Items [Sprites] A different way of solving the RNG issue.

Orithan

Eye of Cthulhu
Reposting from a different thread:

The problem with RNG is not the RNG items themselves, with the exception of some of the drops Plantera, Golem and Mourning Wood has due to not making proper sense and should be crafted instead, but rather the lack of non-RNG items lategame. This is why I think so many people are making a fuss about the RNG.
Mages and Summoners get almost no craftables post Mechanical tier while Ranged and Melee gradually lose their craftables as the game progresses past mech tier. You would think just making the boss and mob drops craftable be my solution, but it is not. Stuff like the Inferno Fork, Tactical Shotgun, Razorpine and Flower Pow should remain tied to the RNG because they make sense as drops; Diabolists use the Inferno Fork, Tactical Skeletons use the Tactical Shotgun, Everscreams shoot pine needles at you and Plantera shoots petals at you (which is what Flower Pow uses). On the other hand; things like the Venus Magnum, Wasp Gun, Heat Ray and Stake Launcher have no business being drops and should be crafted instead; Plantera doesn't shoot bullets at you nor releases bees, Golem doesn't shoot lasers and Mourning Wood doesn't fire stakes at you.

And thus this is the basis of my suggestion: More craftable items for lategame, and make the RNG items that make no sense being part of the RNG become drops instead.
Disclaimer: This does not provide balancing changes which may have to be made as well as that the new items need balancing.

P8shrOlx5p4XJKKUT8OhnVllMChKw97R_D4GL4ij5QAYjnetR_ksvTJ3z5cOnY01ORARqEuuOcYrSswdhev8Og2AODJEckLMbW0IdCDbVdwj1NDTOcUb3lR4kqhQAJS_0AKoXTE


Chlorophyte_Bar.png
Part 1: Fixing up Chlorophyte Tier (
Rarity_color_7.png
)
Chlorophyte_Bar.png

Out of all the post-mech tiers, Chlorophyte is the best off in regards to craftable items as there are suitable craftables for most classes. However, there is a disturbing lack of mage craftables and summoners don't get any. In order to remedy this situation (as well as fix up some nonesense), this is what I will propose:

Venus_Magnum.png

Venus Magnum.
Crafting recipe (@ Hardmode Anvil):
  • Phoenix_Blaster.png
    1 x Phoenix Blaster
  • Chlorophyte_Bar.png
    10 x Chlorophyte Bar
Is no longer dropped from Plantera. Will be rebalanced for Chlorophyte tier.
Comments: Why you can't craft the Pheonix Blaster into this is beyond my belief, even though it appears to be the next step in the FB's evolution. Also, why does Plantera even drop this aside for the sake of having RNG attached to it?

Wasp_Gun.png

Wasp Gun.
Crafting recipe (@ Hardmode Anvil):
  • Bee_Gun.png
    1 x Bee Gun
  • Chlorophyte_Bar.png
    12 x Chlorophyte Bar
Is no longer dropped from Plantera. Will be rebalanced for Chlorophyte tier
Comments: Same as with Venus Magnum.

Pygmy_Staff.png

Pigmy Staff.
Buy/Sell price upped to 25/5 Gold respectively.
Is no longer dropped by Plantera. Instead, it is brought from the Witch Doctor for 25 Gold after defeating Plantera. On addition, the Witch Doctor will begin selling Tiki Armor after Plantera is defeated regardless of wherever the player has a Pigmy Staff in their inventory or not.
Comments: Another instance of a drop being regulated to the RNG when it shouldn't be. Away with the RNG part.

Grenade_Launcher.png

Grenade Launcher.
Buy/Sell price upped to 30/6 Gold respectively
Is no longer dropped by Plantera after it's first defeat. Instead, it is brought from the Cyborg for 30 Gold if you need additional Grenade Launchers.
Comments: I don't get why this is in Plantera's dropset after the first defeat.

With this, the issues with Chlorophyte tier RNG should be solved and players should be mostly happy with what they can craft in preparation to fight Plantera with.
Notes: Summoner still doesn't get anything at this tier. This is okay here, as the Optic Staff is a powerful summoning weapon and the class in general needs to be fleshed out more (as in stuff outside my thread). The Axe will remain a Plantera drop at it's current rate because it is supposed to be an easter egg sort of thing with the reference and all.

P8shrOlx5p4XJKKUT8OhnVllMChKw97R_D4GL4ij5QAYjnetR_ksvTJ3z5cOnY01ORARqEuuOcYrSswdhev8Og2AODJEckLMbW0IdCDbVdwj1NDTOcUb3lR4kqhQAJS_0AKoXTE


Golem_Head.png
Part 2: The deal with the Lizhard and Golem (
Rarity_color_7.png
)
Golem_Head.png

This point is where craftables drop off altogether and requires more than just deregulating some of the RNG from bosses to fix. From the Lizhard onwards, the only craftables you get are for armor and wings and this is a bad thing for the game. This here should fix the issue:

Lihzahrd_Furnace.png

Lizhard Furnace.
Guaranteed drop from Golem on each kill. No longer found in Lizhard Chests.
Also used to craft several Golem weapons with Lizhard Brick.
Comment: First, we need something to smelt the Lizhard brick into weapons with.

Lihzahrd_Brick.png

Lizhard Brick.
Guaranteed 120-150 drops from Golem on each kill
Also will be used for crafting several weapons.
Comment: I really don't know how to balance this in relation to crafting, especially because it is very easily exploitable to just craft tons of weapons and sell them all for big money. Maybe a big reduction to the sell prices of the weapons crafted with it or adding in additional materials into the crafting recipes?

Picksaw.png

Picksaw.
Crafting recipe (@ Lizhard Furnace):
  • Lihzahrd_Brick.png
    120 x Lizhard Brick
  • Soul_of_Might.png
    20 x Soul of Might
No longer dropped from Golem.
Comment: Now it can be crafted directly after Golem is killed instead of waiting for the RNG to favor you. And what is the Golem doing with a Picksaw anyway?

Staff_of_Earth.png

Staff of Earth.
Crafting recipe (@ Lizhard Furnace):
  • Lihzahrd_Brick.png
    100 x Lizhard Brick
  • Amber.png
    10 x Amber
  • Boulder.png
    1 x Boulder
No longer dropped from Golem.
Comment: Since when does Golem drop Boulders?

Stynger.png

Stynger.
Crafting recipe (@ Lizhard Furnace):
  • Lihzahrd_Brick.png
    100 x Lizhard Brick
  • Stinger.png
    10 x Stinger
  • Soul_of_Sight.png
    20 x Soul of Sight
  • Illegal_Gun_Parts.png
    1 x Illegal Gun Parts
No longer dropped from Golem.
Comment: How is Golem supposed to drop a sting shooter when it can't fire stingers? Stingers are now also dropped by Moss Hornets.

Stynger_Bolt.png

Stynger Bolt
Crafting recipe (@ Hardmode Anvil, makes 50):
  • Stinger.png
    2 x Stinger
  • Iron_Bar.png
    /
    Lead_Bar.png
    1 x Iron/Lead Bar
  • Explosive_Powder.png
    1 x Gunpowder
No longer sold by the Arms Dealer
Comment: As suggested by @Emral

Possessed_Hatchet.png

Possessed Hatchet.
Crafting recipe (@ Lizhard Furnace):
  • Lihzahrd_Brick.png
    90 x Lizhard Brick
  • Rich_Mahogany.png
    15 x Rich Mahogany
  • Soul_of_Fright.png
    20 x Soul of Fright
No longer dropped from Golem.
Comment: Golem doesn't use it, so why should it be regulated to the RNG? Thanks to its ability, it makes a good candidate for the use of Souls of Fright to craft.


