The Best & Worst Class In Each Progression Tier (With Explanations)

Space gun is NOT bad, Durendal is amazing and ML is easy as hell for summoner.

Space gun is bad if you can't aim, but against Queen Bee it's great and Skeletron good for the head, use bee gun for hands.
I've used it to Great effect even against WoF
Space gun has worse base damage and slower attack speed than Flintlock Pistol. It’s really bad lol. You’re better off spending the bars on meteor bullets and using Flintlock Pistol than you are using space gun even on a magic build, and considering how mediocre flintlock pistol is despite being available significantly earlier that makes space gun an absolutely terrible weapon which doesn’t see any use outside of classlocks.

Sure, you can make it work against wof, but that probably applies to literally anything that has better range than a pre boss broadsword.
 
Space gun has worse base damage and slower attack speed than Flintlock Pistol. It’s really bad lol. You’re better off spending the bars on meteor bullets and using Flintlock Pistol than you are using space gun even on a magic build, and considering how mediocre flintlock pistol is despite being available significantly earlier that makes space gun an absolutely terrible weapon which doesn’t see any use outside of classlocks.

Sure, you can make it work against wof, but that probably applies to literally anything that has better range than a pre boss broadsword.
There's no way space gun shoots slower than flintlock pistol
Maybe it has lower base damage, but mage has more bonuses. Like not needing ammo. Or having more damage bonuses.
 
Space gun is bad if you can't aim, but against Queen Bee it's great and Skeletron good for the head, use bee gun for hands.
I've used it to Great effect even against WoF.
It's worse than the Flintlock Pistol, so I assume Calamity buffed it for you to forge this opinion.

Durrendal is pretty good, but not overpowered.
ML you just need Stardust Dragon and Witches broom and you win. Just go slightly offscreen and listen for the laser charge. Dragon does a ton of damage.
Every class can do that.
 
It's worse than the Flintlock Pistol, so I assume Calamity buffed it for you to forge this opinion.
Ive never user the space gun in calamity, I'm saying that I've used space gun to great effect during my mage playthroughs.
Durrendal is pretty good, but not overpowered.
I didn't say it was op, except that it hits 5 times a second.
Every class can do that.
Summoner is no different, it's not a bad matchup.
 
There's no way space gun shoots slower than flintlock pistol
Check the Use Time. Space gun (use time of 17) has a higher use time number than flintlock pistol (use time of 16) which means it has slower attack speed.
Maybe it has lower base damage, but mage has more bonuses. Like not needing ammo. Or having more damage bonuses.
Ammo is insanely cheap and even if it wasn’t, money has several dozen infinite methods to the point that the only effective money sinks are Wiring and Reforging. Many infinite methods are obtainable from the very start of the game too. (For example: catch 1 bunny with a bug net, cook it, and sell it. You just got 20 silver, now you can buy almost 300 bullets from catching 1 bunny assuming you have no npc happiness bonuses. This is one of the slowest infinite money methods in preboss alone.)
Maxing out damage only makes it marginally better than flintlock pistol dps wise by single digit total dps at best.
Reminder: flintlock pistol is mediocre in pre boss. it has lower base dps than a pre boss weapon that no one cares about despite requiring the boss that locks off the second half of phm to obtain. Literally use any decent weapon from any other class (or even Gray Zapinator) and it performs better than mage does.
 
Check the Use Time. Space gun (use time of 17) has a higher use time number than flintlock pistol (use time of 16) which means it has slower attack speed.
Space gun has autofire. Flintlock doesn't.
Ammo is insanely cheap and even if it wasn’t, money has several dozen infinite methods to the point that the only effective money sinks are Wiring and Reforging. Many infinite methods are obtainable from the very start of the game too.
Maxing out damage only makes it marginally better than flintlock pistol dps wise by single digit total dps at best.
Reminder: flintlock pistol is mediocre in pre boss. it has lower base dps than a pre boss weapon that no one cares about despite requiring the boss that locks off the second half of phm to obtain. Literally use any decent weapon from any other class (or even Gray Zapinator) and it performs better than mage does.
How? I used mage amazingly great on this tier, are the other classes seriously THAT broken?
 
Space gun has autofire. Flintlock doesn't.
Everything has autofire. Turn on autofire in your pause menu. This is a thing on all platforms that used to be mobile exclusive.
How? I used mage amazingly great on this tier, are the other classes seriously THAT broken?
Mage is good at that tier (it’s when demon scythe and meteor armor become available after all). Space gun is just mage’s worst option even when it doesn’t have a mana cost.
 
Everything has autofire. Turn on autofire in your pause menu. This is a thing on all platforms that used to be mobile exclusive.
Which is stupid and I disagree with majorly.
Mage is good at that tier (it’s when demon scythe and meteor armor become available after all). Space gun is just mage’s worst option even when it doesn’t have a mana cost.
Alright fine, maybe I just don't look at the dps enough.
 
