Scarecrow
Lunatic Cultist
So this is not just a simple suggestion thread, this will be a compelation of any ideas I come up with for the throwing class. Entire suggestions will be added to this single thread rather than creating a new thread for every little thing I come up with for this particular subject. I will notify in the comments if there are any updates to the OP. I want to add knives, special non consumable weapons armor, changes to current weapons, etc.
At first glance I was a bit skeptical about the new throwing class, it seems like a needless addition, but now I see a good opportunity for some neat playstyles to be be made. I see a middleground between melee and rangers with this new addition essentially. Obviously it's gonna need more stuff to be made a full on class, and that's what this suggestion is for.
NEW PLAN, ALL OF THIS IS MELEE DAMAGE NOW, BECAUSE CENX.
except the grenades which will be ranged.
-all inflict penetrated, with a few exceptions
-all stack to 99
-regular javelins will be sold by the merchant after the defeat of any boss
-all are crafted at a workbench
-all create a stack equal to the amount of javelins used to craft it
-all additional debuffs will last so long the enemy has a javelin sticking out of it
-throwing weapons will be affected by flasks.
-damage: 32
-knockback: 5
-crit: 4%
-use time: 24
-velocity: 10
-inflicts on fire!
-explodes instead of falling off, causing a small amount of AOE
-crafted with 30 javelins and 1 hellstone bar
Midas Javelin
-damage: 28
-knockback: 4
-crit: 4%
-use time: 26
-velocity: 7
-inflicts wallet penetration instead of regular penetration. This is the same except enemies drop coins in a similar manner to the lucky coin accessory
-inflicts midas
crafted with 30 javelins and 3 gold dust
Cursed javelin
-damage: 38
-knockback: 4
-crit: 4%
-use time: 21
-velocity: 11
-inflicts cursed inferno
-bounces off walls up to 3 times
-crafted with 15 javelins and 1 cursed flame
Ichor Javelin
-damage: 33
-knockback: 2
-critL 4%
-use time: 21
-velocity: 8
-inflicts ichor
-has a 10% chance to slow enemies for 3 seconds
-crafted with 15 javelins and 1 ichor
Crystal Javelin
-damage: 36
-knockback: 4
-crit: 4%
-use time: 21
-velocity: 10
-penetrates 2 enemies, leaving a chunk of the javelin on whatever enemy it pierced through inflicting penetrated
-crafted with 15 javelins and 3 crystal shards
Explosive Javelin
-damage: 41
-knockback: 5
-crt: 4%
-use time: 24
-velocity: 8
-creates a large high AOE explosion instead of falling out of the enemy, sticks to blocks as well. The explosion can damage the player
-crafted with 15 javelins and 3 explosive powder
Nano Javelin
-damage: 46
-knockback: 5
-crit: 4%
-use time: 19
-velocity: 11
-homes in on enemies and inflicts confusion
-crafted with 15 javelins and 3 nanites
Javelot
-damage: 39
-knockback: 4
-crit: 4%
-use time: 21
-velocity: 10
-rapid fire
-crafted with 12 hallowed bars
Mantle Skewer
-damage: 42
-knockback: 2
-use time: 24
-velocity: 9
-inflictes hellfire debuff. it inflicts 15 DPS and can stack up to 3 times per javelin stuck in the enemy
-dropped by red devils 3% of the time
Arthrow
-damage: 51
-knockback: 5
-use time: 21
-velocity: 11
-rapid fire
-splits into 1-3 beetles upon making contact with an enemy or a block. these beetles act like water bolts and can bounce twice before disappearing. These deal 75% of the main spear's damage
-crafted with 4 beetle husks, and 10 chlorophyte bars
electroprobe
-damage: 59
-knockback: 4
-use time: 17
-velocity: 14
-rapid fire
-inflicts 'piercing shock' debuff instead of penetrated, this causes the enemy to be stunlocked in place barely able to move (only affects enemies susceptible to knockback)
-sends out an electic shock to the nearest enemy and vanishing in blue particles instead of falling out. these bolts deal 150% the javelin's base damage
-dropped by martian saucer
___Throwing Knives/Shurikens___
consistencies between all knives
-all stack to 99
-all are crafted at a workbench with a few excetions
-all create a stack equal to the amount of knives or whatever used to craft it
-damage: 32
-knockback: 1.5
-use time: 18
-velocity: 14
-cannot be retrieved
-has a similar effect to the influx waver, upon landing on an enemy or block, the area it landed has a 66% chance of having a flurry of other daggers assaulting the area.
