Cazmatism
Skeletron
Minions in terraria are extremely interesting with deep meta and great variety. Unfortunately many of these suffer from massive issues (return mode, AI, invincibility frames) which take away greatly from their otherwise excellent design. In this post I will attempt to address that and try to fix all the issues summons have as of now.
Eventually I will also fix sentries and whips, though I am really not qualified for the former yet since I have barely any experience with these. I would love suggestions on both, however.
Also, this is my first time making a thread, and any post as detailed in formatting as this, so please let me know if I messed up with the formatting anywhere, it would be much appreciated!
Some things to note:-
Minions:-
Eventually I will also fix sentries and whips, though I am really not qualified for the former yet since I have barely any experience with these. I would love suggestions on both, however.
Also, this is my first time making a thread, and any post as detailed in formatting as this, so please let me know if I messed up with the formatting anywhere, it would be much appreciated!
Some things to note:-
- Suggestions in this color are ones that I deem optional and are probably there just for flavor
- Suggestions that are highlighted with a green "+" sign before them are buffs while ones with a red "-" sign before them are nerfs.
- Suggestions and numbers with (?) after them signify that I am not sure about this change and it may not be correctly balanced
- It is to be assumed that all summons that inflict invincibility frames except for the desert tiger and stardust dragon will now inflict local-immunity. I will try to list this as a change for each minion that needs it anyways.
- Statements in this color are simply explanations of the suggestions and not suggestions themselves.
Minions:-
+ If a finch has not hit any target in the past 90 frames (This boost applies individually to each finch and not collectively to every finch)
This should help with its issues with hitting enemies without affecting the essence of how the summon generally works or should work
This should help with its issues with hitting enemies without affecting the essence of how the summon generally works or should work
+ Now completely sticks to enemies
- Damage decreased to 5
+ Now drops from King slime
+ Gives local-immunity
Now is a viable and powerful option that gives weightage to the reward to fighting king slime rather than just being a joke drop.
- Damage decreased to 5
+ Now drops from King slime
+ Gives local-immunity
Now is a viable and powerful option that gives weightage to the reward to fighting king slime rather than just being a joke drop.
- Hit rate nerfed to 2 times per second
+ Has local-immunity
Direct nerf to keep it an early game weapon and not a viable WoF option
+ Has local-immunity
Direct nerf to keep it an early game weapon and not a viable WoF option
+ Now has predictive shooting
+ Damage increased to 20 or 15(?) from 12
Rather big buff to make it the primary single target summon pre HM
+ Damage increased to 20 or 15(?) from 12
Rather big buff to make it the primary single target summon pre HM
- Fire rate changed to once every 180 frames with no variation
+ Damage increased to 38 from 17
+ Has local-immunity
Variation is now unneeded thanks to local immunity and a nerf in overall damage in return for fixed iframe issues. Also has lowered fire rate and higher damage to "declone" it from hornet staff further.
+ Damage increased to 38 from 17
+ Has local-immunity
Variation is now unneeded thanks to local immunity and a nerf in overall damage in return for fixed iframe issues. Also has lowered fire rate and higher damage to "declone" it from hornet staff further.
+ Local-immunity
- Damage decreased to 20(?)
Fixed just the obvious with a damage decrease to balance that out
- Damage decreased to 20(?)
Fixed just the obvious with a damage decrease to balance that out
+ Deals additional contact damage (half of damage including half of whip tag) with local immunity
- Cannot jump beyond 6 blocks of height.
+ Damage decreased to 25
Now poop every attack
Increases viability against crowds (making it better than spiders) while keeping it sub optimal against bosses and flying things
- Cannot jump beyond 6 blocks of height.
+ Damage decreased to 25
Now poop every attack
Increases viability against crowds (making it better than spiders) while keeping it sub optimal against bosses and flying things
+ Cycles once every 54 frames
- Damage decreased to 25
- Now gives 30 frame local-immunity, effectively removing its double hits
Overall nerf and (especially) reduced firecracker synergy, also fixed double hitting bug by increasing i-frame time
- Damage decreased to 25
- Now gives 30 frame local-immunity, effectively removing its double hits
Overall nerf and (especially) reduced firecracker synergy, also fixed double hitting bug by increasing i-frame time
- Hit rate reduced to 4 hits per second
Keeps blade a loadout oriented skill heavy top tier summon but makes it not absolutely broken anymore.
