Weapons & Equip Make the damage bonus from Shroomite Helmet/Mask/Headgear affect ammo as well, not just weapons.

Shаyd

Terrarian
The way it works now greatly reduces the effectiveness of armor with rocket launchers. Besides, at the end of the day, it's just logical.
I don't think it would make the balance worse, since the ammo/arrows don't do much damage anyway, and the armor itself is pretty mediocre compared to the corresponding armor of other classes due to the near-useless set bonus.
 
Not that I hav every used shroomite, but sure.
 
Someone with better knowledge of game balance would have to weigh in, because it could make for a pretty enormous damage increase. But I'm not necessarily against it.
 
As far as balance goes this change is more than okay. Arrows and bullets have low base damage (highest is venom arrows at 19) so the helmets would give like 6-7 damage in the best case scenario (since the shroomite helms are multiplicative), but usually would give 3-4. Rockets are the one spot where this change actually means something (mini nuke I's base damage is a whopping 75, and rocket IIIs have a respectable 65). Currently, the adamantite mask is optimal for rocket weapons since it actually affects the rockets, which make up more than half of their weapons' combined base damage. The adamantite mask gives +14% ranged damage (additive) and +8% critical strike chance, which isn't that much worse than the 5% critical strike chance and multiplicative 15% damage increase that the shroomite helms give. It also would make logical sense that the rocket focused helmet would be the best for using rocket weapons (which currently it isn't).
 
The only thing I'll say about the Shroomite Helmet variant, is that it's not limited to just Rockets/ Missiles, but nearly any Ranger Weapon-Type that doesn't use traditional ammunition [arrows & bullets]. That being the case, it's tough to say if it needs to be buffed or not, because I'd assume Weapon swapping [with Specialty Weapons] would yield great results. I'd honestly have to lab it out though, because I've only used Shroomite in one playthrough, and I did it retroactively - just to see what the big deal was. In my tests it seemed fine, but it's hard to say how it'd feel in/ during a Tier appropriate circumstance. 🤔
 
Shroomite set bonus sucks but the helmet is one of the best pieces in the game

Hybrid armor setups (most frequently the Shroomite Headpiece/Red Riding Dress/Spooky Leggings) yield the best results for DPS. The helmet shouldn't get any more buffs. The best solution for the rocket damage problem is to redistribute the damage between the Launchers and the rockets (Rockets tend to be almost half of the total damage), or at least make the Shroomite helmet specifically affect rockets and no other ammo type.
 
Shroomite set bonus sucks but the helmet is one of the best pieces in the game

Hybrid armor setups (most frequently the Shroomite Headpiece/Red Riding Dress/Spooky Leggings) yield the best results for DPS. The helmet shouldn't get any more buffs. The best solution for the rocket damage problem is to redistribute the damage between the Launchers and the rockets (Rockets tend to be almost half of the total damage), or at least make the Shroomite helmet specifically affect rockets and no other ammo type.
Suppose a player uses Shroomite Armor and accessories to maximize DPS while using Witch's Broom for movement. Suppose he uses Chain Gun, which, due to its low damage and high attack speed, has the highest ammunition impact compared to most ranged weapons (for obvious reasons, of course, not including rocket launchers), and he uses Chlorophyte Bullets as ammunition like any other average player, and he is not invisible.
In this case, the chlorophyte bullets will have 16 damage. If Shroomite Mask increases the damage of the ammo, the damage of the chlorophyte bullets will be 16 * 0.15 = 2.4 ≈ 2 damage units higher. Chain Gun (taking into account the attack speed bonuses) fires 20 shots per second - therefore, this change will increase DPS by only 2 * 20 = 40 units of damage. This is very small and doesn't make a big difference.
 
40 is a lot when you go into the grand scheme of things.. people started armor mixing for similar bonuses.

it only sounds small when you put it in a vacuum like this, but that damage is dealt on top of the already existing damage dealt by the weapon. i'm too tired to get into much higher detail right now (i want to make that lovingly over-detailed calculator at some point but i have been Insanely Busy) though since i'd probably be wrong but an extra 40 dps is akin to an extra 2400 per minute which is... substantial to say the least, when thats something like 5% of the lunatic cultist's hp on expert.

of course this is also getting to be in a theoretical world where defense doesn't exist, and that extra damage starts to matter a lot more when it does lol. realistically though this probably doesn't matter too much since this is ultimately a PvM game that borders on power fantasy - especially at the point of the game this would matter in - but it is still a much more significant increase in damage dealt than it initially seems to be

realistically speaking i otherwise don't feel that strongly about this, it's a substantial change but it's not substantial enough to ruin the game's balance when at this point in the game everyone has access to infinite flight and almost everyone has access to a screen-wide damage button that ends up turning encounters into just kiting around the world unless you're in a hyper-specific setup or challenge run. whatever is the most fun is where my allegiance lies. the average player is NOT mixing and matching armors for maximum dps, they're just putting full shroom on and pew pewing or using hallow for the rest of the game.

