Weapons & Equip Sacrilegious Pact- an Expert Mode Lunatic Cultist drop

IThinkQueenSlimeIsBad

Martian Saucer
This would be an accessory with different effects depending on which damage type your current weapon deals:
MELEE
+10% melee speed
Attacks create explosions that do 10% of the weapon's damage and inflict Daybreak
RANGED
+20% chance to not use ammo
Attacks have a 15% chance to create a vortex which strikes the nearest foe with lightning for 125% of the attack's damage
MAGE
+40 max mana
Attacks create 1-3 homing projectiles that deal 10% of the weapon's damage
SUMMONER
+15% summon damage
Attacks create an Astral Parasite which latches onto a minion, causing their next attack to deal 20% extra damage
 
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This would be an accessory with different effects depending on which damage type you have buffed the most:
Why not have it do this based on the type of weapon you're using instead? This allows you to switch between multiple weapon types for different buffs, and would be way more intuitive than "your highest/most buffed stat".

MELEE
+7.5% melee speed
Attacks create explosions that do 20% of the weapon's damage and inflict Daybreak
Daybroken is 100 free dps for 5 seconds, and it spreads on death? For any weapon to do this seems very strong, but I suppose if dropped by the cultist as you suggest, it is probably fine at this stage of the game. And, in a way, makes earlier weapons semi viable, a mechanic people have been requesting for years. Perfect!

RANGED
+7.5% chance to not use ammo
Attacks have a 15% chance to create a vortex which strikes the nearest foe with lightning for 125% of the attack's damage
A vortex that creates lightning? What does that have to do with ranger. And only an extra 25% damage 15% of the time? I suppose on weapons with high fire rate this could be good? This one is underwhelming compared to the others and probably needs to be reconsidered.

MAGE
+15 max mana
Attacks create 3-5 homing projectiles that deal 5% of the weapon's damage
+15 mana is literally nothing at this stage of the game, especially since you can make any accessory arcane for +20. Perhaps this should boost mana regen instead. But the idea of extra projectiles seems cool for magic weapons, considering all of them are ranged, but how would this work for the aqua scepter?

SUMMONER
+1 minion slot
Attacks create an Astral Parasite which lasts for 5 seconds and deals 1% of an enemy's max HP on hit
Is this saying that your attacks (whip etc) deal 1% per hit? If so, that is INSANELY op, since it allows you to kill any enemy, even bosses, in 100 hits even without minions. Unless it obviously did not work on bosses. Even then, what does the 5 second parasite do? Is it that parasite that does 1% damage over 5 seconds? This seems fair and interesting, even to bosses. Perhaps when you whip, you inflict the parasite that allows your minions to do extra damage?

GENERIC/EQUAL
+7.5% damage
Attacks heal you for 1% of their damage
this is starting to get too complicated. It is probably best to either just give smaller bonuses to all the classes, or one that all benefit from
 
Why not have it do this based on the type of weapon you're using instead? This allows you to switch between multiple weapon types for different buffs, and would be way more intuitive than "your highest/most buffed stat".
Yeah that works
A vortex that creates lightning? What does that have to do with ranger.
vortex pillar
And only an extra 25% damage 15% of the time?
It's 125% extra damage, not 25%
+15 mana is literally nothing at this stage of the game, especially since you can make any accessory arcane for +20.
Yeah it is a little underpowered
Perhaps this should boost mana regen instead. But the idea of extra projectiles seems cool for magic weapons, considering all of them are ranged, but how would this work for the aqua scepter?
I've never used aqua sceptre. How does it work?
Is this saying that your attacks (whip etc) deal 1% per hit? If so, that is INSANELY op, since it allows you to kill any enemy, even bosses, in 100 hits even without minions. Unless it obviously did not work on bosses.

Even then, what does the 5 second parasite do? Is it that parasite that does 1% damage over 5 seconds? This seems fair and interesting, even to bosses.
This one is what I meant ^
Perhaps when you whip, you inflict the parasite that allows your minions to do extra damage?
 
Edit: changed some effects and how the effects switching works based off of the comments @Aceplante made
 
While most magic weapons shoot a projectile of some kind and therefore shooting extra ones that home should work fine, the Aqua Scepter sprays a stream, and I dont see how that could work.

Attacks have a 15% chance to create a vortex which strikes the nearest foe with lightning for 125% of the attack's damage
This implies the attack does 125% total for an extra 25%, not an extra 125% for a total of 225%.

SUMMONER
+1 minion slot
Attacks create an Astral Parasite which lasts for 5 seconds and deals 1% of an enemy's max HP over said 5 seconds
As written, this allows you to just use a whip and basically ignore minions? I think we should encourage minion synergy more, hence why I suggestion that your minions should do the extra damage and all you do is inflict the parasite. Also, if this buff only applies based on the weapon currently used, the buff needs to be changed: +1 minion slot is passive and free and no longer works as a conditional buff
 
While most magic weapons shoot a projectile of some kind and therefore shooting extra ones that home should work fine, the Aqua Scepter sprays a stream, and I dont see how that could work.
Neither do I...
This implies the attack does 125% total for an extra 25%, not an extra 125% for a total of 225%.
What I meant was that you have your attack, then the lightning appears, doing an extra 125% damage
As written, this allows you to just use a whip and basically ignore minions? I think we should encourage minion synergy more, hence why I suggestion that your minions should do the extra damage and all you do is inflict the parasite. Also, if this buff only applies based on the weapon currently used, the buff needs to be changed: +1 minion slot is passive and free and no longer works as a conditional buff
Yeah I like that idea
I'll change it
 