But what about Beetle Husks, which don't fit as a Golem drop? There will be a new Jungle mob that appears after Golem is defeated for the first time which will drop them; Goliath Beetle:

(No sprites available, roughly the size of a Moss Hornet)
Goliath Beetle.
Type: Enemy
Enviroment: Hardmode Underground Jungle
AI Type: Fighter
Damage: 60 (while on the ground), 90 (while flying)
Max Life: 350
Defense: 60 (while on the ground), 30 (while flying)
Knockback Resist: 100% (while on the ground), 60% (while flying)
Spawnrate: Slightly lower than Giant Tortoises
Notes: Like a souped up Mushi Ladybug, with stat adjustments between it's two states, the Goliath Beetle moves slowly while on the ground though twice as fast at as a Giant Tortoise. It flies whenever the player is far away from them or when they are out of the beetle's reach on the ground, flying at the speed of a Mushi Ladybug during flight. On land, they have a similar appearance to a large Lac Beetle, but their shell bears resemblance to a Beetle Husk (
Beetle_Husk.png
) and their flying sprite is similar to a large Mushi Ladybug but with a shell that looks similar to a Beetle Husk.
Drop table:
  • 15 Silver Coins (100%)
  • Beetle_Husk.png
    2-4 Beetle Husks (100%)
  • (No sprites, but think of something like a purple Mushi Ladybug banner) 1 Goliath Beetle Banner (0.5%)
Comments: As suggested by @Emral

Notes: Several Golem drops are still regulated to the RNG. The Golem uses the Heat Ray to fire it's lasers, Golem fires its fists, the Eye of the Golem is a part of the Golem and the Sun Stone is probably the thing that powers it. Combined with @SzGamer227 's Beetle Tools and Weapons suggestion, this should be enough to fix the RNG scenario for the Golem.

P8shrOlx5p4XJKKUT8OhnVllMChKw97R_D4GL4ij5QAYjnetR_ksvTJ3z5cOnY01ORARqEuuOcYrSswdhev8Og2AODJEckLMbW0IdCDbVdwj1NDTOcUb3lR4kqhQAJS_0AKoXTE


Shroomite_Bar.png
Ectoplasm.png
Part 3: What's up with the Dungeon and Shroomite? (
Rarity_color_8.png
)
Ectoplasm.png
Shroomite_Bar.png

Just like with the Lizhard, the post Plantera Dungeon and Shroomite has very little craftables. Unlike with the Lizhard, there are few things that are regulated to the RNG when they shouldn't be. But first, let's get those out of the way:

Pulse_Bow.png

Pulse Bow
Crafting recipe (@ Hardmode Anvil):
  • Shroomite_Bar.png
    20 x Shroomite Bar
  • Nanites.png
    5 x Nanites
No longer sold by the Travelling Merchant.
Comment: The Pulse Bow appears to be directly related to Shroomite, but why does the Travelling Merchant have it when it looks like something that should be crafted from Shroomite. Not to mention that the Travelling Merchant rarely has it.

Magnet_Sphere.png

Magnet Sphere
Crafting Recipe (@ Bookcase):
  • Ectoplasm.png
    20 x Ectoplasm
  • Spell_Tome.png
    1 x Spell Tome
No longer dropped from Post Plantera Dungeon
Comment: I have no idea why this is a drop and not a craftable, especially given its appearance and abilities.

However, this is not enough to keep players satisfied at their tiers without the RNG. Hence I propose a couple more things to make things more interesting:

l629WHg.png
(Original sprite made by someone outside these forums)
Bolt Rifle
Type: Ranged Weapon
Damage: 21
Knockback: 4
Max Stack: 1
Velocity: 13
Rarity:
Rarity_color_8.png

Use Time: 15
Special effects: Fires bursts of 4 bullets flying at high velocity to hit their targets, autofires.
Buy/Sell Price: 45 Gold/ 9 Gold
Crafting Recipe (@ Hardmode Anvil):
  • Shroomite_Bar.png
    10 x Shroomite Bar
  • Cog.png
    5 x Cogs
  • Clockwork_Assault_Rifle.png
    1 x Clockwork Assault Rifle
Comments: The Clockwork Assault Rifle needs some love, as it gets rendered redundant by the Megashark when you defeat the Destroyer. Base DPS is 376 which seems high but heavily armored mobs, particularly in the HM Dungeon, cut it down to size quickly. It is also very efficient at conserving ammo. As a note, the Wall of Flesh will drop both an emblem and their respective weapon.

KuZe4zC.png
(Base sprite by someone outside these forums, edited by me)
Spore Shot
Type: Bullet
Damage: 7
Knockback: 2
Max Stack: 999
Velocity: 5
Rarity:
Rarity_color_8.png

Special Effect: Leaves a trail of tiny damaging Mushroom particles (ala Mushroom Spear) that deal half Weapon+Bullet damage. The mushroom particles also spray out a little upon hit. The particles ignore gravity and linger for 1.5 seconds.
Buy/Sell Price: 75 Copper/ 15 Copper
Crafting Recipe (@ Hardmode Anvil, makes 70):
  • Musket_Ball.png
    70 x Musket Ball
  • Shroomite_Bar.png
    1 x Shroomite Bar
Comments: One thing I don't get about Shroomite, being an endgame ranged specialist metal, doesn't get an ammo type. This should fix this. While the special effect is not direct damage, it lays a tempoary trap for mobs and bosses that attempt to move closer to you and achieves very high DPS if mobs move directly into the mushrooms.

2a30q9V.png
uBGp7KB.png
CWomTzs.png
2xCc3k1.png
(Base sprite made by someone outside these forums, recolored to reflect the materials the variants use).
Spirit Scepter
Type: Magic Weapon
Damage: 65
Knockback: 1
Max Stack: 1
Mana: 20
Velocity: 8
Rarity:
Rarity_color_8.png

Attack Method: Summons a large orb of ectoplasm that follows your cursor ala. Rainbow Rod for as long as the Left Mouse Button remains pressed. This burst of ectoplasm penetrates enemies indefinitely for up to 30 seconds before it disappears. It emits a much greater level of light than what the Rainbow Rod does. When the LMB is released, the spirit flies off in the direction it last went in just like the Rainbow Rod.
Buy/Sell Price: 50 Gold/ 10 Gold
Crafting Recipe (@ Hardmode Anvil):
  • Ebonwood.png
    /
    Shadewood.png
    40 x Ebonwood/Shadewood
  • Iron_Bar.png
    /
    Lead_Bar.png
    5 x Iron/Lead Bar
  • Ectoplasm.png
    12 x Ectoplasm
Comments: This is a unique spin on the ineffective Rainbow Rod-style magic attack, turning it from something useless into something quite threatening in the HM Dungeon and hopefully can carry you through the moon events. While not quite as effective against crowds as the Magnet Sphere, it works a lot better as a mechanism that allows for aiming in awkward terrain and from behind blocks. It's base DPS of 330 is quite threatening, provided you keep your cursor on the target which can be hard against targets like Pumpking and Ice Queen. From left to right, the sprites are: Iron and Ebonwood, Iron and Shadewood, Lead and Ebonwood and Lead and Shadewood variants. The different variants is merely a cosmetic feature - the staff has the same stats regardless of the materials used to craft it.

And with that concludes Part 3 of the suggestion. Two basic craftable weapons for Shroomite and Ectoplasm, supporting their respective classes, for Ranged and Magic players that can last them through the Moon events if played right. Summoning will come later, because the class needs to be more fleshed out in general.


P8shrOlx5p4XJKKUT8OhnVllMChKw97R_D4GL4ij5QAYjnetR_ksvTJ3z5cOnY01ORARqEuuOcYrSswdhev8Og2AODJEckLMbW0IdCDbVdwj1NDTOcUb3lR4kqhQAJS_0AKoXTE


Pumpkin_Moon_Medallion.png
Naughty_Present.png
Truffle_Worm.png
Part 4: Holiday events and Duke Fishron: we need more craftables! (
Rarity_color_8.png
)
Truffle_Worm.png
Naughty_Present.png
Pumpkin_Moon_Medallion.png

At this point, there is literally no craftable weapons and only one set of craftable armor; Spooky Armor. The armor part is fine, as the current endgame armor is fine as it is for the rest of the game. As of 1.2, this is fine; it is the end of the game. Come 1.3, and we have a major bottleneck in game progression at this point on a similar caliber of the Lizhard/Shroomite/HM Dungeon tier. With Pumpkin Moon, we can have a sufficient number of drops that should be craftables in order to create good weapons for each class (as well as adding in a few drops for the bosses, so they don't feel left out on the deal). With Frost Moon, we don't have that luxury while Fishron bears a couple that should be craftable. But first things first; Deal with the Pumpkin Moon.