-the amount can vary between 1-3 'ghost' daggers the extras deal 70% of the main dagger's damage.
-crafted with 1 soul of night, and 10 throwing knives
Light Dagger
-damage: 32
-knockback: 1.5
-use time: 12
-velocity: 14
-rapid fire
-cannot be retrieved
-has a similar effect to the shadowbeam staff. when you throw it, it initially comes out as a pink beam that penetrates infinitely, and deals 50% of the main damage.
-when the beam reaches your cursor, it becomes the knife and functions as a standard throwing knife.
-the beam will not reach through walls and will cancel the knife if it is stopped before reaching the cursor.
-crafted with 1 soul of light and 10 throwing knives
Spider Fang
-damage: 44
-knockback: 3
-use time: 10
-velocity: 8
-inflicts venom 50% of the time
-still obtained from Black Recluses
Pirate hook
-damage: 54
knockback: 7
use time: 17
velocity: 6
-penetrates 2 times
-dropped in units of 1 from pirates. the flying dutchman can drop between 33-99
Spectre Glaive
-damage: 56
-knockback: 0
use time: 8
velocity: 16
-infinite penetration, and clips through blocks.
-does not obey gravity
-crafted with 1 spectre bar. (makes 33)
Enchanted Shuriken
-damage: 13
-knockback: 0
-use time: 14
-velocity: 7
-mana: 4
-predecessor to the magic dagger
-sold by the traveling merchant for 3 gold
(I know this is technically a magic weapon, and only helps mages, but whatever. it's a bonus. IT'S A FEATURE.)
Phoenix Talon
-damage: 30
-knockback: 2
-use time: 14
-velocity: 10
-rapid fire
-inflicts "on fire"
-found in shadow chests
Chlorophyte Dagger
-damage: 47
-knockback: 4
-use time: 14
-velocity: 10
-homes in on enemies in a similar manner to chlorophyte bullets
-crafted with 12 chlorophyte bars @tmythril/oricalcum anvil
Shadowflame Knife, and Vampire Knives will now be throwing class weapons as well. nothing else about them will change.
-all stack to 99
-all are crafted at a workbench with a few excetions
-all create a stack equal to the amount of knives or whatever used to craft it
-all grenades affect the player as well
-damage: 44
-knockback: 6
-velocity: 5.5
-use time: 44
-releases a toxic cloud that deals constant damage and inflicts poison.
-cloud damage: 5
-the cloud dissipates after 6 seconds
-sold by the demolitonist during blood moons for 1 silver a piece.
Sea Urchin
-trap
-damage: 17
-knockback: 1
-velocity: 5
-use time: 14
-inflicts poison
-obtained in stacks between 5 and 30 from fishing in the ocean biome
Hellfire Grenade
-damage: 72
-knockback: 8
-velocity: 5.5
-use time: 44
-explodes into an inferno, like the inferno fork.
-inflicts: 'on fire!'
-crafted with 10 grenades, 1 hellstone bar, and 1 gun powder
Spider Egg
-trap
-damage: 75
-knockback: 3
-velocity: 5
-use time: 14
-inflicts venom 75% of the time
-when thrown it will burst and release 3-6 baby spiders to attack enemies and inflict them with venom
-if it misses an enemy, it will have a 75% chance of laying on the ground for 5 seconds
before bursting and a 25% chance to immediately burst upon hitting the ground
-spiders will die after 15 seconds
-spiders have a base damage of 37
-sold by the witch doctor for 12 silver a piece during hardmode
Hell-gas grenade
-damage: 79
-knockback: 8
-velocity: 5.5
-use time: 44
-explodes into a medium 'hell-gas' cloud that constantly deals damage
-this cloud has a base damage of 48, and inflicts frostburn, venom, slowness, and confused
-the cloud dissipates after 10 seconds
-"so hot it's cold, so cold it's hot"
-sold by the demolitionist during solar eclipses
Pumpkin Grenade
-damage: 88
-knockback: 8
-velocity: 5.5
-use time: 44
-explodes into a medium 'fear gas' cloud
-all enemies within the cloud will be inflicted with a debuff that causes them to attack each other
-enemies can still target and hurt the player
-when the player enters the cloud their screen will get a strange ominous orange filter and the corners of the screen become blackened
all moving objects leave an after trail that lingers for longer than usual
-the cloud dissipates after 15 seconds.