Self-imposed limitations have “self” in the name for a reason.
It's not self imposed, I use it, but I think it shouldn't be a thing
 
Ive never user the space gun in calamity, I'm saying that I've used space gun to great effect during my mage playthroughs.
Space gun has 17dmg, 4% crit, and 17 use time. Flintlock pistol with Musket Balls has 20dmg, 4% crit, and 16 use time.

Here's a fairer comparison: Space gun w/ Meteor Armour has 22dmg, 4% crit, and 17 use time. That is still worse than Flintlock Pistol with Silver Bullets, which is 22dmg, 4% crit, and 16 use time. Maximizing Ranger output with the Undertaker, a similarly styled weapon; Fossil Armour; and Meteor Shots gives 29dmg, 12%crit, and 20 use time. Slightly 0.85x use time for triple crit and 1.3xdmg.
I didn't say it was op, except that it hits 5 times a second.
Fair
Summoner is no different, it's not a bad matchup.
Fair
 
Which is stupid and I disagree with majorly.
it's an accessibility option. i used to think this way about autofire as well until my wrist started acting up.

we all get old, so just use autofire. you'll thank me 15 years from now
the only other thing i have to say is i think one of our best summoner players knows what they're talking about when they say the moon lord matchup is bad
 
it's an accessibility option. i used to think this way about autofire as well until my wrist started acting up.

we all get old, so just use autofire. you'll thank me 15 years from now
Except the mere existence of it makes the feral claws useless and weapons special for their Autofire unremarkable, like Falcon Blade.
 
Except the mere existence of it makes the feral claws useless
which is why feral claw gives 12% melee attack speed and the titan glove gives melee knockback and melee weapon size.
 
Except the mere existence of it makes the feral claws useless and weapons special for their Autofire unremarkable, like Falcon Blade.
Things like that can be left in the past; it's not all too much of a dps increase, but it is a decrease in arthritis.
 
No matter how good Space Gun is, it can’t compete with the Gray Zapinator.
 
Space Gun is the easy bake aim weapon besides. Its main advantage over Flintlock Pistol is that it has about 1.5x the velocity and 2 extra pierce, the latter of which doesn't really matter for Skeletron. This does legitimately give it a niche for Queen Bee in some cases due to how fast she flies around, but its awful damage combined with Queen Bee's scaling defense really hurts it in this niche.

Also, Space Gun isn't slower than Flintlock Pistol, due to niche but ubiquitous use time mechanics. A weapon that has autoswing will attack for the duration of its use time, and if the attack button is held on the final tick of animation, the animation immediately starts again on the next tick. So Space Gun fires a projectile once per 17 ticks with no modifier, 15 with mythical. A weapon that does not have autoswing will attack for the duration of its use time, then stop with no check for autouse. This forces 1 tick where the player is doing nothing, and this tick reads the next attack input to start using the weapon again. This applies even with autouse turned on, so Flintlock Pistol fires a projectile once per 17 ticks with no modifier, 15 with unreal. If you were to have a weapon like Clockwork Assault Rifle or Golden Shower but remove their autoswing, I'm not really sure how this would work, but I'd imagine it would be analogous to Starfury where the projectile comes out whenever the item animation is active and the cooldown is at 0.

Speaking of Starfury, I mentioned the melee speed tick and no one asked about what I meant. I'm sad. Y'all learning what the melee speed tick is now. So when a weapon's use time is affected by melee speed (i.e. spears, swords, shortswords, but not boomerangs or guns), its attack cycle is actually 1 tick faster than what the melee speed calculation would suggest. Break out OBS and check it yourself, base copper shortsword with no bonuses extends the sword for 12 ticks before it gets put away for a tick then reused due to no autoswing, legendary fetid baghnakhs with 1~66% melee speed have a 5 tick swing animation despite the calculated 6. This is something the devs have been aware of for a while and something you saw highlighted in old Baghnakhs builds reaching 1 swing time with 134% melee speed, but no one really talks about it. Because this tick is lost after melee speed calculations, it gives a bigger and bigger bonus the faster the weapon is and the more melee speed you have. This is why 134% Fetid Baghnakhs used to throw out 4x as many swings as 41% Fetid Baghnakhs, instead of the 2.5x you would expect from the math. And, why Fetid Baghnakhs and other extremely fast weapons were nerfed to only receive a fraction of their normal melee speed benefits. If not for the melee speed tick, this never would have happened - there's no other reason why attacking 1.5x faster would benefit the fast weapon more than the slow weapon, it's still the same damage increase. Baghnakhs now has melee speed thresholds of 1% for the first tick, 67% for the second tick, and the basically impossible 160% for the third tick drop, so generally I'd recommend treating it like Daybreak and just not bothering with melee speed, unless you're naturally near 67% somehow.