+ Uses local-immunity
+ Can phase though blocks completely but will not attack if enemy is not in line of sight
+ Return mode speed buffed
Fixes the many issues with optic staff
+ Return mode speed buffed
Fixes the many issues with optic staff
+ Now uses local-immunity
+ Right clicking with the staff causes the spheres to go towards the cursor and attack at the cursor’s location in a pattern similar to the blade staff (4 swings per sec(?)) but with a much wider area covered every “swing”
- Damage decreased to 35
Gives it 2 attack modes, one of which allow for huge control but lack of whip bonuses while the default mode is still retained. Also fixes the main issue with deadly sphere i.e i-frames
+ Right clicking with the staff causes the spheres to go towards the cursor and attack at the cursor’s location in a pattern similar to the blade staff (4 swings per sec(?)) but with a much wider area covered every “swing”
- Damage decreased to 35
Gives it 2 attack modes, one of which allow for huge control but lack of whip bonuses while the default mode is still retained. Also fixes the main issue with deadly sphere i.e i-frames
+ Have predicting firing and are fully accurate
- Damage decreased to 25
+ Spears now bounce through 3 targets (local-immunity)
+ Inflict a buffed version of Acid Venom that deals 70 DoT and a buffed version of poison that deals 20 DoT
+ Has a soft-priority for targets that haven't been afflicted by its venom DoT.
Accuracy issues fixed, while this summon would not be very great on it's own, the DoT it inflicts would make it an excellent single summon to be paired with other summons.
- Damage decreased to 25
+ Spears now bounce through 3 targets (local-immunity)
+ Inflict a buffed version of Acid Venom that deals 70 DoT and a buffed version of poison that deals 20 DoT
+ Has a soft-priority for targets that haven't been afflicted by its venom DoT.
Accuracy issues fixed, while this summon would not be very great on it's own, the DoT it inflicts would make it an excellent single summon to be paired with other summons.
+ Upon not hitting any enemy in the past 60 frames (does not apply to return mode), will directly teleport on top of enemy and continue its cycle. This applies individually to each raven.
+ Return mode speed doubled further
Further boosts its enemy hitting capabilities and makes it less annoying.
+ Return mode speed doubled further
Further boosts its enemy hitting capabilities and makes it less annoying.
- Is now a sentry
+ Sharkrons now explode in a 3 tile radius blast
+ Has predictive firing with 4 tile inaccuracy at 30 tiles range
+ The sentry itself overs just above the player
+ Damage decreases by 20% for every 20 tiles travelled
Changed to being a high damage crowd control close range sentry that also encourages hybridisation somewhat (though this is more to do with being a sentry than the changes themselves
+ Sharkrons now explode in a 3 tile radius blast
+ Has predictive firing with 4 tile inaccuracy at 30 tiles range
+ The sentry itself overs just above the player
+ Damage decreases by 20% for every 20 tiles travelled
Changed to being a high damage crowd control close range sentry that also encourages hybridisation somewhat (though this is more to do with being a sentry than the changes themselves
+ Range increased massively
- Damage decreased from 36 to 32
+ Can attack omni-directionally
- Fire rate cooldown increased from 33 to 50
+ Damage increased from 36 to 50
+ Attacks bounce across 3 enemies with 30% damage falloff
Including the changes in yellow, this is the perfect summon. Slightly worse single target much better at multiple and all issues surrounding not hitting enemies are fixed. Excluding, damage is decreased slightly while range is buffed massively, making it still the "most perfect" summon we have in the game.
- Damage decreased from 36 to 32
+ Can attack omni-directionally
- Fire rate cooldown increased from 33 to 50
+ Damage increased from 36 to 50
+ Attacks bounce across 3 enemies with 30% damage falloff
Including the changes in yellow, this is the perfect summon. Slightly worse single target much better at multiple and all issues surrounding not hitting enemies are fixed. Excluding, damage is decreased slightly while range is buffed massively, making it still the "most perfect" summon we have in the game.
+ Each segment costs 0.5 minion slots
- Formula for damage boosts changed to (1.69 + .46(summon length/2 - 1))
- Damage decreased to 25
+ Inflicts celled which is counted per hit similar to cells. However, this one has 60 dps and stacks every hit rather than the 10 that stardust cells have.(?)
Should be more polarized towards crowd control rather than being powerful at both crowd control and single target, also reduces insane firecracker synergy though doesn’t completely remove it. The DoT further promotes the crowd control aspect of the staff and so does the doubled length of the dragon
- Formula for damage boosts changed to (1.69 + .46(summon length/2 - 1))
- Damage decreased to 25
+ Inflicts celled which is counted per hit similar to cells. However, this one has 60 dps and stacks every hit rather than the 10 that stardust cells have.(?)
Should be more polarized towards crowd control rather than being powerful at both crowd control and single target, also reduces insane firecracker synergy though doesn’t completely remove it. The DoT further promotes the crowd control aspect of the staff and so does the doubled length of the dragon
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