First case:
Mourning_Wood.png

Mourning Wood​
Mourning Wood drops the only crafting material that, as of now, could possibly be used for weapons in the entire event: Spooky Wood. This is what I will be using in most of the crafting recipes for the event. First, I will create a new work station specifically for use for the event items:

OSmB5fH.png
(Sprite made by someone outside these forums)
Spooky Campfire
Type: Furniture
Placeable: Yes
Dimensions: 3 blocks wide x 2 blocks tall
Max stack: 99
Rarity:
Rarity_color_8.png

Use time: 14
Tool to mine with: Pickaxe
Tooltip: "Used for special crafting and increases Mana regneration of those who stand near"
Sell: 3 Silver
Used to craft Pumpkin Moon weapons and imparts the Soul Fire Buff on players who stand within 48 blocks of the center of the campfire.
Crafting recipe (by hand):
  • Spooky_Wood.png
    20 x Spooky Wood
  • Torch.png
    5 x Torch
  • Ectoplasm.png
    4 x Ectoplasm

daQZ0P4.png
(Sprite made by someone outside these forums)
Spooky Campfire (buff).
Tooltip: "Mana regeneration is increased"
Effect: Mana regeneration speed is slightly increased, at the same rate as how life regen is increased by a regular campfire.
Duration: Infinite for as long as you stand in the campfire's radius. Disappears as soon as you leave that radius.

Stake_Launcher.png

Stake Launcher
Crafting Recipe (@ Spooky Campfire & Spooky Workbench):
  • Spooky_Wood.png
    50 x Spooky Wood
  • Soul_of_Sight.png
    20 x Soul of Sight
No longer dropped by Mourning Wood.
Comments: Does it seem odd that the Mourning Wood does not fire stakes but drop a Stake Launcher? Should it use Souls of Fright instead of Sight?

Stake.png

Stake
Crafting Recipe (@ Spooky Campfire & Spooky Workbench, makes 10):
  • Spooky_Wood.png
    1 x Any Wood
No longer sold by the Arms Dealer
Comments: Should the stakes use Souls of Light or Night, or some other crafting material? I can't decide.

6aX039O.png
(Sprite by someone outside these forums)
Spooky Wood Broadsword
Type: Melee Weapon
Damage: 86
Knockback: 13
Max Stack: 1
Rarity:
Rarity_color_8.png

Use Time: 18-21
Special effects: Fires 5-8 Greek Flames per swing, covering an area up to a maximum of 10 blocks in front of the player. Each flame does piercing damage, equal to 50% of the sword's Damage, without knockback and linger for 3 seconds before disappearing. The sword autoswings and the direction the player is facing in is fixed in place while swinging.
Buy/Sell Price: 50 Gold/ 10 Gold
Crafting Recipe (@ Spooky Campfire & Spooky Workbench):
  • Spooky_Wood.png
    100 x Spooky Wood
Comments: The middle ground between the Horseman's Blade and the Terra Blade, the sword specializes in "Hit and Run" crowd control on the ground. The flames wreck anything on the ground, which is most of the early waves of both Frost and Pumpkin moons. It is ineffective against airborne targets, however.

Second Case:
Pumpking_Full_Body.png

Pumpking​
Unlike Mourning Wood, Pumpking's drop pool contains a lot of things that don't make sense as drops outside the Halloween theme. This includes its entire Weapon drop pool, leaving just the Black Fairy Dust and Spider Egg as fitting drops. To remedy this, I propose the following:

R2UE052.png
(Original sprite made by someone outside these forums)
Unhallowed Spirit
Type: Crafting Material
Max Stack: 999
Rarity:
Rarity_color_7.png

Tootip: "The remains of powerful pumpkin spirits"
Sell price: 10 Silver
Dropped by Pumpking 100% (1-10, increasing linearly as the event progresses).
Comments: The Pumpking's unique crafting material, allowing for the crafting of Pumpking equipment.

Bat_Scepter.png

Bat Scepter
Crafting Recipe (@ Spooky Campfire & Spooky Workbench):
  • Spooky_Wood.png
    80 x Spooky Wood
  • Soul_of_Night.png
    20 x Soul of Night
  • 20 x Unhallowed Spirit
No longer dropped by Pumpking.
Comments: So, why does Pumpking drop a bat staff despite not summoning bats?

Raven_Staff.png

Raven Staff
Crafting Recipe (@ Spooky Campfire & Spooky Workbench):
  • Spooky_Wood.png
    80 x Spooky Wood
  • Feather.png
    10 x Feather
  • Soul_of_Fright.png
    20 x Soul of Fright
  • 20 x Unhallowed Spirit
No longer dropped by Pumpking.
Comments: Same as with Bat Scepter.

Candy_Corn_Rifle.png

Candy Corn Rifle
Crafting Recipe (@ Spooky Campfire & Spooky Workbench):
  • Spooky_Wood.png
    50 x Spooky Wood
  • Iron_Bar.png
    /
    Lead_Bar.png
    20 x Iron/Lead bar
  • Illegal_Gun_Parts.png
    1 x Illegal Gun Parts
No longer dropped by Pumpking.
Comments: Courtesy of @Baconfry's Corn Syrup suggestion, this is a good way deregulate the weapon from the RNG without dumb shenanigans like having the Arms Dealer sell the rifle only after you hit Wave 15 (which is tough enough as it is) or something.

Jack_%27O_Lantern_Launcher.png

Jack 'O Lantern Launcher
Crafting Recipe (@ Spooky Campfire & Spooky Workbench):
  • Pumpkin.png
    30 x Pumpkin
  • Iron_Bar.png
    /
    Lead_Bar.png
    10 x Iron/Lead bar
  • 20 x Unhallowed Spirit
  • Illegal_Gun_Parts.png
    1 x Illegal Gun Parts
No longer dropped by Pumpking.
Comments: While it appears to fit the Pumpking because it is made with pumpkin, Pumpking doesn't fire explosive pumpkins at you.

Explosive_Jack_%27O_Lantern.png

Explosive Jack 'O Lantern
Crafting Recipe (@ Spooky Campfire & Spooky Workbench, makes 50):
  • Pumpkin.png
    2 x Pumpkin
  • Torch.png
    5 x Torch
  • Explosive_Powder.png
    1 x Gunpowder
No longer sold by Arms Dealer.
Comments: Pumpkins go boom. I wonder how you can craft Jack 'O Lanterns this big with such little resources, but then again we are talking about a game.

The_Horseman%27s_Blade.png

The Horseman's Blade
Dropped by Headless Horseman (4.17%-50% for 1, droprate increases linearly from Wave 9 to Wave 14 as per when it spawns)
No longer dropped by Pumpking.
Comments: If this is the Horseman's Blade, then why does Pumpking drop it instead of its namesake?

But wait, now Pumpking has only two drops compared to Mourning Wood's 4? Well, I should fix that right now...

uxU4MWs.png
(Original sprite made by someone outside these forums, edited slightly)
Flaming Scythe
Type: Magic Weapon
Damage: 76
Knockback: 5
Max Stack: 1
Mana: 25
Rarity:
Rarity_color_8.png

Use Time: 23
Special effects: Fires a large flaming scythe which flies in the direction you clicked in that starts off slow, but gradually picks up in speed on each swing ala Demon Scythe. This scythe penetrates enemies infinitely, ignores walls and despawns after 30 seconds. The scythe itself is swung like a sword and deals damage, an anomaly for a Magic Weapon.
Buy/Sell Price: 50 Gold/ 10 Gold
Dropped by Pumpking (2.08%-25% for 1, droprate increases linearly from Wave 8 to Wave 15)
Comments: Now you get to fire the flaming scythes of destruction! It has a high Magic cost alongside its relatively slow speed (leading to a low DPS), but this thing wrecks crowds like no other if you have a good magic supply and does not care about walls at all.