The best solution for the rocket damage problem is to redistribute the damage between the Launchers and the rockets (Rockets tend to be almost half of the total damage)
or just do this. lets be real, the rockets are mostly just considered by their AoE or griefing potential with most players

i'm going to stop editing this post and go to bed now though since i need sleep more than i need the devil on my shoulder talking me into making the TerraCalc google sheet at 3am on a work night
 
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40 is a lot when you go into the grand scheme of things.. people started armor mixing for similar bonuses.

it only sounds small when you put it in a vacuum like this, but that damage is dealt on top of the already existing damage dealt by the weapon. i'm too tired to get into much higher detail right now (i want to make that lovingly over-detailed calculator at some point but i have been Insanely Busy) though since i'd probably be wrong but an extra 40 dps is akin to an extra 2400 per minute which is... substantial to say the least, when thats something like 5% of the lunatic cultist's hp on expert.

of course this is also getting to be in a theoretical world where defense doesn't exist, and that extra damage starts to matter a lot more when it does lol. realistically though this probably doesn't matter too much since this is ultimately a PvM game that borders on power fantasy - especially at the point of the game this would matter in - but it is still a much more significant increase in damage dealt than it initially seems to be

realistically speaking i otherwise don't feel that strongly about this, it's a substantial change but it's not substantial enough to ruin the game's balance when at this point in the game everyone has access to infinite flight and almost everyone has access to a screen-wide damage button that ends up turning encounters into just kiting around the world unless you're in a hyper-specific setup or challenge run. whatever is the most fun is where my allegiance lies. the average player is NOT mixing and matching armors for maximum dps, they're just putting full shroom on and pew pewing or using hallow for the rest of the game.
40 DPS is 40 DPS, and don't make it sound like it's a lot.
A player at that stage has 2000+ DPS.
 
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In this case, the chlorophyte bullets will have 16 damage. If Shroomite Mask increases the damage of the ammo, the damage of the chlorophyte bullets will be 16 * 0.15 = 2.4 ≈ 2 damage units higher. Chain Gun (taking into account the attack speed bonuses) fires 20 shots per second - therefore, this change will increase DPS by only 2 * 20 = 40 units of damage. This is very small and doesn't make a big difference.
If chloro bullets have 16 damage you have 78% increased damage. With that build chain gun with shroomite mask and chloro bullets has 79 dps, after this change it goes to 81, a 3% increase to the total

Lets take tsunami now, a weapon with much more balanced stats. With ichor arrows and the same build it has 137 damage. After this change, 141. Also a 3% increase

So safe to say this is about 3% more dps no matter the weapon. As Millie said people minmax setups to get differences like these. It doesnt need to be a gamebreaking humongous increase to be an unnecessary buff, especially when there is a simpler alternative with no balance implications
 
What? Do you mean "damage"?
If chloro bullets have 16 damage you have 78% increased damage. With that build chain gun with shroomite mask and chloro bullets has 79 dps, after this change it goes to 81, a 3% increase to the total

Lets take tsunami now, a weapon with much more balanced stats. With ichor arrows and the same build it has 137 damage. After this change, 141. Also a 3% increase

So safe to say this is about 3% more dps no matter the weapon. As Millie said people minmax setups to get differences like these. It doesnt need to be a gamebreaking humongous increase to be an unnecessary buff, especially when there is a simpler alternative with no balance implications
I don't know what you're talking about at all.....
 
79 dps was a typo, yet you figured out i meant damage anyways.

With your build chloro bullets have 16 damage. Chloro bullets have 9 base damage, so you have a 78% damage increase.

Chain gun (31 base damage) with a 78% damage increase and the 1.15x multiplier has 63 base damage. Add the 16 damage from Chloro bullets and we get 79. If the Chloro bullets also get the 1.15x damage, we have 81 damage total.

81 is 3% more than 79, so this change is 3% more total damage. Fire rate and crit chance are the same with and without this change, so the total dps increases by 3% after this change.

We do the same math with Tsunami (53 base) and ichor arrows (16 base), we still get a 3% increase to the total. So this change to the shroomite helmets is about a 3% dps increase.

Being small doesnt change the fact its an unnecessary buff to the best helmet at the tier, and the goal (making Rocket launchers worth using with Shroomite Helmet) has a simple alternative that doesnt come with any powercreep.
 
Being small doesnt change the fact its an unnecessary buff to the best helmet at the tier, and the goal (making Rocket launchers worth using with Shroomite Helmet) has a simple alternative that doesnt come with any powercreep.
Simple alternative is to make the mechanics even more convoluted?
Generally speaking, from a balance standpoint, I don't give importance to headpieces specifically, but to armor in general (which I actually think is the worst among all endgame armor sets), but specifically headpieces might actually be quite powerful as it is. On the other hand, I still don't think it's that critical.
 
There was a video of Terraria YouTuber TerraSteel. He explained this problem and here I am, commenting here so this Thread will go become relevant again.

Complete Support.
 
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