Journey's End 1.4.4: Balance Feedback and Discussion Thread

Status
Not open for further replies.
Here you go guys! Hope you enjoy!

- 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.
- The number of NPCs before "crowding" starts has been increased from a town of 3 to 4. 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
 
I didn't notice anything about the negative effect of attack speed on whip range, is this being fixed?

P.S. super psyched about a whole lot of these changes!
 
Can you make the daybreak's explosion damage moonlord's eyes when they close?

One of the main issues with the daybreak is that its DoT mechanic was countered by moonlord's eye closing behavior, it seems this same behavior also counters the new mechanic you gave to the daybreak, whenever the moonlord closes an eye all the daybreak stuck in the eye will explode after the eye closed which prevents the explosion from dealing damage. Considering that moonlord is the main target for a lunar bossing weapon I think the daybreak's match up against it is important.
 
Last edited:
Can you make the daybreak's explosion damage moonlord's eyes when they close?

One of the main issues with the daybreak is that its DoT mechanic was countered by moonlord's eye closing behavior, it seems this same behavior also counters the new mechanic you gave to the daybreak, whenever the moonlord closes an eye all the daybreak stuck in the eye will explode after the eye closed which prevents the explosion from dealing damage. Considering that moonlord is the main target for a lunar bossing weapon I think the daybreak's match up against it is important.

I don't think that'll be possible but I'll ask. :(
 
I might be in the minority here, but I honestly think Charged Blaster Cannon's "free aim" buff is excessive, plus it's very janky and inconsistent, unlike Last Prism's silky smooth aiming. It should at least be toned down to be much slower than Last Prism's rotation speed, if for no other reason than to smooth out the jank and make the weapon more pleasant to use.
 
I love the vast majority of these balance changes, I think almost everything was done perfectly. However, now that I’ve had time to read through again, I have a few thoughts.

-Unholy arrows don’t need to be nerfed. They are already completely overshadowed by Jester Arrows even if Jester Arrows got a larger nerf. Keeping the full damage after piercing on Unholy Arrows would give them a niche that could compete to Jester, without either one completely outclassing each other. It is only 5% though, so not a big deal.

-Betsy’s Wrath damage buff? Yeah, uh. If we’re nerfing the damage of Ichor to 15 (a good change, btw), then Betsy’s Wrath just gets that much better in comparison. Not to mention its massive damage buff by almost *double*. Combined with the debuff, it essentially has a hit damage of 130 now, AND has a powerful synergy with any other weapon. I think it did need a buff due to the difficulty of OOA, but holy. :red:

-Bonuses on Meteor Armor seem a little bit weighty. I mean, I know its to counteract Space Gun, but having 27% damage on a mid pre-Hardmode armor set that was already pretty powerful seems like a lot. It’s worth noting that it was already a good set for general magic items due to having a heavier damage bonus than Jungle. I’d have to play around with it, though.

-Witch Broom was fine where it was tbh. It was already ever so slightly better than UFO by principle of not increasing the hitbox, and was available about a tier or two earlier in progressive. I don’t know if it needs to be any better than the UFO past those.

-Jungle Creeper. Not only are its stats nightmarishly high now, but the Web Spit? In the underground jungle, with moss hornets and turtles that can kill you in two shots? Yeesh. I think jungle had enough annoying problem enemies already.

However, those are all meaningless compared to one specific change that completely ruins everything.

-Quad Barrel Shotgun. Balance is fine, but why the hell is a QUAD barrel shotgun firing SIX bullets?? Literally unplayable.

Love the update, by the way. Great work on balance overall.
 
“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.”

Hell yeah. Literally best update to Terraria.
 
THE CHANGES ARE SO GREAT! I love them, I would want to compliment almost all of them but I don't have time and willingness to do so. I play on ps4 do it wil take a long time until I will get this update but I'm still super excited. And I hope when 1.4 come out on console mam the bugs will be fixed and all the enemies ( that were supposed to be already changed ) resprited. I'm talking about tortoises for example- console had update which added stuff from 1.3.5 but the enemies still have the old look. Imo jungle creepers shooting web are too dangerous. Good work you all and I hope you all are doing great!
 
Last edited:
Bug report: band of regeneration grants +20 mana.

Balance suggestion: In my opinion the drop chance for obsidian rose is too low, especially now that its mandatory for terraspark boots. It's still 2% drop chance in all modes and imps are not really farmable

Edit: Thanks a lot Relogic and especially Leinfors for the update. Most of the balancing in 1.4 and 1.4.1 was very similar or the same as my personal changes in my mod update (waiting for tmodloader update) or otherwise very great. you really are very in touch with the state of the game and the community
 
Last edited:
Here you go guys! Hope you enjoy!


I really love these changes, especially the armor section and I already played some with them. Aside from some adjustments everything seems perfectly patched for the final update.

Though, I know it is not likely or (really) necessary, but the only thing I missed there was the two Moon Lord sentries.

Anyway, I think we all can take these and be satisfied. Great job.
 
I love the vast majority of these balance changes, I think almost everything was done perfectly. However, now that I’ve had time to read through again, I have a few thoughts.

