Weapons & Equip Revamp Reforges/Modifiers

SorbetCafe

Terrarian
Do you like Terraria's modifier system? I know that I do not - it's a bland, underwhelming part of the game, an artifact from 2011 that we've all just come to accept as part of the game. But it doesn't have to be that way. Weapons modifiers could be made to actually feel impactful and meaningful - players could specialize in different modifiers, affecting their gameplay in a noticeable way. Quick and Arcane could actually be made good instead of being awful. You wouldn't have to sit in front of the goblin spamming the hammer for days on end.


Weapon modifiers:
At its core, the weapon modifier system is not fun. Nothing feels worse than gathering the resources for a weapon early game, only for it to be broken. Or spawning in with a sluggish pickaxe, crawling your earlygame progression to a halt. There is invariably an objectively best reforge, and the game progresses in such a way that the player just stands in front of the goblin tinkerer spamming the reforge button until they get the best one (or something close enough). The rest of the reforges are just filler, either providing some minor flavor or being actively detrimental. A Massive reforge, for instance, is awful - 18% size pales in comparison to the 15% damage and 5% crit of demonic, let alone legendary, which has a 10% speed and size bonus on top of that. There is never a point where it makes sense to go for anything less than Legendary, Unreal, or Mythical, unless the weapon cannot obtain those modifiers, in which case it shifts to Godly or Demonic. The improved ability to farm money and decreased reforge costs only incentivize that further.

There are 64 reforges in the game. 20 of them are objectively bad - downgrades from an unreforged weapon. There is never an advantage to taking a weak, broken, or unhappy weapon - at best, it's applied to a tool that causes it to have no effect, at worst you get stuck with one and it makes your weapon feel worse. They also bloat the reforge list and make the "standing in front of goblin" process much longer than it needs to be. I don't really see any reason they should be in the game, certainly not to the point that almost 1/3 of all weapon reforges make your weapon worse. Broken is a meme, but can anyone honestly say they the inclusion of Tiny, Terrible, Small, Dull, Unhappy, Shameful, Shoddy, and the rest actually make the game better? Much like random corruption spread from breaking altars, it feels to me more like an antiquated game mechanic that's just been grandfathered in, despite making the game less enjoyable. Corruption spread from altars, however, was removed.

Of the remaining 44 reforges, they fall into 3 categories.
  1. The objectively best one. There are 6 - Legendary, Mythical, Unreal, Ruthless, Godly, and Demonic, depending on the weapon. In every situation, these modifiers are ALWAYS better than the others.
  2. The mediocre ones. Depending on your money situation, you might stop at one of these. They're alright. The 12 are Superior, Deadly, Agile, Murderous, Nasty, Sharp, Light, Sighted, Rapid, Mystic, Masterful, and Furious. You don't want one of these, but you'd be content to settle for it, especially for a weapon you aren't using much.
  3. The ones that do pretty much nothing. They give less than a 10% bonus, or give a bonus for an equivalent downside, like Frenzying (+15% speed/-15% damage). There are 25 of them - the largest category of modifiers.
As is, every bonus offered by categories 2 and 3 are completely obsoleted by category 1, and most reforges will have almost no noticeable impact on your weapon. If you want raw damage, you go for legendary - ruthless gives 3% more, with no crit chance or speed bonuses. If you want crit chance, you go for legendary. Zealous gives just as much, but no damage or speed. Knockback? Legendary, again. The 5% extra speed for light is not worth losing 15% damage and 5% crit, and Massive offers an 8% size increase over legendary and none of the damage bonuses.

Fixing Weapon Modifiers:
I think the overall system of balancing modifiers should be reworked from the ground up. Because, in truth, there is no balance. There are simply the good modifiers and the ones that are worse. Modifiers should have a noticeable impact on your weapon, to the point that a weapon with two different modifiers would feel noticeably different. To that end, I propose the following three design guidelines:
  1. All weapons should offer a net bonus of 15-20% in "DPS" stats (damage, crit, and speed). Small exceptions will be made, but this is what Godly/Demonic offer, and is 10% less than Legendary/Unreal/Mythical.
  2. Weapons should be able to go well over a 15% increase to a given stat, if that stat is worth "less" (size/knockback) or if an appropriate downside is given
  3. All reforges should be good. They may not be desirable for every build, but each should offer something unique/desirable and be competent at that thing.
With those guidelines in mind, this is how I would change some modifiers. These numbers are just a proposal, the concept behind them is more important:
Massive- Increase to +50% size. Its current iteration, +18% size, is pointless. A 50% size increase, while comical with certain weapons, would actually be desirable - a player could feasibly make a large weapon build and would seek out the reforge to use certain weapons. They are choosing not to take a reforge that boosts damage, and it should be potent enough to justify that decision.

