SzGamer227
Spazmatism
In order to get a scope of the progression of ranged weapons in early Hardmode, I went through all of the major ranged weapons and analyzed their DPS against various levels of enemies. In doing so, I discovered a major glitch in the usefulness of repeaters: The Phoenix Blaster, a pre-Hardmode weapon, is practically just as effective as the best repeaters in Hardmode, essentially making them useless altogether. Don’t believe me? Try looking at the numbers for yourself.
These are the effective DPS of these weapons while using 10 damage ammunition versus light armor (10 defense), medium armor (20 defense), and heavy armor (30 defense). To make comparison easier, I've color coded the DPS values (for each armor level) according to their effectiveness against the bows listed under reference.
Molten Fury, Cobalt, Palladium, Mythril, Orichalcum, Adamantite, Titanium, Hallowed
Handgun
Damage: 15 (+10)
Use Time: 11 (5.5 shots/sec)
DPS v. Light: 109
DPS v. Medium: 82
DPS v. Heavy: 55
Phoenix Blaster
Damage: 23 (+10)
Use Time: 10 (6 shots/sec)
DPS v. Light: 168
DPS v. Medium: 138
DPS v. Heavy: 108
With that said, now it's time for the meat of my suggestion: Nerf the Phoenix Blaster, reduce the damage of the Handgun by one point, and add new ore-tiered firearms. The statistical changes for the proposed Handgun and Phoenix Blaster would look like this:
Handgun (Nerfed)
Damage: 14 (+10)
Use Time: 11 (5.5 shots/sec)
DPS v. Light: 104
DPS v. Medium: 76
DPS v. Heavy: 49
Phoenix Blaster (Nerfed)
Damage: 17 (+10)
Use Time: 10 (6 shots/sec)
DPS v. Light: 132
DPS v. Medium: 102
DPS v. Heavy: 72
As you can see, this would severely reduce the Phoenix Blaster's effectiveness as a Hardmode Weapon, but would by no means make it useless. It would remain highly effective against enemies with less defense, but would no longer replace repeaters entirely. As for the Handgun, it would remain a powerful pre-Hardmode gun (still second to the Phoenix Blaster) and would remain useful against lightly armored enemies, so there is virtually no difference.
Now for the new guns. The pre-1.2 ores would be used to craft semi-automatic weapons, and the higher-leveled variants would be more powerful fully-automatic weapons. Click the spoiler for an explanation, or just look at the stats below to get an idea.
Many thanks to Brutallama for the sprites!
Cobalt Pistol
Semi-automatic
Damage: 17 (+10)
Use Time: 12 (5 shots/sec)
DPS v. Light: 110
DPS v. Medium: 85
DPS v. Heavy: 60
Knockback: 2.5
Velocity: 10
Mythril Revolver
Semi-automatic
Damage: 24 (+10)
Use Time: 14 (4.3 shots/sec)
DPS v. Light: 124
DPS v. Medium: 103
DPS v. Heavy: 81
Knockback: 3
Velocity: 11
Adamantite Rifle
Semi-automatic
Damage: 34 (+10)
Use Time: 16 (3.8 shots/sec)
DPS v. Light: 146
DPS v. Medium: 128
DPS v. Heavy: 109
Knockback: 3.5
Velocity: 12
Palladium SMG
Fully-automatic
Damage: 14 (+10)
Use Time: 9 (6.7 shots/sec)
DPS v. Light: 127
DPS v. Medium: 93
DPS v. Heavy: 60
Knockback: 1
Velocity: 9.5
Orichalcum Assault Rifle
Fully-automatic
Damage: 21 (+10)
Use Time: 10 (6 shots/sec)
DPS v. Light: 150
DPS v. Medium: 120
DPS v. Heavy: 90
Knockback: 1.5
Velocity: 10
Titanium Machine Gun
Fully-automatic
Damage: 26 (+10)
Use Time: 11 (5.5 shots/sec)
DPS v. Light: 169
DPS v. Medium: 142
DPS v. Heavy: 115
Knockback: 2
Velocity: 10.5
This one isn't strictly necessary, or particularly useful for game progression, but I think I’ll just throw this out there while I’m at the rest of this stuff, since it wouldn't fit in anywhere else and there’s no reason not to:
The Vulcan (Hallowed Minigun)
Fully-automatic
Damage: 19 (+10)
Use Time: 7 (8.6 shots/sec)
DPS v. Light: 206
DPS v. Medium: 163
DPS v. Heavy: 120
Knockback: 1
Velocity: 10
If you have a concern about this suggestion, make sure you read through everything thoroughly and look at the statistics more closely before voicing concern. Other than that, let me know what you think. I will listen to comments and respond as soon as I can. Thank you.
These are the effective DPS of these weapons while using 10 damage ammunition versus light armor (10 defense), medium armor (20 defense), and heavy armor (30 defense). To make comparison easier, I've color coded the DPS values (for each armor level) according to their effectiveness against the bows listed under reference.
Molten Fury, Cobalt, Palladium, Mythril, Orichalcum, Adamantite, Titanium, Hallowed
Molten Fury
Damage: 29 (+10)
Use Time: 24 (2.5 shots/sec)
DPS v. Light: 85
DPS v. Medium: 73
DPS v. Heavy: 60
Cobalt Repeater
Damage: 32 (+10)
Use Time: 24 (2.5 shots/sec)
DPS v. Light: 93
DPS v. Medium: 80
DPS v. Heavy: 68
Palladium Repeater
Damage: 34 (+10)
Use Time: 23 (2.6 shots/sec)
DPS v. Light: 102
DPS v. Medium: 89
DPS v. Heavy: 76
Mythril Repeater
Damage: 36 (+10)
Use Time: 22 (2.7 shots/sec)
DPS v. Light: 112
DPS v. Medium: 98
DPS v. Heavy: 85
Orichalcum Repeater
Damage: 38 (+10)
Use Time: 21 (2.9 shots/sec)
DPS v. Light: 123
DPS v. Medium: 109
DPS v. Heavy: 94
Adamantite Repeater
Damage: 41 (+10)
Use Time: 19 (3.2 shots/sec)
DPS v. Light: 142
DPS v. Medium: 126
DPS v. Heavy: 111
Titanium Repeater
Damage: 41 (+10)
Use Time: 18 (3.3 shots/sec)
DPS v. Light: 153
DPS v. Medium: 137
DPS v. Heavy: 120
Hallowed Repeater
Damage: 43 (+10)
Use Time: 18 (3.3 shots/sec)
DPS v. Light: 160
DPS v. Medium: 143
DPS v. Heavy: 127
Damage: 29 (+10)
Use Time: 24 (2.5 shots/sec)
DPS v. Light: 85
DPS v. Medium: 73
DPS v. Heavy: 60