-dropped by scarecrows in stacks of 1-10
-trap
-damage: 85
-knockback: 8
-velocity: 5.5
use time: 30
-allows you to throw up to 3 pulse mines at a time
-pulse mines will release a field of energy that traps and rapidly damages enemies, then explodes.
-the pulse field has a base damage of 40
-pulse mines stick to the surface they touch instead of rolling
-throwing a fourth mine will cause the oldest one to explode without a pulse field.
-they will also explode without a pulse field after 30 seconds.
-sold by the cyborg for 40 gold
Naughty Sack
-grenade
-damage: 87
-knockback: 8
-velocity: 5.5
use time: 19
-rapid fire
-allows you to throw exploding christmas presents
-there are several kinds of grenades that you can throw
-rapid fire
-christmas ornaments act like normal grenades
-toy cars will move in the direction you threw them bouncing off of blocks they come in contact with
-angels fly and home in on enemies
-somewhat inaccurate like the chain gun
-rather than the player holding a sack in front of him when he attacks, having the weapon selected will put it on your back
-dropped by Santa-NK1
http://forums.terraria.org/index.php?threads/more-types-of-molotov-cocktails.18847/ check out this thread for Molotovs.
welp that's all for now. Remember, this thread will grow with every new throwing class addition I can think of. I'm also welcome to some new ideas as well. So tell me whucha guys think :>
At first glance I was a bit skeptical about the new throwing class, it seems like a needless addition, but now I see a good opportunity for some neat playstyles to be be made. I see a middleground between melee and rangers with this new addition essentially. Obviously it's gonna need more stuff to be made a full on class, and that's what this suggestion is for.
NEW PLAN, ALL OF THIS IS MELEE DAMAGE NOW, BECAUSE CENX.
except the grenades which will be ranged.
___Javelins___
consistencies between all javelins, and other minor changes
-all inflict penetrated, with a few exceptions
-all stack to 99
-regular javelins will be sold by the merchant after the defeat of any boss
-all are crafted at a workbench
-all create a stack equal to the amount of javelins used to craft it
-all additional debuffs will last so long the enemy has a javelin sticking out of it
-throwing weapons will be affected by flasks.
Consumables
Phoenix Javelin-damage: 32
-knockback: 5
-crit: 4%
-use time: 24
-velocity: 10
-inflicts on fire!