Savage- +15% damage, +15% speed, -15% crit. This is the first of several "critless" modifiers, which penalize crit chance in exchange for damage or speed. Savage would be quite powerful if a player dumped crit chance - not using crit boost gear, rage potions, etc. As long as a player is at a low crit chance, it is a better reforge than others. However, if they have a boosted crit chance, it averages out to a similar strength as other modifiers, perhaps even slightly weaker. It introduces an entirely new build - low crit%.

Bulky- +25% damage, -15% speed, +3% crit, +20% size, +10% knockback. This is our first "negative" reforge, and is offering a host of powerful bonuses to offset that. A bulky weapon is slow, but hits hard. It's great for high damage single-hit weapons like the Breaker Blade, which focus on one-shotting normal enemies.

Heavy- -10% speed, +75% knockback. Let's be honest, knockback bonuses are the worst modifiable attribute. Taking a penalty to your attack speed for a knockback bonus is just bad - especially when other modifiers offer the same bonus. A +75% knockback boost is excessive, and it should be, because a player is choosing to penalize their DPS to get it. It would be a great choice for crowd controlling normal enemies, but be a downgrade against bosses.

Sighted- +5% damage, +12% crit. This is a modifier with no downside - it's all-around good. It's primarily crit-focused.

Staunch- +35% damage, -15% crit. Another "critless" modifier, it embodies the concept of staunch, which is reliability. Because weapon reforges don't affect ammo, the damage bonus is slightly higher than a crit or speed bonus would be.

Frenzying- -15% damage, +30% speed. What does a frenzy feel like? Speed, recklessness, everything flying past quickly. This reforge accomplishes that. A better one would be having some sort of "accuracy" stat, where Frenzying overall improves damage but requires the player to be closer/less accurate for it to work, but that would require something more than simple percentage modifications.

Powerful- +25% damage, -15% speed, +5% crit. Much like Bulky, you're trading speed for damage, and a significant amount of it. Your weapon will feel powerful when using this reforge.

Adept- -30% mana cost. For a solely mana-cost reducing reforge, the payoff should be considerable.

Deranged- -10% damage, +25% crit chance. The modifier is wayward, deranged even, the only mage-specific modifier to provide a crit boost.

Furious- +30% damage, +30-50% mana cost, +30% knockback. Furious is tricky and I'm not going to pretend to have the balance for it correct, but it's conceptually more mana cost = more damage. The problem is, vanilla furious provides the same damage bonus as modifiers that decrease mana cost. A Furious magic weapon should deal the highest DPS of any modifer, but be much less sustainable due to increased mana costs. Mana sickness, time spent regenerating mana, or damage with magic cuffs will balance the modifier.

Zealous- +18% crit chance. A pure crit buff with no complications.

Ruthless- +25% damage, -7% crit chance, -20% knockback. Ruthless alone is pretty underwhelming - this kicks it up a notch, making it the generic "critless" modifier.

I'm not going to list every single modifier, because part of the issue is that there are simply too many. 64 modifiers is an excessive number, and a good number of them will be bloat/inferior to others. That leaves the choice to either remove bloat or accept their existence and work around them. Right now, there are even two modifiers that are actually identical - Forceful and Strong both apply +15% knockback.

The elephant in the room is the existence of Legendary, Mythical, and Unreal, which at their core are simply better. The existence of a strictly superior modifier conceptually invalidates the others. There are, in my view, 3 options:
1- Make them much rarer. Perhaps they are weighted to be far less common when reforging, ten times rarer, to the point where it is just not plausible to reforge until you get one. When they do show up, it's an incredibly rare and noteworthy event - they may even be buffed a tiny bit to make them feel impactful and cool. A legendary sword isn't a dime-a-dozen reforge, it's a once-every-few-playthroughs powerhouse. However, this runs the risk of players stubbornly insisting on reforging for it anyways.
2- Remove them. I recognize that this is likely undesirable, as Legendary is entrenched within Terraria, to the point where merchandise like the Legendary Terrarian Yo-Yo are sold.
3- Keep them obtainable through the normal system, but power them down to be in line with the other reforges (15-20% net bonuses). This is the boring solution, but would solve the problem.

These changes would significantly alter the decisions around reforging (and likely cause a small increase to overall weapon power, particularly pre-goblins). This is a good thing. The meta has completely stagnated for well over a decade, and the game could use something like this to revitalize it. Furthermore, it would allow players to specialize in different builds - mages could go for increased mana cost for a damage bonus, decreased mana cost to stop relying on potions, or greatly increased fire rate (Manic is mage's version of Frenzying). A melee player could get increased weapon size and actually have that be good. You could go for a critless build, or well-rounded modifiers that don't penalize anything. It would feel meaningful to choose your reforge, and rewarding to build around it.