4nsViwA.png
(Original sprite made by someone outside these foruns, edited slightly)
Haunted Amulet
Type: Accessory
Max Stack: 1
Rarity:
Rarity_color_8.png

Bonus: Whenever the player is hit by an attack while having it equipped, 5 Greek Flames explode from the player. These Greek flames deal 50 damage, penetrate enemies infinitely and linger for 5 seconds until disappearing. Note: Will get tinkers.
Tooltip: "Combusts into fires when hit"
Buy/Sell price: 20 Gold/ 4 Gold
Dropped by Pumpking (2.08%-25% for 1, droprate increases linearly from Wave 8 to Wave 15)


Third Case:
Everscream.png

Everscream​
Coming onto the Frost Moon and we have Everscream. Like Mourning Wood, Everscream's drops mostly make sense (with the exception of the Festive Wings). The only problem is that they drop far too rarely, so here's my simple solution:
Proposed droprates (only one of these can drop at a time):
  • Christmas_Tree_Sword.png
    Christmas Tree Sword - 1.04%-12.5% (droprate increases linearly from Wave 4 to Wave 20)
  • (Can't access sprites) Christmas Hook - 1.04%-12.5% (droprate increases linearly from Wave 4 to Wave 20)
  • Razorpine.png
    Razorpine - 1.04%-12.5% (droprate increases linearly from Wave 4 to Wave 20)
  • 6rXJNeF.png
    Evergreen Branch
    - 1.04%-12.5% (droprate increases linearly from Wave 4 to Wave 20)
This effectively doubles the chance that Everscream may drop a powerful item, to a 4.16% chance at Wave 4 and to a 50% chance at Wave 20. The reason it is not a full 100% like the Pumpkin Moon bosses is because you will be killing a lot more of these bosses in order to achieve Wave 20.

6rXJNeF.png
(Sprite made by someone outside these forums)
Evergreen Branch
Type: Crafting Material
Max Stack: 99
Rarity:
Rarity_color_5.png

Sell price: 2 Gold, 50 Silver
Dropped by Everscream 1.04%-12.5%, droprate increasing linearly as the event progresses.
Comments: Instead of dropping the Festive Wings directly, Everscream should drop the material required to craft it.

Festive_Wings.png

Festive Wings
Crafting Recipe (@ Christmas Workshop):
  • Soul_of_Flight.png
    20 x Soul of Flight
  • 6rXJNeF.png
    1 x Evergreen Branch
No longer dropped by Everscream.
Comments: So now we have the Festive Wings again. Just not obscenely rare like before.

On addition to these drops, Everscream also drops Pine Tree blocks (100%, 30-60) which will be used to craft the Christmas Workshop and Everscream's craftable weapons.

WEUOsnm.png
(Original sprite made by someone outside these forums, edited slightly)
Needle Chakram
Type: Melee Weapon, Boomerang.
Damage: 51
Knockback: 7
Max Stack: 5
Velocity: 8
Rarity:
Rarity_color_8.png

Use Time: 18
Special effects: Whenever a chakram hits a target, it spawns 2 20 damage pine needles that each deliver 5 knockback; lending it to obscene knockback capabilities and therefore making it hold most enemies at bay
Buy/Sell Price: 12 Gold/ 2 Gold, 40 Silver
Crafting Recipe (@ Christmas Workshop):
  • Pine_Tree_Block.png
    40 x Pine Tree Block
Comments: Possibly one of the best weapons for keeping enemies away from the player, the Needle Chakram is a formidable melee weapon that should not be underestimated against crowds of enemies despite having low attack power.

ndiZItM.png
(Sprites made by someone outside the forums)
Lights Stream
Type: Magic Weapon.
Damage: 60
Knockback: 6
Max Stack: 1
Mana: 6
Velocity: 13
Rarity:
Rarity_color_8.png

Use Time: 17
Attack: Fires a stream of pine tree-themed particles laced with christmas light-themed particles that arcs like Aqua Scepter. This stream is wider than what Aqua Scepter and Golden Shower produces and can hit a target up to three times in each spray. Additionally, when the stream hits an object, it bounces off once.
Buy/Sell Price: 50 Gold/ 10 Gold
Crafting Recipe (@ Christmas Workshop):
  • Pine_Tree_Block.png
    50 x Pine Tree Block
  • Multicolored_Stained_Glass.png
    20 x Multicolored Stained Glass
  • Fallen_Star.png
    10 x Fallen Star
  • Iron_Bar.png
    /
    Lead_Bar.png
    15 x Iron/Lead bar
Comments: A direct upgrade over the Aqua Scepter and indirect upgrade over Golden Shower, this is designed as an all round magic weapon that is likely to serve you well in most situations; be it dealing with large crowds of enemies, taking on any type of boss, fighting over long distances and fighting in difficult terrain.


Fourth Case:
Santa-NK1.png

Santa-NK1 (Santank)​
Like Everscream, Santank's drops make sense for it - It has a Chain Gun and the Elf Melter is probably part of the reason it moves. Like with Everscream, Santank drops it's weapons far too rarely. Also, what about that Rocket Launcher it has on the back?
Proposed droprates (only one of these can drop at a time):
  • Chain_Gun.png
    Chain Gun - 1.39%-16.67% (droprate increases linearly from Wave 7 to Wave 20)
  • Elf_Melter.png
    Elf Melter - 1.39%-16.67% (droprate increases linearly from Wave 7 to Wave 20)
  • Snowman_Cannon.png
    Snowman Cannon - 1.39%-16.67% (droprate increases linearly from Wave 7 to Wave 20)
This increases the droprate of any of Santank's items twofold - from 25% to 50% at wave 20. The Snowman Cannon has been moved from Ice Queen to Santank because Santank fires homing rockets whereas Ice Queen doesn't.

On addition to these items, Santank also drops large quantities of ore that is impractical to mine in the large quantities required to make its craftables (Only one of these are dropped at a time):
  • Tungsten_Ore.png
    Tungsten Ore (40 - 80, amount increases linearly from Wave 7 to 20) - 45%
  • Platinum_Ore.png
    Platinum Ore (32 - 52, amount increases linearly from Wave 7 to 20) - 35%
  • Adamantite_Ore.png
    Adamantite Ore (20 - 50, amount increases linearly from Wave 7 to 20) - 20%
And here are the craftable weapons:

(No sprites available)
Mechanical Sack
Type: Summoning Weapon, Turret.
Damage: 47
Knockback: 0.5
Max Stack: 1
Mana: 20
Rarity:
Rarity_color_8.png

Use Time: 25
Summon: Places an empty mechanical sack turret (4x3 blocks in size) down onto the ground below where you clicked, which fires Magnet Sphere projectiles at any enemies that come within 3 blocks of the sack, except from below. The turret fires bolts up to 6 times a second and persists for 1 minute. If you attempt to summon another sack before the first one despawns, the first sack despawns and the second one is placed.
Buy/Sell Price: 50 Gold/ 10 Gold
Crafting Recipe (@ Christmas Workshop):
  • Platinum_Bar.png
    35 x Platinum Bar
  • Adamantite_Bar.png
    20 x Adamantite Bar
  • Silk.png
    20 x Silk
  • Ectoplasm.png
    15 x Ectoplasm
Comments: So, would you like to get stuffed into a Christmas sack? I don't think so. Also a massive improvement over the Staff of the Frost Hydra.

(No sprites available)
Light Mines
Type: Magic Weapon.
Damage: 53
Knockback: 8
Max Stack: 1
Mana: 10
Velocity: 5
Rarity:
Rarity_color_8.png

Use Time: 15
Attack: Shoots out small light bulbs that can be red, blue or green that explode into three no knockback fragments, each dealing 50% weapon damage, when they hit an enemy. The light bulbs obey gravity and stick to any block and linger there for 2 minutes before they automatically explode.
Buy/Sell Price: 50 Gold/ 10 Gold
Crafting Recipe (@ Christmas Workshop):
  • Tungsten_Bar.png
    40 x Tungsten Bar
  • Adamantite_Bar.png
    20 x Adamantite Bar
  • Multicolored_Stained_Glass.png
    20 x Multicolored Stained Glass
  • Soul_of_Light.png
    20 x Soul of Light
Comments: Built for support, this weapon is meant for keeping large crowds of enemies at bay for the first waves of the events and in general combat or stacking them on top of each other to lay a trap to do serious initial damage to boss mobs like Ice Queen and Duke Fishron when they charge into them.