-explodes instead of falling off, causing a small amount of AOE
-crafted with 30 javelins and 1 hellstone bar
Midas Javelin
-damage: 28
-knockback: 4
-crit: 4%
-use time: 26
-velocity: 7
-inflicts wallet penetration instead of regular penetration. This is the same except enemies drop coins in a similar manner to the lucky coin accessory
-inflicts midas
crafted with 30 javelins and 3 gold dust
Cursed javelin
-damage: 38
-knockback: 4
-crit: 4%
-use time: 21
-velocity: 11
-inflicts cursed inferno
-bounces off walls up to 3 times
-crafted with 15 javelins and 1 cursed flame
Ichor Javelin
-damage: 33
-knockback: 2
-critL 4%
-use time: 21
-velocity: 8
-inflicts ichor
-has a 10% chance to slow enemies for 3 seconds
-crafted with 15 javelins and 1 ichor
Crystal Javelin
-damage: 36
-knockback: 4
-crit: 4%
-use time: 21
-velocity: 10
-penetrates 2 enemies, leaving a chunk of the javelin on whatever enemy it pierced through inflicting penetrated
-crafted with 15 javelins and 3 crystal shards
Explosive Javelin
-damage: 41
-knockback: 5
-crt: 4%
-use time: 24
-velocity: 8
-creates a large high AOE explosion instead of falling out of the enemy, sticks to blocks as well. The explosion can damage the player
-crafted with 15 javelins and 3 explosive powder
Nano Javelin
-damage: 46
-knockback: 5
-crit: 4%
-use time: 19
-velocity: 11
-homes in on enemies and inflicts confusion
-crafted with 15 javelins and 3 nanites
Non Consumables
-as the title suggests, these ones are unlimited like the Daybreak.Javelot
-damage: 39
-knockback: 4
-crit: 4%
-use time: 21
-velocity: 10
-rapid fire
-crafted with 12 hallowed bars
Mantle Skewer
-damage: 42
-knockback: 2
-use time: 24
-velocity: 9
-inflictes hellfire debuff. it inflicts 15 DPS and can stack up to 3 times per javelin stuck in the enemy
-dropped by red devils 3% of the time
Arthrow
-damage: 51
-knockback: 5
-use time: 21
-velocity: 11
-rapid fire
-splits into 1-3 beetles upon making contact with an enemy or a block. these beetles act like water bolts and can bounce twice before disappearing. These deal 75% of the main spear's damage
-crafted with 4 beetle husks, and 10 chlorophyte bars
electroprobe
-damage: 59
-knockback: 4
-use time: 17
-velocity: 14
-rapid fire
-inflicts 'piercing shock' debuff instead of penetrated, this causes the enemy to be stunlocked in place barely able to move (only affects enemies susceptible to knockback)
-sends out an electic shock to the nearest enemy and vanishing in blue particles instead of falling out. these bolts deal 150% the javelin's base damage
-dropped by martian saucer
___Throwing Knives/Shurikens___
consistencies between all knives
-all stack to 99
-all are crafted at a workbench with a few excetions
-all create a stack equal to the amount of knives or whatever used to craft it
Consumables
Shadow Dagger
-damage: 32
-knockback: 1.5
-use time: 18
-velocity: 14
-cannot be retrieved
-has a similar effect to the influx waver, upon landing on an enemy or block, the area it landed has a 66% chance of having a flurry of other daggers assaulting the area.
-the amount can vary between 1-3 'ghost' daggers the extras deal 70% of the main dagger's damage.
-crafted with 1 soul of night, and 10 throwing knives
Light Dagger
-damage: 32
-knockback: 1.5
-use time: 12
-velocity: 14
-rapid fire
-cannot be retrieved
-has a similar effect to the shadowbeam staff. when you throw it, it initially comes out as a pink beam that penetrates infinitely, and deals 50% of the main damage.
-when the beam reaches your cursor, it becomes the knife and functions as a standard throwing knife.
-the beam will not reach through walls and will cancel the knife if it is stopped before reaching the cursor.
-crafted with 1 soul of light and 10 throwing knives
Spider Fang
-damage: 44
-knockback: 3
-use time: 10
-velocity: 8
-inflicts venom 50% of the time
-still obtained from Black Recluses
Pirate hook
-damage: 54
knockback: 7
use time: 17
velocity: 6
-penetrates 2 times
-dropped in units of 1 from pirates. the flying dutchman can drop between 33-99
Spectre Glaive
-damage: 56
-knockback: 0
use time: 8
velocity: 16
-infinite penetration, and clips through blocks.
-does not obey gravity
-crafted with 1 spectre bar. (makes 33)
Non Consumables
Enchanted Shuriken
-damage: 13
-knockback: 0
-use time: 14
-velocity: 7
-mana: 4
-predecessor to the magic dagger
-sold by the traveling merchant for 3 gold
(I know this is technically a magic weapon, and only helps mages, but whatever. it's a bonus. IT'S A FEATURE.)
Phoenix Talon
-damage: 30
-knockback: 2
-use time: 14
-velocity: 10
-rapid fire
-inflicts "on fire"
-found in shadow chests
Chlorophyte Dagger
-damage: 47
-knockback: 4
-use time: 14
-velocity: 10
-homes in on enemies in a similar manner to chlorophyte bullets
-crafted with 12 chlorophyte bars @tmythril/oricalcum anvil
Shadowflame Knife, and Vampire Knives will now be throwing class weapons as well. nothing else about them will change.