And almost nothing would be lost for doing this, nor is it difficult to implement - everything I've proposed can be done by simply editing existing values for modifiers.

Quick and Arcane:
I'll cut to the chase - Quick and Arcane are bad. Just, flat-out bad. It almost never makes sense to use them. Violent is complicated, but can be worthwhile, Warding is very powerful, Menacing and Lucky are decent, Quick and Arcane are none of those things. Having a full suite of Quick accessories gives you the effect of... a swiftness potion. For comparison, it would take 2 warding to reach an Ironskin potion and 2 and a half Menacing/Lucky for a Wrath/Rage potion, and those potions are also better than swiftness potions. Quick does not boost wing mobility or running speed, either. There are far easier to obtain speed buffs.
Having a full suite of Arcane accessories gives +100-140 max mana, which is pretty underwhelming when most mages are drinking potions to recover mana. Its best impact is improving mana regeneration rate, but that's such a niche effect that it just doesn't make sense to get over damage or defense.
Fixing Quick and Arcane:
Arcane is already the odd one out of accessory reforges, since it doesn't follow the 1-4% rule. Why not change it to 4% reduced mana cost instead? That would accomplish a similar goal - reduce mage reliance on mana recovery - while being much more desirable. Combined with a reworked Adept modifier, a mage could feasibly have very little downtime to their attacks to recover mana.
And as far as Quick, make it work like a magiluminescence or Shadow armor. Allow it to increase the running speed of boots. On that note, Magi and Shadow armor actually work differently, where Shadow armor buffs wing speed but Magi doesn't, because Magi only applies when vertical velocity is zero. I suggest Quick working like shadow armor in that respect. That would be a powerful mobility boost - and that is a good thing. Quick should be desirable - each reforge should be.

The Summoner Problem:
1.2 added some fantastic things, and summon damage is one of them. Over time, it's been fleshed out to a fully-fledged class, with one core exception: Modifiers. Summoner has no modifiers of its own, despite being over a decade old. It steals mage and melee modifiers, but doesn't even benefit from most of their stats. It uses Ruthless because it's 3% better than Mythical and speed, mana cost, and crit chance do essentially nothing. The proposed reworks from earlier, also, would be unbalanced for Summoner - Ruthless becoming a "critless" modifier has no downside to a summoner.
The issue is that Summoner struggles to have reasonably modifiable attributes. And I have no particularly good ideas here, but these are some concepts of potential Summoner modifiable attributes that I don't think would be overly challenging to implement:
  1. Tag Damage- The clearest choice for whips. This would be a flat value. A whip could trade tag damage for speed or range - for summoners who don't enjoy whipstacking, a slower modifier with a heightened tag damage bonus could bridge the gap.
  2. Minion Crit- The framework for this exists in the form of the Morningstar, Kaleidoscope, and those two old one's army armors. Essentially, a bonus effect would be applied to the whip debuff, enabling minion critical hits.
  3. Size- Much like Melee, range is a key issue with summoner whips. A range improvement would be highly desirable - or, whipstacking-oriented summoners could go for reduced range but increased speed. Higer risk, higher reward.
  4. Minion count- Throwing it back to the old spider staff, the number of minion slots consumed by 1 summon could be adjusted. This is messy, but it is an option.
  5. Minion size- A much cooler variant, make minions bigger. Everybody likes big frogs.
  6. Minion speed- Improved attack rate for ranged minions and an improved ability for melee minions to track targets, essentially.


So, there you have it. A re-evaluation of how modifiers work and a focus on making them actually good, rather than filler to force small amounts of variety. Depth, diversity, and desirability are the name of the game. The exact numbers I gave here are not what's important - I'm sure some are unbalanced. I talk about this more in this video,
and also showcase what some of those modifier changes look like. And, based on the reception to that video, it's a VERY popular request. This suggestion was intentionally kept easy to implement (with the exception of summoner) - it's genuinely as simple as just editing percentage values for modifiers. One of my moderators made me a modified client that did this in 10 minutes. If ever there were a change I wanted to see in the game, this would be it.
 
I was gonna make a similar suggestion to this if you didn’t. Nice work.

I also think purely negative modifiers should be more severe and varied just so you can downgrade a weapon and use it earlier in the game for adventure maps and challenge runs, or at least they should be obtained with a different method from other modifiers.
Maybe the tinkerer could have a second reforge option called “Break” which is where all the bad modifiers get moved to? This is assuming you wouldn’t be able to get them the regular way anymore.
 