This means spears, which benefit from melee speed but don't have autoswing, have an effective use time that actually matches their listed use time, much like every non-melee weapon with autoswing does.

One final thing with autoswing vs no autoswing is that buffered hotbar switches only go through when no item animation is playing, which makes them clunky to use with autoswing weapons. Whips' lack of autoswing is what turns whipstacking from a niche, annoying gimmick that would sometimes lose DPS from human lag to a fairly widely useful but somewhat difficult skill.
 
Space Gun is the easy bake aim weapon besides. Its main advantage over Flintlock Pistol is that it has about 1.5x the velocity and 2 extra pierce, the latter of which doesn't really matter for Skeletron. This does legitimately give it a niche for Queen Bee in some cases due to how fast she flies around, but its awful damage combined with Queen Bee's scaling defense really hurts it in this niche.

Also, Space Gun isn't slower than Flintlock Pistol, due to niche but ubiquitous use time mechanics. A weapon that has autoswing will attack for the duration of its use time, and if the attack button is held on the final tick of animation, the animation immediately starts again on the next tick. So Space Gun fires a projectile once per 17 ticks with no modifier, 15 with mythical. A weapon that does not have autoswing will attack for the duration of its use time, then stop with no check for autouse. This forces 1 tick where the player is doing nothing, and this tick reads the next attack input to start using the weapon again. This applies even with autouse turned on, so Flintlock Pistol fires a projectile once per 17 ticks with no modifier, 15 with unreal. If you were to have a weapon like Clockwork Assault Rifle or Golden Shower but remove their autoswing, I'm not really sure how this would work, but I'd imagine it would be analogous to Starfury where the projectile comes out whenever the item animation is active and the cooldown is at 0.

Speaking of Starfury, I mentioned the melee speed tick and no one asked about what I meant. I'm sad. Y'all learning what the melee speed tick is now. So when a weapon's use time is affected by melee speed (i.e. spears, swords, shortswords, but not boomerangs or guns), its attack cycle is actually 1 tick faster than what the melee speed calculation would suggest. Break out OBS and check it yourself, base copper shortsword with no bonuses extends the sword for 12 ticks before it gets put away for a tick then reused due to no autoswing, legendary fetid baghnakhs with 1~66% melee speed have a 5 tick swing animation despite the calculated 6. This is something the devs have been aware of for a while and something you saw highlighted in old Baghnakhs builds reaching 1 swing time with 134% melee speed, but no one really talks about it. Because this tick is lost after melee speed calculations, it gives a bigger and bigger bonus the faster the weapon is and the more melee speed you have. This is why 134% Fetid Baghnakhs used to throw out 4x as many swings as 41% Fetid Baghnakhs, instead of the 2.5x you would expect from the math. And, why Fetid Baghnakhs and other extremely fast weapons were nerfed to only receive a fraction of their normal melee speed benefits. If not for the melee speed tick, this never would have happened - there's no other reason why attacking 1.5x faster would benefit the fast weapon more than the slow weapon, it's still the same damage increase. Baghnakhs now has melee speed thresholds of 1% for the first tick, 67% for the second tick, and the basically impossible 160% for the third tick drop, so generally I'd recommend treating it like Daybreak and just not bothering with melee speed, unless you're naturally near 67% somehow.

This means spears, which benefit from melee speed but don't have autoswing, have an effective use time that actually matches their listed use time, much like every non-melee weapon with autoswing does.

One final thing with autoswing vs no autoswing is that buffered hotbar switches only go through when no item animation is playing, which makes them clunky to use with autoswing weapons. Whips' lack of autoswing is what turns whipstacking from a niche, annoying gimmick that would sometimes lose DPS from human lag to a fairly widely useful but somewhat difficult skill.
So in summary autofire Melee weapons get -1 use time for free? Sorry for being stupid, but I’m having trouble understanding.
 
Yes, and because this happens after melee speed calculations this boosted Fetid Baghnakhs and Psycho Knife so hard they got nerfed. I'd imagine this is also why Terra Blade ate a melee speed nerf rather than further direct stat nerfing.
 
which is why feral claw gives 12% melee attack speed and the titan glove gives melee knockback and melee weapon size.
It speaks of community overreactions to nerfs that Feral Claws, an item that was regarded as a staple of melee for all of the game's lifetime, is suddenly considered a bad item after a secondary effect added a few updates ago gets "removed".

Nevermind the fact that most Melee weapons already have autofire, and that the Feral Claws buff served as an indirect buff to those that didn't, and not the other way around...
 
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