Fifth Case:
Ice_Queen.png

Ice Queen​
The final boss of the event, the Ice Queen is among the hardest boss in the game for her ability to make astonishingly fast maneuvers and high overall stats. The weapons she drops are among the highest tier in the game, only being beaten by Duke Fishron. Like the other two bosses, her drops are exceedingly rare and annoying to get. However, the only drop that she has that makes perfect sense is Blizzard staff whereas I will let the two summon items (Baby Grinch's Mischief Whistle and Reindeer Bells) slide. The other two items, North Pole and Snowman Cannon, will be removed from the drop pool (Snowman Cannon is now in Santank's).
This just leaves the Blizzard Staff in it's primary drop pool, which makes it barren. In order to fix this, I will propose the following things:
Proposed droprates (only one of these can drop at a time):
  • Blizzard_Staff.png
    Blizzard Staff - 1.04%-12.5% (droprate increases linearly from Wave 11 to Wave 20)
  • Flocko Bell - 1.04%-12.5% (droprate increases linearly from Wave 11 to Wave 20)
  • Frozen Gem - 1.04%-12.5% (droprate increases linearly from Wave 11 to Wave 20)
  • Baby_Grinch%27s_Mischief_Whistle.png
    Baby Grinch's Mischief Whistle - 1.04%-12.5% (droprate increases linearly from Wave 11 to Wave 20)
Now, with these additions to the primary drop pool, the Ice Queen has a respectably sized drop pool again, as well as giving her double the chance to drop any one of these weapons. As for the new RNG drops, here they are without a further ado:

(No sprites available)
Flocko Bell
Type: Summoning Weapon
Damage: 64
Knockback: 10
Max Stack: 1
Mana: 12
Rarity:
Rarity_color_8.png

Use Time: 15
Summon: Summons a Flocko Minion to protect you. Can be autoreused.
Buy/Sell Price: 50 Gold/ 10 Gold
Comments: Since Flocko only spawns during waves of the Frost Moon that the Ice Queen spawns on and often when she spawns, I think this is a fitting summon-based drop for her.

(Minion sprite not available)
(Buff icon sprite not available)
Flocko
Tooltip: "A Flocko will protect you from attack"
AI: Flocko acts like a flying minion in the sense that it flies around the player. Unlike other minions; it does not deal penetrative damage, causes heavy knockback on hit and despawns upon hitting an enemy like how minions do in PVP. They charge in on and break any destructible projectiles and hit enemies whenever they close in on the player.
Comments: A unique summon that acts as a powerful defensive mechanism for normal combat :), and is one where having a Mythical reforge really matters.

(no sprites available, think the gem set in the Ice Queen's forehead)
Frozen Gem
Type: Accessory
Max Stack: 1
Rarity:
Rarity_color_8.png

Bonus: While equipped, the player's melee attacks inflict the Chilled debuff on mobs and players in PVP. Note: Needs balancing.
Tooltip: "Melee attacks chill enemies for 3 seconds"
Buy/Sell price: 25 Gold/ 5 Gold
Comments: The Ice Queen's accessory. This thing is freaking powerful, too powerful to be worthy of any tinkers that carry its effect. Thankfully, its duration is short lived as it has the potential to easily incapacitate large numbers of enemies outside of boss encounters otherwise.

Chilled Debuff (enemy)
Cuts the enemy's movement speed in half and gives affected enemies a light blue tint (this tint also applies to the player version of the debuff).
Immune NPCS (may need expanding in the future):
  • Everything that is immune to Frostburn
  • All boss enemies (including event bosses)
  • All Worm enemies
  • Enemies with the Caster AI
  • All enemies in the Snow and Underground Snow Biomes
  • All enemies in the Underworld
  • Hell Armored Bones
  • Yeti
  • Krampus
  • Flocko
  • Sharkron

On addition, to these changes, I will be adding in a new crafting item that is dropped specifically by the Ice Queen:
Frozen Aura
Type: Crafting Material
Max Stack: 999
Rarity:
Rarity_color_7.png

Tootip: "The remains of powerful frozen spirits"
Sell price: 10 Silver
Dropped by Ice Queen 100% (5-15, increasing linearly as the event progresses from Wave 11 to 20).
Comments: The Ice Queen's unique crafting material, which will also be used to make the Christmas Workshop as well as her weapons.

Now, for her craftables:
North_Pole.png

North Pole
Crafting Recipe (@ Christmas Workshop):
  • Frost_Core.png
    2 x Frost Core
  • arctite-bar-png.105674
    15 x Glacier Bar (courtesy of @Baconfry 's Glacial Ice suggestion)
  • 20 x Frozen Aura
No longer dropped by Ice Queen
Comments: While it is true that the Ice Queen may carpet bomb the player with her icicles, but they don't really match the North Pole's Snow flakes.

LZhBWPC.png
(Original sprite made by someone outside these forums)
Sub-Zero Crossbow
Type: Ranged Weapon, Bow
Damage: 71
Knockback: 4
Max Stack: 1
Velocity: 8
Rarity:
Rarity_color_8.png

Use Time: 15
Special effects: Arrows fired by this bow inflict Chilled on enemies and players (in PVP) for 20 seconds on top of their normal effects. This effect does not work with Fire, Hellfire and Cursed Arrows. This bow autofires.
Buy/Sell Price: 50 Gold/ 10 Gold
Crafting Recipe (@ Christmas Workshop):
  • arctite-bar-png.105674
    12 x Glacier Bar
  • Soul_of_Sight.png
    20 x Soul of Sight
  • 20 x Frozen Aura
Comments: Specializing in weakening enemies as opposed to flat out destroying them (eg. Tsunami, Pulse Bow), this bow is geared towards support. Slowing down large crowds of enemies to give yourself extra wriggle room to combat tougher foes is easy when using arrows that penetrate or cover a wide radius like Unholy Arrows.


With all the craftable weapons out of the way, there is one important thing I've placed into all of their recipes: They all require a Christmas Workshop to craft them at. This special crafting station is used to craft all of the Frost Moon weapons and can only be crafted with the drops from the bosses (well, you don't need to kill Everscream if you already gathered enough Pine Tree Wood during the Christmas season prior and you may not need to defeat Santanks depending on which ores spawn in your world).

(No sprites available, think of a big christmas-themed bench with a backwall adorned with all sorts of christmas-themed decorations with an ominous aura eminating. This aura provides light)
Christmas Workshop
Type: Furniture
Placeable: Yes
Dimensions: 4 blocks wide x 3 blocks tall
Max stack: 99
Rarity:
Rarity_color_8.png

Use time: 14
Tool to mine with: Pickaxe
Tooltip: "Used for special crafting"
Sell: 1 Gold
Used to craft Frost Moon weapons.
Crafting recipe (@ HM Anvil):
  • Pine_Tree_Block.png
    20 x Pine Tree Block
  • Tungsten_Bar.png
    10 x Tungsten Bar
  • Platinum_Bar.png
    8 x Platinum Bar
  • Adamantite_Bar.png
    4 x Adamantite Bar
  • arctite-bar-png.105674
    5 x Glacier Bar
  • 5 x Frozen Aura
  • Multicolored_Stained_Glass.png
    30 x Multicolored Stained Glass
  • Fallen_Star.png
    10 x Fallen Star
Comments: Wow, so much for a crafting station. Anyhow, this is designed as a mechanism to stop you from crafting super powerful Frost Moon weapons before you kill the Ice Queen. The quantities of each of the FM drops required is designed to gate this crafting station to past the first Ice Queen kill, given that she drops exactly 5 Frozen Aura on Wave 11, and towards Santank dropping each of its three ores at least once.


Sixth Case:
DukeFishron.png

Duke Fishron​
Duke Fishron, the last and final entity addressed in this suggestion (not counting the bonus part), is known for pulling off fast and brutal assaults in the air and drops the highest tier loot upon death. Most of his drops make sense; he shoots bubbles and summons Sharknados. But what about these weapons?
Tsunami.png
Razorblade_Typhoon.png

The Duke does not fire arrows and I am debating on wherever Razorblade Typhoon fits as a drop or not. Anyways, Duke will drop a new crafting material upon death:

aET4Kl6.png
(Original sprite made by someone outside these forums)
Fishron Bacon
Type: Crafting Material
Max Stack: 999
Rarity:
Rarity_color_7.png

Tootip: "Mmm... looks tasty"
Buy/Sell price: 60 Silver/ 12 Silver
Dropped by Duke Fishron 100% (8-16).
Comments: Duke Fishron is essentially a pig at his core so why not have him drop some bacon while we at it? This serves as his unique crafting material, which will be used to craft his stuff as well as a special type of food.

Tsunami.png

Tsunami
Crafting Recipe (@ HM Anvil):
  • Shroomite_Bar.png
    20 x Shroomite Bar
  • Shark_Fin.png
    5 x Shark Fin
  • aET4Kl6.png
    8 x Fishron Bacon
No longer dropped by Duke Fishron
Comments: I don't get how the Duke can drop something like that when it can't fire arrows.