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Just saw your video today and noticed you didn't had a post earlier, i made my own post regarding that is not even remotely close to the info you delivered and i just wanted a way to attract the attention to the video since this is big and could mean a ton of fun, in all honestly i completely agree with all you listed in the video and post, i'm going to remove mine since it's basically the same thing.

Hopefully this gets noticed, it would be huge im not gonna lie!
 
I think that the “best” reforges(Legendary, Unreal, Mythical) shouldn’t be obtainable from reforging at all. I can’t think of a feasible way of fixing shimmerforging(maybe a thing that recognizes if something was shimmer decrafted and keeps it’s starting modifier), but I feel that making them only naturally obtainable would make them more special than being simply rarer from reforging.
 
Nuh uh massive should be 200%
 
Nuh uh massive should be 200%
Have you ever tried that? The size of the weapon makes it too unbalanced. As the one who coded some of the proposed changes after Sorbet's request, I can tell you that it is just too big
 
I wonder what minion modifiers would be if they ever get implemented
 
leaving a like because I'm being held at gunpoint by EE...
 
Massive- Increase to +50% size. Its current iteration, +18% size, is pointless. A 50% size increase, while comical with certain weapons, would actually be desirable - a player could feasibly make a large weapon build and would seek out the reforge to use certain weapons. They are choosing not to take a reforge that boosts damage, and it should be potent enough to justify that decision.
This is way too much, it's not necessarily OP (though could very well be for Night's Edge and the Excaliburs) but 50% more size just looks awful 90% of the time it's applied
Savage- +15% damage, +15% speed, -15% crit. This is the first of several "critless" modifiers, which penalize crit chance in exchange for damage or speed. Savage would be quite powerful if a player dumped crit chance - not using crit boost gear, rage potions, etc. As long as a player is at a low crit chance, it is a better reforge than others. However, if they have a boosted crit chance, it averages out to a similar strength as other modifiers, perhaps even slightly weaker. It introduces an entirely new build - low crit%.
15% crit is too low for what this is trying to do, one armor piece, or one Rage potion, and you are past the threshold.

Hell, if you do the math on crit chance vs damage increases, you figure out that crits are a tiny bit better if you low crit chance. That might actually make crits work for this.
Bulky- +25% damage, -15% speed, +3% crit, +20% size, +10% knockback. This is our first "negative" reforge, and is offering a host of powerful bonuses to offset that. A bulky weapon is slow, but hits hard. It's great for high damage single-hit weapons like the Breaker Blade, which focus on one-shotting normal enemies.
Dear god yes. I know knockback doesnt matter but do more than 10% just for the feel of it. Change the crit for more damage so Whips dont fall behind (also, may as well just make size work on whips)
Heavy- -10% speed, +75% knockback. Let's be honest, knockback bonuses are the worst modifiable attribute. Taking a penalty to your attack speed for a knockback bonus is just bad - especially when other modifiers offer the same bonus. A +75% knockback boost is excessive, and it should be, because a player is choosing to penalize their DPS to get it. It would be a great choice for crowd controlling normal enemies, but be a downgrade against bosses.
this one is just awful. Count the amount of times Titan Potion has been "a great choice for crowd control", and then tell me how many times you'd rather have 1.3x more DPS instead (you don't just lose 10% attack speed, you lose what another modifier would've given you)
Give it 20% more damage, it's still worse than average modifiers anyways.
Frenzying- -15% damage, +30% speed. What does a frenzy feel like? Speed, recklessness, everything flying past quickly. This reforge accomplishes that. A better one would be having some sort of "accuracy" stat, where Frenzying overall improves damage but requires the player to be closer/less accurate for it to work, but that would require something more than simple percentage modifications.
you don't want big use Time reductions because they cause trouble with low base use time. Rapid Chain Gun is the limit for what you can get away with, a Chain Gun with this Frenzying modifier can very well dip below 2 use time.
Adept- -30% mana cost. For a solely mana-cost reducing reforge, the payoff should be considerable.
Same as the above, it gets problematic with very low mana costs, though if you look at how little mana does in this game...
Furious- +30% damage, +30-50% mana cost, +30% knockback. Furious is tricky and I'm not going to pretend to have the balance for it correct, but it's conceptually more mana cost = more damage. The problem is, vanilla furious provides the same damage bonus as modifiers that decrease mana cost. A Furious magic weapon should deal the highest DPS of any modifer, but be much less sustainable due to increased mana costs. Mana sickness, time spent regenerating mana, or damage with magic cuffs will balance the modifier.
Ruthless- +25% damage, -7% crit chance, -20% knockback. Ruthless alone is pretty underwhelming - this kicks it up a notch, making it the generic "critless" modifier.
First off, remove this from summons

