle >_>
To the people talking about a Cursed Inferno buff, it's quite possible there is a bug halving its DPS (Leinfors may confirm this finding).If its not doing enough damage, it may be a code issue, I'll look into it. I'm not going to say that 24/30 is "enough", but there is something to be said for iterations. This build was an experiment that increased their damage. Consequently, I was forced to raise the enemy damage (apparently that is non-negotiable) in turn, and for every buff to them I continue to add, enemy variants will have to increase in turn. I've already reduced durations somewhat to account for that, but anything further would be a straight buff to certain enemies. So that is something to be considered.
I'd like to look into increasing it further, but I feel that the 24/30 step is a good middle ground for starters. "Better" is always an improvement, even if its not "Perfect".
Can't you just research bloody tears/solar tablet fragments?I suggest making RNG dependent events (Blood Moon, Solar Eclipse) able to be spawned at will in Journey Mode, through the powers menu, after having it happen once already. This would alleviate a lot of annoyance, especially for summoners
Can't you just research bloody tears/solar tablet fragments?
To the people talking about a Cursed Inferno buff, it's quite possible there is a bug halving its DPS (Leinfors may confirm this finding).
For the second situation, the easier solutions beckon for some kind of crafting ingredient or a True version of the Terra Blade. This will obviously get turned down, so let's brainstorm for a new idea. To resolve a problem we must address its root cause. You generally acquire the Terra Blade after grinding one or multiple solar eclipses, and you generally craft the two True swords at the same time. This is a problem. You cannot separate the sword tiers if they are literally crafted the exact same day. The solution seems to ask to make the broken hero swords rarer. This is my take on how it could be done:On review, yes, Cursed Inferno and Venom are doing half as much as I had intended them to do. They are still buffed substantially from how much they WERE doing, but the code has a 2x divider on DoT effects that was unclear to me, so the end result is less than expected.
This should be remedied in the next patch.
On an unrelated note, I have two particular scenarios that I'd be interested in ideas/solutions for. One of them has already been discussed heavily in this thread, though I'm not 100% satisfied with the ideas proposed, and the other is new.
So,
Situation A:
Band of Starpower is a fairly critical piece of many mage build tinkers, but is more or less Corruption exclusive, with the only way to get it being Hardmode-Graveyard seeds and fishing it up out of a Biome Crate (pretty significant hoops to jump through).
Goal:
Find a clean way to offer cross-world access to it that would also allow symmetrical application to the Panic Necklace.
Limitations:
- Can't require the addition of new items
- Ideally wouldn't remove the Band of Starpower from the Shadow Orb loot pool
- Can be symmetrically applied to Panic Necklace
- If its locked to Hardmode, its barely an improvement on the current method, so that is likely not a great solution
- Whatever solution is made here is not likely to be applied to the rest of the Corruption/Crimson alternates. This is exclusively oriented at the Band of Starpower (and the Panic Necklace due to symmetry).
There have been a lot of ideas tossed around in the thread, including putting it in Gold Chests, putting it in Sky Chests, making it craftable, etc. Right now, none of them feel quite right. I know "where I want to get to", but I'm not satisfied with a quality solution to doing so, and if we can't find an ideal solution, then it might not be something that we can do.
Situation B:
Terra Blade, True Night's Edge, and True Excalibur are fundamentally difficult to balance as a result of their source and tiering. On paper, they are the exact same tier, because once you get both of them, you can immediately upgrade to Terra Blade. This means that the Terra Blade can't be "as good as it deserves" because its actually the same tier as the True Swords, which limits it. It also means that the True Swords can't be as good as THEY deserve, because you need to reserve "upward mobility" for the Terra Blade. All 3 weapons suffer for it.
But that's not the only problem. Technically speaking, their tier is post-Mech. You can get these weapons as soon as you've beaten the 3 mechs. However, it is HEAVILY RNG locked, with Solar Tablets being locked to just before Golem. This is highly problematic, because if I balance them for post-Mech/pre-Plantera, they aren't strong enough when you are LIKELY to get them. But if I balance them for pre-Golem/post-Golem, then they are WAY too strong if you get them early. So, with that all said!
Goal:
1. Separate the tier of the Terra Blade from the True Swords. The True Swords should be unlocked at an earlier tier than Terra Blade, so that they do not immediately upgrade into it. This allows all 3 weapons to fulfill their own niches and have room to grow and stand on their own.
2. Figure out a solution to the Broken Hero Sword/Eclipse situation, so that the "tier" of the weapon isn't smeared across 2 and a half in-game tiers.
3. Ultimately, Terra Blade should be stronger than it is, but it is difficult to just buff it while it is currently hamstrung by the two issues stated above. Resolving the above two issues will allow me to buff Terra Blade, and probably both of the True Swords as well.
Limitations:
- It is unlikely that a new item will be added to allow for the crafting here
- True Excalibur's unlock must be, at minimum, post-3-mech, but the easier it is to unlock, the less room it has to grow over Excalibur
- The more space put between Terra Blade and the True Swords, the more they can stand apart
- Broken Hero Sword is not going away, but a sufficiently compelling argument could be made to see it moved to a different source. It could theoretically be only used for Terra Blade, and not for the True Swords.