Razorblade_Typhoon.png

Razorblade Typhoon
Crafting Recipe (@ Bookcase):
  • Ectoplasm.png
    16 x Ectoplasm
  • Coral.png
    15 x Coral
  • aET4Kl6.png
    8 x Fishron Bacon
  • Spell_Tome.png
    1 x Spell Tome
No longer dropped by Duke Fishron
Comments: I'm a bit iffy on wherever this should be classed as a drop or a craftable, but I am going for the latter since this is the Duke's second Magic weapon and he doesn't exactly fire wheels of water...

There is also going to be a Melee craftable themed after the sea using Fishron Bacon, but I am running out of ideas for what I can turn it into. Any suggestions for what it could be?

zGH5qfe.png
(Original sprite made by someone outside these forums)
Cooked Fishron Bacon
Type: Potion
Max stack: 30
Rarity:
Rarity_color_7.png

Use time: 16
Tooltip: "Minor improvements to all stats.
10 minute duration
Increases maximum life
5 minute duration"
Buffs:
Well Fed
- Duration: 10 Minutes
Lifeforce
- Duration: 5 Minutes
Buy/Sell: 25 Silver/ 5 Silver
Crafting recipe (@ Cooking pot):
  • 2 x Fishron Bacon
Comments: A very powerful food item, designed for the player to make use of excess Fishron Bacon after they have crafted all three of Fishron's craftable weapons and to prompt the player to continue harvesting the Duke past his tier in 1.3.


And with that concludes the main portion of the suggestion. Now there should be an adequate number of craftables throughout the entire game for people who have bad luck with RNG and hate having entire portions of progression tied to the RNG. You still have to grind to get the Razorpine or Heat Ray, but you can still progress through each tier of the game without those weapons.



Remaining parts:
Bonus: HM underground Ice (courtesy of @Baconfry 's Glacial Ice suggestion)

Feedback would be appreciated.
Edit: I hate having to fix borked indentations.
 
Last edited:
Very well formatted. I can't wait to see the rest!
 
I propose Plantera also drops a little component for weapons on each kill which is used for the items you gated pre-plantera here: Venus Magnum and Wasp Gun, unless you want to rebalance them.

I like the idea of using Lizahrd Bricks or anything Lizard-y for the Golem's items, though as you have noticed yourself, this can be easily exploited. Maybe introduce a new crafting material "Golem Leftovers" which you can smelt into these weapons and is dropped at a smaller rate?

I have an idea on how to make Beetle Husks a bit more balanced: The Lizahrd Bricks/Golem Leftovers could be combined with some minor beetle husks sold by, like you proposed, Witch Doctor or Dryad, at the Lizahrd Furnace to get the current Beetle Husks.

I think you should leave the Golem Fist to RNG, as it's quite literally one of the Golem's fists and makes perfect sense to be dropped from him.

You need to include a crafting recipe for Stynger Bolts. Maybe make Metal Spikes, like found in the Dungeon, craftable using iron or lead/sold by some NPC and then combine 50 of them with a bit of explosive powder?

So far this looks like a really cool idea, though! I'm excited to see what you'll come up with for the other parts.
 
Updated the OP to reflect some changes suggested and to include some things that prevents the player from exploiting the Lizhard Brick crafting to make big money.

@Emral : I will leave the Beetle husks as is because they have no actual connection to the Lizhard as opposed to the Golem stuff, which is clearly made by the Lizhard. Either that, or make it a drop from a post-Golem Jungle mob and keep it's original buy/sell price.
 
Maybe some kind of Mutant Beetle, using a slightly altered Mushy Ladybug AI?
 
I figured the grenade launcher would be sold by the demo man not the cyborg :confused:
 
Updated the OP to include Part 3 of the suggestion (which I've been making over the course of the day... hah)

I figured the grenade launcher would be sold by the demo man not the cyborg :confused:
The Cyborg sells the rockets that the Grenade Launcher uses and other explosive-type ranged weapons that use the rockets.
 
Holy :red:, someone knows their stuff! This solves a lot of issues, and I like it!
[DOUBLEPOST=1428031843][/DOUBLEPOST]Also, Shroom Shot+Chaingun is my new favorite combo.
 
Nice suggestion, I like the way you're thinking.
But for some reason I don't feel like I would want some of these in the game.. I don't know why though
 
Reposting from a different thread:



And thus this is the basis of my suggestion: More craftable items for lategame, and make the RNG items that make no sense being part of the RNG become drops instead.
Disclaimer: This does not provide balancing changes which may have to be made.

P8shrOlx5p4XJKKUT8OhnVllMChKw97R_D4GL4ij5QAYjnetR_ksvTJ3z5cOnY01ORARqEuuOcYrSswdhev8Og2AODJEckLMbW0IdCDbVdwj1NDTOcUb3lR4kqhQAJS_0AKoXTE


Chlorophyte_Bar.png
Part 1: Fixing up Chlorophyte Tier (
Rarity_color_7.png
)
Chlorophyte_Bar.png

Out of all the post-mech tiers, Chlorophyte is the best off in regards to craftable items as there are suitable craftables for most classes. However, there is a disturbing lack of mage craftables and summoners don't get any. In order to remedy this situation (as well as fix up some nonesense), this is what I will propose:

Venus_Magnum.png

Venus Magnum.
Crafting recipe (@ Hardmode Anvil):
  • Phoenix_Blaster.png
    1 x Phoenix Blaster
  • Chlorophyte_Bar.png
    10 x Chlorophyte Bar
Is no longer dropped from Plantera. Will be rebalanced for Chlorophyte tier.
Comments: Why you can't craft the Pheonix Blaster into this is beyond my belief, even though it appears to be the next step in the FB's evolution. Also, why does Plantera even drop this aside for the sake of having RNG attached to it?

Wasp_Gun.png

Wasp Gun.
Crafting recipe (@ Hardmode Anvil):
  • Bee_Gun.png
    1 x Bee Gun
  • Chlorophyte_Bar.png
    12 x Chlorophyte Bar
Is no longer dropped from Plantera. Will be rebalanced for Chlorophyte tier
Comments: Same as with Venus Magnum.

Pygmy_Staff.png

Pigmy Staff.
Buy/Sell price upped to 25/5 Gold respectively.
Is no longer dropped by Plantera. Instead, it is brought from the Witch Doctor for 25 Gold after defeating Plantera. On addition, the Witch Doctor will begin selling Tiki Armor after Plantera is defeated regardless of wherever the player has a Pigmy Staff in their inventory or not.
Comments: Another instance of a drop being regulated to the RNG when it shouldn't be. Away with the RNG part.

Grenade_Launcher.png

Grenade Launcher.
Buy/Sell price upped to 30/6 Gold respectively
Is no longer dropped by Plantera after it's first defeat. Instead, it is brought from the Cyborg for 30 Gold if you need additional Grenade Launchers.
Comments: I don't get why this is in Plantera's dropset after the first defeat.

With this, the issues with Chlorophyte tier RNG should be solved and players should be mostly happy with what they can craft in preparation to fight Plantera with.
Notes: Summoner still doesn't get anything at this tier. This is okay here, as the Optic Staff is a powerful summoning weapon and the class in general needs to be fleshed out more (as in stuff outside my thread). The Axe will remain a Plantera drop at it's current rate because it is supposed to be an easter egg sort of thing with the reference and all.

P8shrOlx5p4XJKKUT8OhnVllMChKw97R_D4GL4ij5QAYjnetR_ksvTJ3z5cOnY01ORARqEuuOcYrSswdhev8Og2AODJEckLMbW0IdCDbVdwj1NDTOcUb3lR4kqhQAJS_0AKoXTE


Golem_Head.png
Part 2: The deal with the Lizhard and Golem (
Rarity_color_7.png
)
Golem_Head.png

This point is where craftables drop off altogether and requires more than just deregulating some of the RNG from bosses to fix. From the Lizhard onwards, the only craftables you get are for armor and wings and this is a bad thing for the game. This here should fix the issue:

Lihzahrd_Furnace.png

Lizhard Furnace.
Guaranteed drop from Golem on each kill. No longer found in Lizhard Chests.
Also used to craft several Golem weapons with Lizhard Brick.
Comment: First, we need something to smelt the Lizhard brick into weapons with.

Lihzahrd_Brick.png

Lizhard Brick.
Guaranteed 120-150 drops from Golem on each kill
Also will be used for crafting several weapons.
Comment: I really don't know how to balance this in relation to crafting, especially because it is very easily exploitable to just craft tons of weapons and sell them all for big money. Maybe a big reduction to the sell prices of the weapons crafted with it or adding in additional materials into the crafting recipes?