second, this is just objectively better for sidearms like nimbus rod and magnet sphere. You see how you sort that out
The elephant in the room is the existence of Legendary, Mythical, and Unreal, which at their core are simply better. The existence of a strictly superior modifier conceptually invalidates the others. There are, in my view, 3 options:
1- Make them much rarer. Perhaps they are weighted to be far less common when reforging, ten times rarer, to the point where it is just not plausible to reforge until you get one. When they do show up, it's an incredibly rare and noteworthy event - they may even be buffed a tiny bit to make them feel impactful and cool. A legendary sword isn't a dime-a-dozen reforge, it's a once-every-few-playthroughs powerhouse. However, this runs the risk of players stubbornly insisting on reforging for it anyways.
2- Remove them. I recognize that this is likely undesirable, as Legendary is entrenched within Terraria, to the point where merchandise like the Legendary Terrarian Yo-Yo are sold.
3- Keep them obtainable through the normal system, but power them down to be in line with the other reforges (15-20% net bonuses). This is the boring solution, but would solve the problem.
This is where we differ. You can improve the quality of average modifiers, make some modifiers with more radical effects, and still keep objectively best ones.

It is satisfying to have a weapon drop with its best modifier, getting it straight up when you craft a weapon, get it in few reforges, finally getting it after spending 2 platinum on the tinkerer... forget balance/build variety for a bit, this is part of the game too. It's the same thing for bad prefixes. They are funny and easy to get rid of, they don't hurt anything just because they exist. Keep them in and dont solve problems that dont exist.

Minion count- Throwing it back to the old spider staff, the number of minion slots consumed by 1 summon could be adjusted. This is messy, but it is an option.
You dont want even 1 extra minion slot for free because that's massive balance trouble, and this is even more jank because this is still 1 free extra minion slot except it could potentially be even more, or potentially do nothing at all

not to mention when Spider Staff did it, it was really weird, out of nowhere, and because of static iframes it didnt mean anything. Most didnt even notice that it was gone.
  1. Minion size- A much cooler variant, make minions bigger. Everybody likes big frogs.
It'd look as cool as it'd be functionally useless.
  1. Minion speed- Improved attack rate for ranged minions and an improved ability for melee minions to track targets, essentially.
Essentially also needs to recode every single minion in the entire game.
Tag Damage- The clearest choice for whips. This would be a flat value
Not so clear when you realize whip tags scale differently throughout the game, making flat increases extremely strong in prehardmode and very bad in late hardmode. would work better as a multiplier, though that also causes trouble with minions that get a lot from Tag Damage in general (not even talking about Blade staff here)

You can see the problem with Summon modifiers, they need a minor rebalance to not powercreep summoner and there really isn't much you can add without recoding all minion behavior, or ending up with a glorified Ruthless. It makes you question if it's even worth it
 
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second, this is just objectively better for sidearms like nimbus rod and magnet sphere. You see how you sort that out
That is somewhat what he was going for, as this would make certain reforges better with certain weapon interactions, instead of you wanting mythical/legendary/unreal all the time.
It'd look as cool as it'd be functionally useless.
No. The bigger minions would be great for melee summons as their hitbox would be bigger. (Great with Abigail for example) Of course this would be useless for ranged minions, but the projectiles could potentially also be increased in size.
Essentially also needs to recode every single minion in the entire game.
How would that be? Is it not just simple: decreasing the delay between attacks? That would not need a massive recode, unless the game has spaghetti code.
Not so clear when you realize whip tags scale differently throughout the game, making flat increases extremely strong in prehardmode and very bad in late hardmode. would work better as a multiplier, though that also causes trouble with minions that get a lot from Tag Damage in general (not even talking about Blade staff here)

You can see the problem with Summon modifiers, they need a minor rebalance to not powercreep summoner and there really isn't much you can add without recoding all minion behavior, or ending up with a glorified Ruthless. It makes you question if it's even worth it
A unique fix would be to give them effects similar to the effects of Manabonds from the Starlight River mod, this would also give new dynamics to existing summons.
 
