Game Mechanics Melee speed needs a change

Yousef the H

Terrarian
melee speed kinda sucks, here's why :
first of all it only affects true melee swings, which means for any weapon that isn't :

terrablade, night's edge, true night's edge, blade of grass, and the two spears with projectiles

it straight up does nothing to increase your potential damage, it only increases :

velocity for projectile weapons
size for some weapons and string length for yoyos
and what's even more absurd is that when you use a weapon such as the flying dragon, you could straight up lose damage because of projectile cooldown not lining up with your swings causing you to lose out on the projectile, likely reducing DPS as your true melee is too small in range to matter

my idea : make melee speed work as a "projectile cooldown reduction%" where for every 1% melee speed you have you have 1% less projectile cooldown, however to make this less broken it should have diminishing returns

let's say you have a projectile cooldown of... 30 frames like frostbrand, you get an armor piece with 15% melee speed, and your set bonus provides you with 10% melee speed
what would happen is that you get 15% projectile cooldown time reduction of the 30% which is = to 25.5, only then would the new 10% melee speed from the set bonus work on the 25.5 frames which would then = to 21.675 frames, i think this might be too powerful still so maybe every 1% melee speed is 0.1% less projectile cooldown, it might sound too little by then but you get a *lot* of melee speed especially by late game

also for projectile weapons such as daybreak or shadow flame knife you should get some sort of faster firing speed instead of just velocity, it just makes the entire set bonus of offensive beetle kinda bad because your two main weapons by then -day break and solar eruption- don't benefit from melee speed damage wise which just makes them feel weak to use sometimes even with their absurd damage

the weapons like terrablade would've been sort of bad if melee speed didn't affect them much, as if it worked like the flying dragon terrablade would've been sort of bad at its stage requiring some sort of base damage buff

another weapon that would benefit very nicely and i would enjoy using with this is flying dragon, it gets 0 benefit from melee speed on its projectile making it so as mentioned, you could lose some dps if you don't line up your swing speed with your projectile well enough

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i've done some testing, melee speed sucks even more here's why 2.0 :

all whips gain some faster swing speed with melee speed, making it a good choice to use feral claws with summoner... issues? no issues. melee speed is almost straight up better on a summoner than it is on melee class itself

terrarian gets around 6 more tiles with fire gauntlet and full solar armor (i think around 40-50% melee speed i can't remember now) which is super tiny for the longest yoyo which means it ain't worth it for that

the velocity you gain from the melee speed is OK at best, allowing daybreak to shoot at moonlord from nearly off screen if you have enough melee speed, but that's still bad because you lose out on both survivability *and* damage for some slightly extra consistancy, AS THE TANKIEST CLASS IN THE GAME.

i rest my case, please at least amplify melee speed's bonuses to those weapons IT'S JUST SO BAD
 
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I think what you're referring to is hyperboloc scaling;

The formula for an affected statistic is the reciprocal function : f(x)=1−1/(1+a∙x), where a is the effect of one item and x is the number of items.

For example, a 15% melee increase is a = 0.15 -- so with 10 15% increases, the melee speed would be equal to 1−1/(1+0.15∙10)=1.5/2.5 or a 60% increase. Once 223,696,201 15% increases are stacked, the melee speed increase becomes 100% due to the limitations of floating point numbers. Interestingly, using this equation when x is 1, you end up with a 13.04% melee speed increase as opposed to a 15% melee speed increase.

(Thank you ror2 wiki.)

Otherwise, yeah i agree! i think this would be a cool change.
 
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I agree with amplifying the benefit of yoyos and some other stuff but overall think current way is more interesting because it gives more variation to melee builds and it rewards players for using true melee. I'm not talking about true melee locked challenges but true melee playstyle like using True Excalibur to kill plantera.

About the variation If you're using a weapon that doesn't benefit much from melee speed it makes sense to invest more on damage and defense like crafting defensive beetle armor instead of offensive one.
 
I agree with amplifying the benefit of yoyos and some other stuff but overall think current way is more interesting because it gives more variation to melee builds and it rewards players for using true melee. I'm not talking about true melee locked challenges but true melee playstyle like using True Excalibur to kill plantera.
this variation to builds is caused by melee speed simply being not worth it in comparison to other things, i just want it to do something more than it currently is because it's just in a somewhat useless state excluding terrablade
About the variation If you're using a weapon that doesn't benefit much from melee speed it makes sense to invest more on damage and defense like crafting defensive beetle armor instead of offensive one.
that's the thing though, most weapons want you to use damage/defense over melee speed every time, which just has it in the pathetic spot of being offbrand menacing
I think what you're referring to is hyperboloc scaling;

The formula for an affected statistic is the reciprocal function : f(x)=1−1/(1+a∙x), where a is the effect of one item and x is the number of items.

For example, a 15% melee increase is a = 0.15 -- so with 10 15% increases, the melee speed would be equal to 1−1/(1+0.15∙10)=1.5/2.5 or a 60% increase. Once 223,696,201 15% increases are stacked, the melee speed increase becomes 100% due to the limitations of floating point numbers. Interestingly, using this equation when x is 1, you end up with a 13.04% melee speed increase as opposed to a 15% block chance.

(Thank you ror2 wiki.)

Otherwise, yeah i agree! i think this would be a cool change.
i meant diminishing returns, but this is effectively diminishing returns too.
 
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