Cobalt Repeater
Damage: 32 (+10)
Use Time: 24 (2.5 shots/sec)
DPS v. Light: 93
DPS v. Medium: 80
DPS v. Heavy: 68

Palladium Repeater
Damage: 34 (+10)
Use Time: 23 (2.6 shots/sec)
DPS v. Light: 102
DPS v. Medium: 89
DPS v. Heavy: 76

Mythril Repeater
Damage: 36 (+10)
Use Time: 22 (2.7 shots/sec)
DPS v. Light: 112
DPS v. Medium: 98
DPS v. Heavy: 85

Orichalcum Repeater
Damage: 38 (+10)
Use Time: 21 (2.9 shots/sec)
DPS v. Light: 123
DPS v. Medium: 109
DPS v. Heavy: 94

Adamantite Repeater
Damage: 41 (+10)
Use Time: 19 (3.2 shots/sec)
DPS v. Light: 142
DPS v. Medium: 126
DPS v. Heavy: 111

Titanium Repeater
Damage: 41 (+10)
Use Time: 18 (3.3 shots/sec)
DPS v. Light: 153
DPS v. Medium: 137
DPS v. Heavy: 120

Hallowed Repeater
Damage: 43 (+10)
Use Time: 18 (3.3 shots/sec)
DPS v. Light: 160
DPS v. Medium: 143
DPS v. Heavy: 127

Handgun
Damage: 15 (+10)
Use Time: 11 (5.5 shots/sec)
DPS v. Light: 109
DPS v. Medium: 82
DPS v. Heavy: 55