-Unholy arrows don’t need to be nerfed. They are already completely overshadowed by Jester Arrows even if Jester Arrows got a larger nerf. Keeping the full damage after piercing on Unholy Arrows would give them a niche that could compete to Jester, without either one completely outclassing each other. It is only 5% though, so not a big deal.

-Betsy’s Wrath damage buff? Yeah, uh. If we’re nerfing the damage of Ichor to 15 (a good change, btw), then Betsy’s Wrath just gets that much better in comparison. Not to mention its massive damage buff by almost *double*. Combined with the debuff, it essentially has a hit damage of 130 now, AND has a powerful synergy with any other weapon. I think it did need a buff due to the difficulty of OOA, but holy. :red:

-Bonuses on Meteor Armor seem a little bit weighty. I mean, I know its to counteract Space Gun, but having 27% damage on a mid pre-Hardmode armor set that was already pretty powerful seems like a lot. It’s worth noting that it was already a good set for general magic items due to having a heavier damage bonus than Jungle. I’d have to play around with it, though.

-Witch Broom was fine where it was tbh. It was already ever so slightly better than UFO by principle of not increasing the hitbox, and was available about a tier or two earlier in progressive. I don’t know if it needs to be any better than the UFO past those.

-Jungle Creeper. Not only are its stats nightmarishly high now, but the Web Spit? In the underground jungle, with moss hornets and turtles that can kill you in two shots? Yeesh. I think jungle had enough annoying problem enemies already.

However, those are all meaningless compared to one specific change that completely ruins everything.

-Quad Barrel Shotgun. Balance is fine, but why the hell is a QUAD barrel shotgun firing SIX bullets?? Literally unplayable.

Love the update, by the way. Great work on balance overall.

Quick responses here, while I have a moment:
- I'll keep an eye on Unholy Arrow feedback over the next week or two
- Will consider dialing back the damage to some degree, but I don't think I'd fully revert it. Honestly, OOA Tier 3 is so "difficult" on higher modes, I wanted to make these weapons really powerful and worth the effort. A little OP might be alright, IMO.
- If I had ONLY been buffing Meteor, I probably wouldn't have done so, but if you assess it in light of the other Magic armor changes (nerfing Magic Hat/Wizard Hat, and buffing Jungle Armor), I think you'll find that its should improve on a relatively even level. I'll keep an eye on it though. I'll note that the Meteor/Space Gun combo SHOULD be pretty much exactly the same as before, or close to it, while Meteor with other weapons is stronger (and weaker than the original Wizard Hat/Diamond Robe combo by a significant margin still)
- I'm pretty confident in the Witch Broom buff. It was very minor, and just gives it a slight edge.
- Check out old Jungle Creeper's stats compared to Black Recluse's stats, and you'll see why I changed it. Black Recluses spawn in swarms, and are pre-Jungle, while Jungle Creepers are relatively uncommon and HM Jungle only (and thus, a tier after Black Recluses). I think they are in a pretty good place, which is to say, a dangerous Jungle threat like they should be. The old ones were an absolute pushover, comparatively speaking.

As for Quad Barrel Shotgun . . . I'm sorry. I've failed you.

Bug report: band of regeneration grants +20 mana.

Balance suggestion: In my opinion the drop chance for obsidian rose is too low, especially now that its mandatory for terraspark boots. It's still 2% drop chance in all modes and imps are not really farmable

Known issue, we've already fixed the Band of Regen thing (it also impacted Jungle and Molten Armor in other ways)

Will keep an eye on Obsidian Rose feedback over the coming weeks as well.
 
I feel like summoner is significantly less powerful than every other class throughout the whole game. I know that summoners have fewer weapons to begin with, which is fine, It's just that, a ranger, for example, you can reach a far greater "power level" than a summoner before the mechanical bosses. (or at any time) The onyx blaster paired with titanium armor and a few good accessories outperform the spider staff so far it's not even funny. I guess you could make the argument that blade staff + whip is good but its just so rare. IDK, maybe I'm way off here. It's just my opinion.
 
I'm not sure if this is the right place to ask this, but I'm asking here anyway because whip ranges were buffed. (Thanks, they really needed it.)

Whips had farther range if they had lower attack speed, which made the Sluggish and Bulky modifiers useful for increasing range and Legendary almost a curse for shortening it. Was that fixed or is that still a thing and is it a bug or feature? It wasn't mentioned in bugs or weapon changes, but with whip ranges changed, I'm not sure if they didn't mention it or didn't change it.
 
I feel like summoner is significantly less powerful than every other class throughout the whole game. I know that summoners have fewer weapons to begin with, which is fine, It's just that, a ranger, for example, you can reach a far greater "power level" than a summoner before the mechanical bosses. (or at any time) The onyx blaster paired with titanium armor and a few good accessories outperform the spider staff so far it's not even funny. I guess you could make the argument that blade staff + whip is good but its just so rare. IDK, maybe I'm way off here. It's just my opinion.
Having minions doesn't prevent you from using another weapon, what minions are really compteting with are damage boosts to other weapoons.
 
Status
Not open for further replies.
Back
Top Bottom