No. The bigger minions would be great for melee summons as their hitbox would be bigger. (Great with Abigail for example) Of course this would be useless for ranged minions, but the projectiles could potentially also be increased in size.
All melee minions are made to be as consistent as possible, those introduced in 1.4 onwards almost literally never miss, attack speed would not help. Those that have unreliable AIs will not be saved by just making them a little bigger. The best case you can make is that it would be negligible in the same way that "+10% velocity" or "+10% knockback" is negligible

Abigail's problem is actually that she stops completely before she attacks, giving bosses more than enough time to move out of her way. She also doesnt actually deal contact damage, so a size increase actually does nothing. Unless you want to go case by case in every single minion in the game to increase their attack range.
How would that be? Is it not just simple: decreasing the delay between attacks? That would not need a massive recode, unless the game has spaghetti code.
The game indeed has spaghetti code. To be specific, each minion is actually just a very advanced projectile. They don't have an easily modifiable "attack speed" stat, and even if they did, there is nothing tying a specific projectile to the specific weapon that fired it, let alone any prefixes it may have. It would need a lot of changes.
 
Have you ever tried that? The size of the weapon makes it too unbalanced. As the one who coded some of the proposed changes after Sorbet's request, I can tell you that it is just too big
Nuh uh it should be 300%
 
Here's a suggestion:
The overall gist of your suggestion is that Reforges should offer higher tradeoffs, so that they can factor into specializing into certain playstyles by picking a modifier you like.
I think, if we were to go in this direction, the current system of having to randomly reroll your modifiers isn't enough. If we make all sorts of different modifiers desirable, there should be an additional method to get the modifier you want.
But just making the Goblin give you a list and picking the modifier you want for a higher price, for example, wouldn't be all that exciting.
I propose an additional slot to the reforge screen: Material. You could still reforge your items the same way as you always do, but in addition, you could put certain types of materials here, and for a higher price, get a SPECIFIC modifier depending on the material you give him.
Give him 20 Feathers, and you guarantee the Light modifier (if the given item can get it). 5 bars of Iron or Lead, guarantee Heavy. 3 Mana Crystals on a Magic weapon, you get Masterful. And to compensate for how easy this could make getting modifiers, the price would increase, and materials that give you things like Legendary or Unreal would be extra rare.
Exact numbers or materials could be changed, but you get the idea. Not only would this give players a more reliable (and interesting!) way of getting specific modifiers, it could give purpose to materials that need more of a purpose, as well.
Now the process of getting your favorite modifier isn't just clicking the button until you get the one you want. It CAN still be that, but you could also go exploring for the material you need, and you may care more about holding onto items that may have otherwise been useless for you.
 
this one is just awful. Count the amount of times Titan Potion has been "a great choice for crowd control", and then tell me how many times you'd rather have 1.3x more DPS instead (you don't just lose 10% attack speed, you lose what another modifier would've given you)
Give it 20% more damage, it's still worse than average modifiers anyways.
I think you're underestimating how potent a strong knockback bonus can be. You can stunlock and juggle pretty much any knockback resistant enemy, or send non-resistant ones flying, with most melee swords. I figured +100% might be a bit excessive, that was what I originally tested, but it was useful for killing regular hardmode mobs with a titanium sword on master mode, and I could reasonably see people keeping their "sidearm" melee weapon as heavy to deal with enemies that get too close. Many unreforged melee weapons struggle with stunlocking physical enemies - a Heavy one would not. Plus, if nothing else, it's just fun. If we have the concept of "lower DPS for higher knockback," the choice is either to keep it useless, remove it, or make it useful. There has to be a point where knockback is worth some DPS loss, and that number is quite high. If you could send every enemy flying off screen with a single hit, yeah, that's worth it, people would use it. So what knockback value toes the line of "useful enough to consider taking," or at least "fun enough to consider taking"?

This is way too much, it's not necessarily OP (though could very well be for Night's Edge and the Excaliburs) but 50% more size just looks awful 90% of the time it's applied
It looked a little comical at times, sure, but I didn't think it looked horrendous on the weapons I tried it on. Besides, I don't think looking a little silly is inherently a bad thing.

you don't want big use Time reductions because they cause trouble with low base use time. Rapid Chain Gun is the limit for what you can get away with, a Chain Gun with this Frenzying modifier can very well dip below 2 use time
The chain gun only gets to a use time of 2 if Frenzying is a 40% bonus, which was the initial thing I tested in the video, not the recommendation here. Use time modifiers round to the nearest integer and round down from .5, and a 30% increase would bring the chain gun to 2.8 --> round to 3. So that's not a concern here, and even if it was... so what? The current chain gun is a, frankly, bad weapon. It's worse than the snowman cannon and all the post-golem bows and it gets destroyed by defense, which all the post-golem bosses have in droves. You'd exacerbate the defense issue further with Frenzying, but it would also be fun to use the weapon doing that. You could combo it with Betsy's wrath/ichor and it'd be powerful, sure, but you can already do that with the Razorpine (~3 projectiles per use at use time 7, higher damage than the chain gun). You'd still be looking at a similar or worse result than that with a use time 2 Chain gun.
First off, remove this from summons