Picksaw.png

Picksaw.
Crafting recipe (@ Lizhard Furnace):
  • Lihzahrd_Brick.png
    120 x Lizhard Brick
  • Soul_of_Might.png
    20 x Soul of Might
No longer dropped from Golem.
Comment: Now it can be crafted directly after Golem is killed instead of waiting for the RNG to favor you. And what is the Golem doing with a Picksaw anyway?

Staff_of_Earth.png

Staff of Earth.
Crafting recipe (@ Lizhard Furnace):
  • Lihzahrd_Brick.png
    100 x Lizhard Brick
  • Amber.png
    10 x Amber
  • Boulder.png
    1 x Boulder
No longer dropped from Golem.
Comment: Since when does Golem drop Boulders?

Stynger.png

Stynger.
Crafting recipe (@ Lizhard Furnace):
  • Lihzahrd_Brick.png
    100 x Lizhard Brick
  • Stinger.png
    10 x Stinger
  • Illegal_Gun_Parts.png
    1 x Illegal Gun Parts
No longer dropped from Golem.
Comment: How is Golem supposed to drop a sting shooter when it can't fire stingers? Stingers are now also dropped by Moss Hornets.

Stynger_Bolt.png

Stynger Bolt
Crafting recipe (@ Hardmode Anvil, makes 100):
  • Stinger.png
    5 x Stinger
  • Iron_Bar.png
    /
    Lead_Bar.png
    1 x Iron/Lead Bar
  • Explosive_Powder.png
    1 x Gunpowder
No longer sold by the Arms Dealer
Comment: As suggested by @Emral

Possessed_Hatchet.png

Possessed Hatchet.
Crafting recipe (@ Lizhard Furnace):
  • Lihzahrd_Brick.png
    90 x Lizhard Brick
  • Rich_Mahogany.png
    15 x Rich Mahogany
  • Soul_of_Fright.png
    20 x Soul of Fright
No longer dropped from Golem.
Comment: Golem doesn't use it, so why should it be regulated to the RNG? Thanks to its ability, it makes a good candidate for the use of Souls of Fright to craft.


But what about Beetle Husks, which don't fit as a Golem drop? There will be a new Jungle mob that appears after Golem is defeated for the first time which will drop them; Goliath Beetle:

(No sprites available, roughly the size of a Moss Hornet)
Goliath Beetle.
Type: Enemy
Enviroment: Hardmode Underground Jungle
AI Type: Fighter
Damage: 60 (while on the ground), 90 (while flying)
Max Life: 350
Defense: 60 (while on the ground), 30 (while flying)
Knockback Resist: 100% (while on the ground), 60% (while flying)
Spawnrate: Slightly lower than Giant Tortoises
Notes: Like a souped up Mushi Ladybug, with stat adjustments between it's two states, the Goliath Beetle moves slowly while on the ground though twice as fast at as a Giant Tortoise. It flies whenever the player is far away from them or when they are out of the beetle's reach on the ground, flying at the speed of a Mushi Ladybug during flight. On land, they have a similar appearance to a large Lac Beetle, but their shell bears resemblance to a Beetle Husk (
Beetle_Husk.png
) and their flying sprite is similar to a large Mushi Ladybug but with a shell that looks similar to a Beetle Husk.
Drop table:
  • 15 Silver Coins (100%)
  • Beetle_Husk.png
    2-4 Beetle Husks (100%)
  • (No sprites, but think of something like a purple Mushi Ladybug banner) 1 Goliath Beetle Banner (0.5%)
Comments: As suggested by @Emral

Notes: Several Golem drops are still regulated to the RNG. The Golem uses the Heat Ray to fire it's lasers, Golem fires its fists, the Eye of the Golem is a part of the Golem and the Sun Stone is probably the thing that powers it. Combined with @SzGamer227 's Beetle Tools and Weapons suggestion, this should be enough to fix the RNG scenario for the Golem.

P8shrOlx5p4XJKKUT8OhnVllMChKw97R_D4GL4ij5QAYjnetR_ksvTJ3z5cOnY01ORARqEuuOcYrSswdhev8Og2AODJEckLMbW0IdCDbVdwj1NDTOcUb3lR4kqhQAJS_0AKoXTE


Shroomite_Bar.png
Ectoplasm.png
Part 3: What's up with the Dungeon and Shroomite? (
Rarity_color_8.png
)
Ectoplasm.png
Shroomite_Bar.png

Just like with the Lizhard, the post Plantera Dungeon and Shroomite has very little craftables. Unlike with the Lizhard, there are few things that are regulated to the RNG when they shouldn't be. But first, let's get those out of the way:

Pulse_Bow.png

Pulse Bow
Crafting recipe (@ Hardmode Anvil):
  • Shroomite_Bar.png
    20 x Shroomite Bar
  • Nanites.png
    5 x Nanites
No longer sold by the Travelling Merchant.
Comment: The Pulse Bow appears to be directly related to Shroomite, but why does the Travelling Merchant have it when it looks like something that should be crafted from Shroomite. Not to mention that the Travelling Merchant rarely has it.

Magnet_Sphere.png

Magnet Sphere
Crafting Recipe (@ Bookcase):
  • Ectoplasm.png
    20 x Ectoplasm
  • Spell_Tome.png
    1 x Spell Tome
No longer dropped from Post Plantera Dungeon
Comment: I have no idea why this is a drop and not a craftable, especially given its appearance and abilities.

However, this is not enough to keep players satisfied at their tiers without the RNG. Hence I propose a couple more things to make things more interesting:

(No sprites yet, upgrade to the Clockwork Assault Rifle)
Bolt Rifle
Type: Ranged Weapon
Damage: 21
Knockback: 4
Max Stack: 1
Velocity: 13
Rarity:
Rarity_color_8.png

Use Time: 15
Special effects: Fires bursts of 4 bullets flying at high velocity to hit their targets, autofires.
Buy/Sell Price: 45 Gold/ 9 Gold
Crafting Recipe (@ Hardmode Anvil):
  • Shroomite_Bar.png
    10 x Shroomite Bar
  • Cog.png
    5 x Cogs
  • Clockwork_Assault_Rifle.png
    1 x Clockwork Assault Rifle
Comments: The Clockwork Assault Rifle needs some love, as it gets rendered redundant by the Megashark when you defeat the Destroyer. Base DPS is 376 which seems high but heavily armored mobs, particularly in the HM Dungeon, cut it down to size quickly. It is also very efficient at conserving ammo. As a note, the Wall of Flesh will drop both an emblem and their respective weapon.

(No sprites yet)
Shroomite Shot
Type: Bullet
Damage: 10
Knockback: 2
Max Stack: 999
Velocity: 5
Rarity:
Rarity_color_8.png

Special Effect: Leaves a trail of tiny damaging Mushroom particles (ala Mushroom Spear) that deal half Weapon+Bullet damage. The particles ignore gravity and linger for 1.5 seconds.
Buy/Sell Price: 75 Copper/ 15 Copper
Crafting Recipe (@ Hardmode Anvil, makes 70):
  • Musket_Ball.png
    70 x Musket Ball
  • Shroomite_Bar.png
    1 x Shroomite Bar
Comments: One thing I don't get about Shroomite, being an endgame ranged specialist metal, doesn't get an ammo type. This should fix this. While the special effect is not direct damage, it lays a tempoary trap for mobs and bosses that attempt to move closer to you and achieves very high DPS if mobs move directly into the mushrooms.

(No sprites yet)
Spirit Scepter
Type: Magic Weapon
Damage: 65
Knockback: 1
Max Stack: 1
Mana: 20
Velocity: 8
Rarity:
Rarity_color_8.png

Attack Method: Summons a large orb of ectoplasm that follows your cursor ala. Rainbow Rod for as long as the Left Mouse Button remains pressed. This burst of ectoplasm penetrates enemies indefinitely for up to 30 seconds before it disappears. It emits a much greater level of light than what the Rainbow Rod does. When the LMB is released, the spirit flies off in the direction it last went in just like the Rainbow Rod.
Buy/Sell Price: 50 Gold/ 10 Gold
Crafting Recipe (@ Hardmode Anvil):
  • Ebonwood.png
    /
    Shadewood.png
    40 x Ebonwood/Shadewood
  • Iron_Bar.png
    /
    Lead_Bar.png
    5 x Iron/Lead Bar
  • Ectoplasm.png
    12 x Ectoplasm
Comments: This is a unique spin on the ineffective Rainbow Rod-style magic attack, turning it from something useless into something quite threatening in the HM Dungeon and hopefully can carry you through the moon events. While not quite as effective against crowds as the Magnet Sphere, it works a lot better as a mechanism that allows for aiming in awkward terrain and from behind blocks. It's base DPS of 330 is quite threatening, provided you keep your cursor on the target which can be hard against targets like Pumpking and Ice Queen.