___Grenades/traps___
consistencies between all grenades/traps
-all stack to 99
-all are crafted at a workbench with a few excetions
-all create a stack equal to the amount of knives or whatever used to craft it
-all grenades affect the player as well
note: I will be putting these in the same consumable/non consumable category.
I will state whether they are a grenade or trap. (if it isn't in the name)
I will state whether they are a grenade or trap. (if it isn't in the name)
Consumables
Poison Grenade
-damage: 44
-knockback: 6
-velocity: 5.5
-use time: 44
-releases a toxic cloud that deals constant damage and inflicts poison.
-cloud damage: 5
-the cloud dissipates after 6 seconds
-sold by the demolitonist during blood moons for 1 silver a piece.
Sea Urchin
-trap
-damage: 17
-knockback: 1
-velocity: 5
-use time: 14
-inflicts poison
-obtained in stacks between 5 and 30 from fishing in the ocean biome
Hellfire Grenade
-damage: 72
-knockback: 8
-velocity: 5.5
-use time: 44
-explodes into an inferno, like the inferno fork.
-inflicts: 'on fire!'
-crafted with 10 grenades, 1 hellstone bar, and 1 gun powder
Spider Egg
-trap
-damage: 75
-knockback: 3
-velocity: 5
-use time: 14
-inflicts venom 75% of the time
-when thrown it will burst and release 3-6 baby spiders to attack enemies and inflict them with venom
-if it misses an enemy, it will have a 75% chance of laying on the ground for 5 seconds
before bursting and a 25% chance to immediately burst upon hitting the ground
-spiders will die after 15 seconds
-spiders have a base damage of 37
-sold by the witch doctor for 12 silver a piece during hardmode
Hell-gas grenade
-damage: 79
-knockback: 8
-velocity: 5.5
-use time: 44
-explodes into a medium 'hell-gas' cloud that constantly deals damage
-this cloud has a base damage of 48, and inflicts frostburn, venom, slowness, and confused
-the cloud dissipates after 10 seconds
-"so hot it's cold, so cold it's hot"
-sold by the demolitionist during solar eclipses
Pumpkin Grenade
-damage: 88
-knockback: 8
-velocity: 5.5
-use time: 44
-explodes into a medium 'fear gas' cloud
-all enemies within the cloud will be inflicted with a debuff that causes them to attack each other
-enemies can still target and hurt the player
-when the player enters the cloud their screen will get a strange ominous orange filter and the corners of the screen become blackened
all moving objects leave an after trail that lingers for longer than usual
-the cloud dissipates after 15 seconds.
-dropped by scarecrows in stacks of 1-10
Non Consumables
Pulse Glove-trap
-damage: 85
-knockback: 8
-velocity: 5.5
use time: 30
-allows you to throw up to 3 pulse mines at a time
-pulse mines will release a field of energy that traps and rapidly damages enemies, then explodes.
-the pulse field has a base damage of 40
-pulse mines stick to the surface they touch instead of rolling
-throwing a fourth mine will cause the oldest one to explode without a pulse field.
-they will also explode without a pulse field after 30 seconds.
-sold by the cyborg for 40 gold
Naughty Sack
-grenade
-damage: 87
-knockback: 8
-velocity: 5.5
use time: 19
-rapid fire
-allows you to throw exploding christmas presents
-there are several kinds of grenades that you can throw
-rapid fire
-christmas ornaments act like normal grenades
-toy cars will move in the direction you threw them bouncing off of blocks they come in contact with
-angels fly and home in on enemies
-somewhat inaccurate like the chain gun
-rather than the player holding a sack in front of him when he attacks, having the weapon selected will put it on your back
-dropped by Santa-NK1
http://forums.terraria.org/index.php?threads/more-types-of-molotov-cocktails.18847/ check out this thread for Molotovs.
welp that's all for now. Remember, this thread will grow with every new throwing class addition I can think of. I'm also welcome to some new ideas as well. So tell me whucha guys think :>
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