second, this is just objectively better for sidearms like nimbus rod and magnet sphere. You see how you sort that out
Like I said, summoner is a problem with reworking other reforges. I don't think the reforge being better for the numbus rod/magnet sphere is a bad thing, though. Certain weapons will inevitably work better with certain modifiers, and there's not really any way to implement an "increased mana cost for damage" concept that doesn't disproportionately benefit magic weapons that linger for a long time between casts. The only one of the lingering magic weapons that I think would be particularly strong with this is the clinger staff - the clouds don't deal knockback, so they can't get Furious, and the magnet sphere is actually cast somewhat frequently (and it's not very good to begin with).
Not so clear when you realize whip tags scale differently throughout the game, making flat increases extremely strong in prehardmode and very bad in late hardmode. would work better as a multiplier, though that also causes trouble with minions that get a lot from Tag Damage in general (not even talking about Blade staff here)

You can see the problem with Summon modifiers, they need a minor rebalance to not powercreep summoner and there really isn't much you can add without recoding all minion behavior, or ending up with a glorified Ruthless. It makes you question if it's even worth it
I mean, yeah, I prefaced the section with "Summoner is problematic and there are not any easy fixes." But summoner in its current state cannot support a reworked modifier system, so if that were to be done then Summoner needs to have its modifiers changed, and it needs to have some unique or meaningful attributes to alter. Or summoner just gets a unique list of modifiers that don't have updated stats rather than sharing the other weapon's lists.
I don't think a tag damage bonus would cause much of a problem with minions that get a lot from tag damage because the bonus would be offset by a penalty that makes stacking whips more difficult. A significant speed penalty would seriously de-incentivize whip stacking, but benefit players using only one whip. A lot of casual summoners are not stacking whips, and an option that benefits that playstyle would be good. Or a whip-stacking oriented summoner could go for a modifer that nerfs range in exchange for attack speed, increasing the risk/reward payoff. Plus it would actually feel like you're modifying a whip in a meaningful way.

It'd look as cool as it'd be functionally useless.
Rule of cool. It shouldn't be a primary modifier, but adding it on as an additional effect is at the very least fun.

Same as the above, it gets problematic with very low mana costs, though if you look at how little mana does in this game...
It gets to a low mana cost. That doesn't mean it gets problematic. Like you said with Heavy, you're giving up the opportunity cost of a better modifier, plus you're using other equipment that could be buffing other stats. I don't see that as problematic, I just see that as a new build that's different from the current meta emerging. Different isn't problematic.

It is satisfying to have a weapon drop with its best modifier, getting it straight up when you craft a weapon, get it in few reforges, finally getting it after spending 2 platinum on the tinkerer... forget balance/build variety for a bit, this is part of the game too. It's the same thing for bad prefixes. They are funny and easy to get rid of, they don't hurt anything just because they exist. Keep them in and dont solve problems that dont exist.
A big part of the issue is a stagnant meta. If you don't change Legendary/Mythical/Unreal, you're not changing the meta for most situations, you're just offering slightly better downgrades. The rest of these changes would be pointless if those modifiers were not altered to either be infeasible to get through normal reforging, nerfed to be in line with the other bonuses, or removed entirely.
And negative modifiers are not funny and easy to get rid of. Crafting a speed debuffed pickaxe early game before the tinkerer just feels awful, especially as a newer player that spent a bunch of time gathering materials for a better one. Getting something that should be an upgrade that ends up being worse is never a good or funny feeling, and at best the modifiers are just bloating up the reforge list and making players spend more time at the goblin. They're a relic from when Terraria thought altars spreading corruption at random, hellfire arrows dealing self-damage. and ore crafting recipes being prohibitively expensive were good mechanics. They were not, Re-Logic recognized this, and changed them.


Some of these things might be unbalanced. If they are, they would get patched. I don't think the possibility of something being overpowered is a reason to avoid change.
 
The current chain gun is a, frankly, bad weapon. It's worse than the snowman cannon
Vortex Beater on the other hand is a chain gun sticked on a snowman cannon (and its good, as a pillar weapon)
 
Use time modifiers round to the nearest integer and round down from .5, and a 30% increase would bring the chain gun to 2.8 --> round to 3
I’m actually fairly certain use time always rounds down due to it just using the default integer behavior in the code rather than any kind of logical rounding implementation, which is why Ambrosia always is a -1 to mining frames with no other bonuses even when the pickaxe you’re using is less than 10 mining speed for example.
I agree with pretty much all your other points, just thought I should mention that.
Also idk what bame was talking about there, you’d need at least 50% reduced use time on chain gun to get it to 1 use time and there are no other sources of attack speed for ranged weapons besides modifiers.
 