This would be an accessory with different effects depending on which damage type your current weapon deals:
MELEE
+7.5% melee speed
Attacks create explosions that do 20% of the weapon's damage and inflict Daybreak
  • Make the Melee speed an even number, it would get rounded anyway.
  • That is 1.2x damage. That is really good, and would be perfectly fine as its own accessory.
  • Daybroken should stay a gimmick of the Daybreak and Solar Eruption; honestly 1.2x damage is good enough for this to me completely removed and still have a great accessory
I'd make it so everything besides the explosion is removed, as well as having the explosions not crit. Having basically 1.2x damage even losing crit chance would still be very viable (maybe even too good still)
RANGED
+7.5% chance to not use ammo
Attacks have a 15% chance to create a vortex which strikes the nearest foe with lightning for 125% of the attack's damage
  • That low of ammo reduction is negligible, it should either be much higher (33% minimum) or not exist
  • An estimated 1.19x damage. Pretty much the same, but maybe a tiny buff? Also, fast weapons like the Vortex Beater could summon a lot of portals
Either make the ammo conservation much higher or remove it and make the vortex happen 1/15 of the time with 150% damage (and not crit;) I'd say the latter as it would be most consistent with the others
MAGE
+45 max mana
Attacks create 3-5 homing projectiles that deal 5% of the weapon's damage
  • Mana is only added in batches of 20, so make it 40 or 60
I'd remove the mana cost and make there be 1 projectile that deals 20% (no crit ofc) to reduce all the projectiles on screen
SUMMONER
+7.5% summon damage
Attacks create an Astral Parasite which latches onto a minion, causing their next attack to deal 1% of the enemy's max HP extra
  • I get you want everything to have a consistent 7.5, but stats matter so variably that it isn't worth it
  • 1% extra is absolutely insane; snapthorn + blade staff could probably destroy Moon Lord with it. Two weapons usually forgotten after the Mechs can destroy ML, let alone stacking the speed whips with Blade. Even if you drag along the 75% whip nerf to it, any mildly fast summon could easily sweep through ML
To stay consistent with "add extra thing that equates to 1.2x damage," I'd add a 1/20 chance for any minion/summon/sentry that deals 90% of the damage (slightly less than 1.2x as removing crit would do nothing so there needs to be another nerf)
 
  • Make the Melee speed an even number, it would get rounded anyway.
  • That is 1.2x damage. That is really good, and would be perfectly fine as its own accessory.
  • Daybroken should stay a gimmick of the Daybreak and Solar Eruption; honestly 1.2x damage is good enough for this to me completely removed and still have a great accessory
I'd make it so everything besides the explosion is removed, as well as having the explosions not crit. Having basically 1.2x damage even losing crit chance would still be very viable (maybe even too good still)


Changed
  • That low of ammo reduction is negligible, it should either be much higher (33% minimum) or not exist
  • An estimated 1.19x damage. Pretty much the same, but maybe a tiny buff? Also, fast weapons like the Vortex Beater could summon a lot of portals
Either make the ammo conservation much higher
Did this one
or remove it and make the vortex happen 1/15 of the time with 150% damage (and not crit;) I'd say the latter as it would be most consistent with the others

  • Mana is only added in batches of 20, so make it 40 or 60
I'd remove the mana cost and make there be 1 projectile that deals 20% (no crit ofc) to reduce all the projectiles on screen
Changed
  • I get you want everything to have a consistent 7.5, but stats matter so variably that it isn't worth it
  • 1% extra is absolutely insane; snapthorn + blade staff could probably destroy Moon Lord with it. Two weapons usually forgotten after the Mechs can destroy ML, let alone stacking the speed whips with Blade. Even if you drag along the 75% whip nerf to it, any mildly fast summon could easily sweep through ML
To stay consistent with "add extra thing that equates to 1.2x damage," I'd add a 1/20 chance for any minion/summon/sentry that deals 90% of the damage (slightly less than 1.2x as removing crit would do nothing so there needs to be another nerf)
Changed
 
wait, I disagree with this. Removing the daybreak part completely removes that interesting usecase I mentioned of making early game weapons viable. If it only does 20% of the weapon's damage, then that no longer does that (think copper shortsword for example). And while that wasnt intended to be the main focus of the item, it feels boring to just have this accessory be effectively +20% damage and thats it.

Did this one
Higher ammo conservation is fine, agree.

the mana change is also fine, especially if this is one of the last mage accessories, but making this only one projectile devolves it into feeling like just another "+20% damage buff" (like his suggested melee change)... which, if thats what all of these are basically doing, at least it would feel similar and consistent?


So if thats the route you wish to take, which again would at least feel very consistent:
for melee, 100% chance of 20% explosion,
for ranger, 15% chance of 150% vortex,
for mage, 100% chance of 20% projectile,
for summoner, 100% chance that you inflict parasites that allow you minions to get 20% buff

of course, exact stats would be up to relogic, but is this the direction you wanted to go with this accessory? I will say it at least feels more coherent rather than random completely different feeling buffs
 
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