I've done a lot of brainstorming on both of the above and I'm just not satisfied with any of the solutions we've come up with. Most of them have logistical issues that either make them ineffective at accomplishing the intended purpose, or mean they are likely to be turned down by Redigit.
I'm interested in any ideas you guys have to offer.
I think it would be simple to make Dryad (or any other npc really) sell them after Brain/EoW have been defeated.Situation A:
Band of Starpower is a fairly critical piece of many mage build tinkers, but is more or less Corruption exclusive, with the only way to get it being Hardmode-Graveyard seeds and fishing it up out of a Biome Crate (pretty significant hoops to jump through).
Goal:
Find a clean way to offer cross-world access to it that would also allow symmetrical application to the Panic Necklace.
Limitations:
- Can't require the addition of new items
- Ideally wouldn't remove the Band of Starpower from the Shadow Orb loot pool
- Can be symmetrically applied to Panic Necklace
- If its locked to Hardmode, its barely an improvement on the current method, so that is likely not a great solution
- Whatever solution is made here is not likely to be applied to the rest of the Corruption/Crimson alternates. This is exclusively oriented at the Band of Starpower (and the Panic Necklace due to symmetry).
There have been a lot of ideas tossed around in the thread, including putting it in Gold Chests, putting it in Sky Chests, making it craftable, etc. Right now, none of them feel quite right. I know "where I want to get to", but I'm not satisfied with a quality solution to doing so, and if we can't find an ideal solution, then it might not be something that we can do.
Yeah, the best solution I have is to make True Excalibur and True Night Edge be crafted from all three mechanical souls, and make the Mothron spawn post-Plantera (in line with its other drops), finally, make Terra Blade include broken hero sword in its crafting.Situation B:
Terra Blade, True Night's Edge, and True Excalibur are fundamentally difficult to balance as a result of their source and tiering. On paper, they are the exact same tier, because once you get both of them, you can immediately upgrade to Terra Blade. This means that the Terra Blade can't be "as good as it deserves" because its actually the same tier as the True Swords, which limits it. It also means that the True Swords can't be as good as THEY deserve, because you need to reserve "upward mobility" for the Terra Blade. All 3 weapons suffer for it.
But that's not the only problem. Technically speaking, their tier is post-Mech. You can get these weapons as soon as you've beaten the 3 mechs. However, it is HEAVILY RNG locked, with Solar Tablets being locked to just before Golem. This is highly problematic, because if I balance them for post-Mech/pre-Plantera, they aren't strong enough when you are LIKELY to get them. But if I balance them for pre-Golem/post-Golem, then they are WAY too strong if you get them early. So, with that all said!
Goal:
1. Separate the tier of the Terra Blade from the True Swords. The True Swords should be unlocked at an earlier tier than Terra Blade, so that they do not immediately upgrade into it. This allows all 3 weapons to fulfill their own niches and have room to grow and stand on their own.
2. Figure out a solution to the Broken Hero Sword/Eclipse situation, so that the "tier" of the weapon isn't smeared across 2 and a half in-game tiers.
3. Ultimately, Terra Blade should be stronger than it is, but it is difficult to just buff it while it is currently hamstrung by the two issues stated above. Resolving the above two issues will allow me to buff Terra Blade, and probably both of the True Swords as well.
Limitations:
- It is unlikely that a new item will be added to allow for the crafting here
- True Excalibur's unlock must be, at minimum, post-3-mech, but the easier it is to unlock, the less room it has to grow over Excalibur
- The more space put between Terra Blade and the True Swords, the more they can stand apart
- Broken Hero Sword is not going away, but a sufficiently compelling argument could be made to see it moved to a different source. It could theoretically be only used for Terra Blade, and not for the True Swords.
I've done a lot of brainstorming on both of the above and I'm just not satisfied with any of the solutions we've come up with. Most of them have logistical issues that either make them ineffective at accomplishing the intended purpose, or mean they are likely to be turned down by Redigit.
I'm interested in any ideas you guys have to offer.
In addition to the three mechanical souls, True Excalibur could use Souls of Light, and True Night's Edge could use Souls of Night. Light Shards and Dark Shards are another possible material.I think it would be simple to make Dryad (or any other npc really) sell them after Brain/EoW have been defeated.
Yeah, the best solution I have is to make True Excalibur and True Night Edge be crafted from all three mechanical souls, and make the Mothron spawn post-Plantera (in line with its other drops), finally, make Terra Blade include broken hero sword in its crafting.
I did like to keep the crafting simpler still, but good.In addition to the three mechanical souls, True Excalibur could use Souls of Light, and True Night's Edge could use Souls of Night. Light Shards and Dark Shards are another possible material.
The true swords could also include Chlorophyte Bars in their crafting recipes, in addition to or instead of using the three mechanical souls.
The true swords could also include Chlorophyte Bars in their crafting recipes, in addition to or instead of using the three mechanical souls. This would require some additional effort beyond just defeating the three mechanical bosses.
Can't you just research bloody tears/solar tablet fragments?