Phoenix Blaster
Damage: 23 (+10)
Use Time: 10 (6 shots/sec)
DPS v. Light: 168
DPS v. Medium: 138
DPS v. Heavy: 108
With that said, now it's time for the meat of my suggestion: Nerf the Phoenix Blaster, reduce the damage of the Handgun by one point, and add new ore-tiered firearms. The statistical changes for the proposed Handgun and Phoenix Blaster would look like this:

Handgun (Nerfed)
Damage: 14 (+10)
Use Time: 11 (5.5 shots/sec)
DPS v. Light: 104
DPS v. Medium: 76
DPS v. Heavy: 49

Phoenix Blaster (Nerfed)
Damage: 17 (+10)
Use Time: 10 (6 shots/sec)
DPS v. Light: 132
DPS v. Medium: 102
DPS v. Heavy: 72
As you can see, this would severely reduce the Phoenix Blaster's effectiveness as a Hardmode Weapon, but would by no means make it useless. It would remain highly effective against enemies with less defense, but would no longer replace repeaters entirely. As for the Handgun, it would remain a powerful pre-Hardmode gun (still second to the Phoenix Blaster) and would remain useful against lightly armored enemies, so there is virtually no difference.
Now for the new guns. The pre-1.2 ores would be used to craft semi-automatic weapons, and the higher-leveled variants would be more powerful fully-automatic weapons. Click the spoiler for an explanation, or just look at the stats below to get an idea.
The fully-automatic weapons would be very effective against light armor, but lose effectiveness against heavy armor. The semi-automatic ones would be a middle ground between fully-automatic and repeaters, still being more effective against light armor, but not losing quite as much effectiveness against heavier targets. As these items rise through the tiers, they become slightly slower, but do more and more damage to compensate. Despite being less effective against weaker enemies, repeaters would remain the best option for attacking enemies with more defense.
Many thanks to Brutallama for the sprites!
Cobalt Pistol
Semi-automatic
Damage: 17 (+10)
Use Time: 12 (5 shots/sec)
DPS v. Light: 110
DPS v. Medium: 85
DPS v. Heavy: 60
Knockback: 2.5
Velocity: 10
Mythril Revolver
Semi-automatic
Damage: 24 (+10)
Use Time: 14 (4.3 shots/sec)
DPS v. Light: 124
DPS v. Medium: 103
DPS v. Heavy: 81
Knockback: 3
Velocity: 11
Adamantite Rifle
Semi-automatic
Damage: 34 (+10)
Use Time: 16 (3.8 shots/sec)
DPS v. Light: 146
DPS v. Medium: 128
DPS v. Heavy: 109
Knockback: 3.5
Velocity: 12
Palladium SMG
Fully-automatic
Damage: 14 (+10)
Use Time: 9 (6.7 shots/sec)
DPS v. Light: 127
DPS v. Medium: 93
DPS v. Heavy: 60
Knockback: 1
Velocity: 9.5
Orichalcum Assault Rifle
Fully-automatic
Damage: 21 (+10)
Use Time: 10 (6 shots/sec)
DPS v. Light: 150
DPS v. Medium: 120
DPS v. Heavy: 90
Knockback: 1.5
Velocity: 10
Titanium Machine Gun
Fully-automatic
Damage: 26 (+10)
Use Time: 11 (5.5 shots/sec)
DPS v. Light: 169
DPS v. Medium: 142
DPS v. Heavy: 115
Knockback: 2
Velocity: 10.5
This one isn't strictly necessary, or particularly useful for game progression, but I think I’ll just throw this out there while I’m at the rest of this stuff, since it wouldn't fit in anywhere else and there’s no reason not to:
The Vulcan (Hallowed Minigun)
Fully-automatic
Damage: 19 (+10)
Use Time: 7 (8.6 shots/sec)
DPS v. Light: 206
DPS v. Medium: 163
DPS v. Heavy: 120
Knockback: 1
Velocity: 10
If you have a concern about this suggestion, make sure you read through everything thoroughly and look at the statistics more closely before voicing concern. Other than that, let me know what you think. I will listen to comments and respond as soon as I can. Thank you.
This has been successfully modded! Thanks Scironex!
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