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I think you're underestimating how potent a strong knockback bonus can be. You can stunlock and juggle pretty much any knockback resistant enemy, or send non-resistant ones flying, with most melee swords. I figured +100% might be a bit excessive, that was what I originally tested, but it was useful for killing regular hardmode mobs with a titanium sword on master mode, and I could reasonably see people keeping their "sidearm" melee weapon as heavy to deal with enemies that get too close. Many unreforged melee weapons struggle with stunlocking physical enemies - a Heavy one would not. Plus, if nothing else, it's just fun. If we have the concept of "lower DPS for higher knockback," the choice is either to keep it useless, remove it, or make it useful. There has to be a point where knockback is worth some DPS loss, and that number is quite high. If you could send every enemy flying off screen with a single hit, yeah, that's worth it, people would use it. So what knockback value toes the line of "useful enough to consider taking," or at least "fun enough to consider taking"?
Losing 10% attack speed, combined with not having around a 1.2x DPS increase from the average modifier, is 33% DPS lost. This is why I proposed a damage increase to offset the lost attack speed a bit, and to keep the flavor of "slow, heavy hit"

i never went out of my way to see if high knockback can be useful, but I have seen Titan Potion never be used in any playthrough, and i have seen people call Titan Glove a liability more often than useful. A modifier that focuses only on knockback shouldn't also nerf your DPS
The chain gun only gets to a use time of 2 if Frenzying is a 40% bonus, which was the initial thing I tested in the video, not the recommendation here. Use time modifiers round to the nearest integer and round down from .5, and a 30% increase would bring the chain gun to 2.8 --> round to 3.
Use time is an integer so if the result would be 2.8, it actually always rounds down to 2. And im pretty sure modifiers are coded to always round to whatever would end up giving the weapon more DPS.

This is exactly what allowed fetid baghnakhs to reach 1 use time, and this was only fixed by just preventing it from getting much melee speed in the first place
The current chain gun is a, frankly, bad weapon. It's worse than the snowman cannon and all the post-golem bows and it gets destroyed by defense, which all the post-golem bosses have in droves. You'd exacerbate the defense issue further with Frenzying
this is one way to buff a weapon, i suppose
It gets to a low mana cost. That doesn't mean it gets problematic. Like you said with Heavy, you're giving up the opportunity cost of a better modifier, plus you're using other equipment that could be buffing other stats. I don't see that as problematic, I just see that as a new build that's different from the current meta emerging. Different isn't problematic.
the post i linked to actually showed that even literal infinite mana isn't problematic in most cases

this is actually fine even if it relies on a little jank to be useful

Also idk what bame was talking about there, you’d need at least 50% reduced use time on chain gun to get it to 1 use time and there are no other sources of attack speed for ranged weapons besides modifiers.
Lowering it to 2 use time is doubling its base DPS. That's enough to raise some concerns, at the very least

attack speed increases also tend to be really jank with low use time, for example Clockwork Rifle often breaks with modded attack speed increases
 
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I’m actually fairly certain use time always rounds down due to it just using the default integer behavior in the code rather than any kind of logical rounding implementation, which is why Ambrosia always is a -1 to mining frames with no other bonuses even when the pickaxe you’re using is less than 10 mining speed for example.
I agree with pretty much all your other points, just thought I should mention that.
Also idk what bame was talking about there, you’d need at least 50% reduced use time on chain gun to get it to 1 use time and there are no other sources of attack speed for ranged weapons besides modifiers.
Use time is an integer so if the result would be 2.8, it actually always rounds down to 2. And im pretty sure modifiers are coded to always round to whatever would end up giving the weapon more DPS.

This is exactly what allowed fetid baghnakhs to reach 1 use time, and this was only fixed by just preventing it from getting much melee speed in the first place

Buffs from reforges round differently than those from other sources. Ambrosia is always a -1 to mining speed because mining speed bonuses after reforges always round down, as do damage and melee speed bonuses.
However, reforges round to the nearest integer and round down from .5. This is easily seen with the chain gun already, because it cannot get a 10% speed boost, because it rounds back up to 4. Only a 15%, rapid, actually rounds down to 3. If what you were saying is true, then the chain gun would be able to get Unreal. It cannot. Similarly, if attack speed always rounded down, then you would never see weapons with less than 10/15% speed bonuses after rounding. Yet an unreal phoenix blaster has 7% speed and a rapid one has 14% - clearly, it is not rounding down. You are conflating attack speed from reforges with melee speed, when the two do not work the same way.
 
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