And with that concludes Part 3 of the suggestion. Two basic craftable weapons for Shroomite and Ectoplasm, supporting their respective classes, for Ranged and Magic players that can last them through the Moon events if played right. Summoning will come later, because the class needs to be more fleshed out in general.


To be continued.
Remaining parts:
Part 4: Holiday moon events and Duke Fishron
Bonus: HM underground Ice (courtesy of @Baconfry 's Glacial Ice suggestion)

Feedback for what's there currently would be appreciated.
Edit: I hate having to fix borked indentations.
I love these ideas, I feel the Stymger needs a harder recipe and that the Possessed Hatchet should honestly be left alone, it is one of the few good RNG items.
 
Although I don't exactly agree with the Golem recipes, it needed to be done. Also, you turned the Phoenix Blaster into a magnum, well done. What I'm trying to say is maybe that gun should be replaced with the Revolver. That is all, this is pretty good. I've got RNG in Destiny and Terraria, I could definitely go without one.
 
Oh, nice! New content in the OP!

Soul of Sight sounds fair for the stake launcher, but I'd not use souls for stakes. Alternatively, 2 Spooky Wood per Stake should be enough.

I think in addition to leaving a lingering trail behind the bullet, the Shroomite Shot's trail should slow down over time, and not be consistently standing in one point. Think of it as hitting an enemy with Jester's Arrows at medium range, but the trail continues until it comes to a halt, similar to the Jester's Arrows disappearing after travelling a set distance. After firing a bullet, there's be a hazardous line lingering for a short amount of time, which reaches ~6 blocks further than you actually shot.

Still really liking this idea. I thought about balancing the dungeon myself and somehow ended up with Ectoplasm Keys and new chests always present, cluttering up the dungeon, which'd contain the items, but this here is way better.
 
Updated the OP to include Part 4 of the suggestion, which is by far the biggest part of all and was worked on for a long time in comparison to the other parts. For the most part, the suggestion is complete, except for that I need to add in a craftable Melee weapon from Fishron's tier (which I need help with) and get sprites for the rest of the new items and weapons (which I have someone working on).
 
This goes hand in hand with @The Hexagonal Donut's Ideas on keymolds and hero blades being craftable. I like it. My only concern is that it would double the space the game takes on the device, as crafting recipes are more difficult to code than just drop rates.
 
Wow. Those are some cool sprites and ideas. I also love the Flaming Scythe weapon- Demon Scythe upgrade FTW. Support.
 
This goes hand in hand with @The Hexagonal Donut's Ideas on keymolds and hero blades being craftable. I like it. My only concern is that it would double the space the game takes on the device, as crafting recipes are more difficult to code than just drop rates.

Unfortunately, I will say no to the Keymold and Broken Hero Sword craftable idea. The point of this suggestion is to add craftables to make progression into the final tiers easier as well as making drops that are drops for the sake of being drops (*cough* Venus Magnum *cough*) into craftables. The items obtained from the biome chests are optional bonuses depending on if the RNG likes you, in the same vein as the Rod of Discord and Reindeer Bells, because there are now many RNG-free ways of progression. And besides if we make the keymolds craftable, we might as well as do away with the keymolds altogether because they were made for the very purpose of gating the Biome keys to post Plantera and making the keys just craftable would achieve the same thing. The one thing I would adjust about the Keymold drop is that the droprate should be increased, to 1/2,000 or something, and have the HM Dungeon skeletons randomly drop them by default regardless of Biome present nearby.
As for the Broken Hero sword idea: I don't think that the Solar Eclipse enemies should drop it, but it makes no sense to be able to just craft a rusted old broken sword. Maybe it could be a rare drop from Armored Skeletons, which also drop the Beam Sword, or it could be from the HM Dungeon Skeletons?

Double the space? 1.2 added in far more craftables than drops. The total item count went from roughly 500 in 1.1 to well over 1,500 at the start of 1.2 and that's not including the stuff that was added in with the Holiday Moons and Fishing, bringing up the total item count to closer to 2,500.
 
Im all okey with it but...the razorblade typhoon is used by duke.He sometime launches a saw like projectile (like the razorblade) but it acctually makes sharknadoes...
 
I absoluetly love this idea! Support! The thread is very well organized, too. Although I don't agree with some of the recipes:
WEUOsnm.png
Needle Chakram
Crafting Recipe (@ Christmas Workshop):
  • Pine_Tree_Block.png
    40 x Pine Tree Block
You know that Presents drop Pine Tree Blocks pre-hardomde, right?

On addition to these items, Santank also drops large quantities of ore that is impractical to mine in the large quantities required to make its craftables (Only one of these are dropped at a time):
  • Tungsten_Ore.png
    Tungsten Ore (40 - 80, amount increases linearly from Wave 7 to 20) - 45%
  • Platinum_Ore.png
    Platinum Ore (32 - 52, amount increases linearly from Wave 7 to 20) - 35%
  • Adamantite_Ore.png
    Adamantite Ore (20 - 50, amount increases linearly from Wave 7 to 20) - 20%
What about the alternative ores?

Lihzahrd_Brick.png

Lizhard Brick.
Guaranteed 120-150 drops from Golem on each kill
Also will be used for crafting several weapons.
Comment: I really don't know how to balance this in relation to crafting, especially because it is very easily exploitable to just craft tons of weapons and sell them all for big money. Maybe a big reduction to the sell prices of the weapons crafted with it or adding in additional materials into the crafting recipes?

This should probably be replaced with a unique crafting material. (Golem Animation Core?) That way you can't just get all the weapons via mining and avoiding the Golem altogether after you defeat him once.

Sorry if it's a bit too many suggestions/critism for one post, it's just the way I go for such huge threads.
 
The Wall of Text has awoken!

This again? No! It's the 3rd suggestion I see making this kindof stuff.

It's fun to grind bosses since you never know what you'll get, like in the events!

What's more enjoyable?
Killing your first Pumpking and seeing "unhallowed spirits" and thinking "Well, if I kill 1 or 2 more I can make the powerfull bat scepter, which powers me through all the waves in the Pumpkin Moon!"

Or...

Grinding that Bat scepter and when you finally see it being dropped you just feel like you've accomplished something big? Something greater then your first objective, reaching the final wave (Atleast that's always my first objective)

And... Crafting Explosive Jack o'Lanterns? Barely anyone uses that gun, that would only make it more of a "Ugh, I must craft the freaking ammo again, so tiring", especially because torches are something that Terrarians value more than your own pickaxe sometimes. And it would probably make the weapon unseen in ANY server, unless someone's testing it out. Then again you're probably gonna counter my opinion with "Oh but we have to craft bull-" Shut it, bullets are easy to craft, noone wants to farm pumpkins all the time just to get ammo. (Same applies for the stynger craft)

EDIT: Didn't read through the Picksaw part. That's just absurd, crafting the Picksaw in the first Golem kill is just bad, that means you can pickup the Altar and take it somewhere else (Of course you can aswell get the Picksaw at the first time, but it's not that likely to happen)

TL;DR:
No support, RNG is a good thing in Terraria
 
Small point, the Christmas Workshop doesn't require any form of Frost Moon ingredients, making some of the weapons acquirable as soon as you hit Adamantite. Also, Splinterlings drop Spooky Wood as well, meaning that some weapons don't require you to kill Mourning Wood at all anymore.

I don't agree with removing the ability to buy ammo from NPCs, seems like we're sacrificing accessibility for the sake of logic, IMO logic doesn't justify frustration. The rest is acceptable, I guess, (I personally don't understand what this so-called RNG problem is. Well, I do understand, only I don't see how it's a problem) in the sense that I'd accept its addition, although I wouldn't add it myself if it were up to me. Which it isn't.
 
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