SzGamer227
Spazmatism
The majority of these concern certain Post-Plantera Dungeon weapons. Back when 1.2 first came out and you could get them before killing the Mechanical bosses, they were more appropriately powered. Then the Dungeon became post-Mech, and then to post-Plantera, and half of the weapons aren't powerful enough to be useful at that stage of the game. There are four main candidates that I'm going to focus on here, the Rocket Launcher, Sniper Rifle, Spectre Staff, and Keybrand. As far as I know, Tactical Shotgun, Shadowbeam Staff, and Inferno Fork are fine as is.
Also, just an heads up, I'm also proposing a tiny nerf to the Uzi. Don't freak out.
First up, the Rocket Launcher. As of right now, it does less damage per second than the Grenade Launcher, when it should be doing significantly more. It should also have better speed, accuracy, and knockback versus the Grenade Launcher as a matter of actual functionality and game balance.
DPS values are provided for Rocket I and Rocket III as ammo.
Rocket Launcher
Damage: 50
Use Time: 29 (2.07 uses/second)
Knockback: 4
Velocity: 5
RI DPS: 176
RIII DPS: 217
Grenade Launcher
Damage: 55
Use Time: 29 (2.07 uses/second)
Knockback: 4
Velocity: 10
RI DPS: 186
RIII DPS: 228
My proposed changes:
Rocket Launcher (Buffed)
Damage: 60
Use Time: 28 (2.14 uses/second)
Knockback: 5
Velocity: 8
RI DPS: 204
RIII DPS: 246
Now for the Spectre Staff. Let's face it, it isn't as useful as we would like. For its level, it lacks the amount of firepower that you would expect it to have, and its going up against the Inferno Fork and the Shadowbeam Staff, both of which deal more DPS to many enemies at once. The Spectre Staff is so weak, in fact, that it deals less damage slower than the Rainbow Rod does, and the Rainbow Rod is a Mech-tiered item. The only current upside that the Spectre Staff has is a low mana consumption rate, but that's not what you expect from a endgame magic weapon, especially if it's only a single target weapon.
Spectre Staff
Damage: 70
Use Time: 23 (2.6 uses/second)
Mana Cost: 11
DPS: 183
MPS: 28
* Shoots lost souls that automatically home after enemies and hit a single target.
Shadowbeam Staff
Damage: 55
Use Time: 15 (4 uses/second)
Mana Cost: 6
DPS: 220
MPS: 24
* Shoots a light-speed beam of death that bounces off walls and penetrates enemies infinitely.
Rainbow Rod
Damage: 72
Use Time: 18 (3.3 uses/second)
DPS: 240
* Shoots colorful rainbow missiles that hit a single target.
There are two distinct directions we can take this:
Spectre Staff (A version which embodies the current feel of the weapon)
Damage: 95
Knockback: 6
Mana Cost: 7
Use Time: 19 (3.3 uses/second)
*Shoots a lost soul that homes after enemies and hits a single target.
DPS: 300
MPS: 22
Spectre Staff (A version which parallels the Ragged Caster's abilities)
Damage: 70
Knockback: 6
Mana Cost: 5*3
Use Time: 42 (1.4 uses/second) (Fires in three-shot burst.)
*Shoots a volley of three lost souls that pass through walls, home after enemies and hit a single target.
DPS: 300
MPS: 21
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So in 1.3 the Unholy Trident got an extreme buff in damage output, but is now consuming an absurd amount of mana for the amount of damage it deals. It's properly powerful, but now it's extremely impractical to use for any period of time. Can we tweak that, maybe? (And a bit more penetration couldn't hurt, either...)
Unholy Trident
Damage: 73
Mana Cost: 25
Use Time: 21 (2.85 uses/second)
Piercing: Up to 2
DPS: 208
MPS: 71
Here it is with tweaked stats, lowered mana cost, and extra penetration:
Unholy Trident (Buffed)
Damage: 77
Mana Cost: 15
Use Time: 22 (2.7 uses/second)
Piercing: Up to 4
DPS: 210
MPS: 41
The Christmas Tree Sword could use a helping hand as well. However, there is a better solution to this than simply giving its stats a massive buff and making it practically identical to the Terra Blade, and that's to give it a special ability. The CTS should have a minor stat increase, but the ornaments that it launches should shatter into fragments that linger on the ground and damage enemies that tread on them just as the Everscream's own ornaments do, kind of like Spiky balls. The CTS would be worse at dealing with single targets, but exceptional at ground control. The Ornament itse;f would deal 20% more damage than the sword itself, while the fragments deal 20% less.
This is based on a thread I saw in TO.
Feedback is appreciated. If anyone thinks of anything that is severely UP and needs a buff, let me know. This is not limited to HM Dungeon weapons.
Also, just an heads up, I'm also proposing a tiny nerf to the Uzi. Don't freak out.
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First up, the Rocket Launcher. As of right now, it does less damage per second than the Grenade Launcher, when it should be doing significantly more. It should also have better speed, accuracy, and knockback versus the Grenade Launcher as a matter of actual functionality and game balance.
DPS values are provided for Rocket I and Rocket III as ammo.
Rocket Launcher
Damage: 50
Use Time: 29 (2.07 uses/second)
Knockback: 4
Velocity: 5
RI DPS: 176
RIII DPS: 217
Grenade Launcher
Damage: 55
Use Time: 29 (2.07 uses/second)
Knockback: 4
Velocity: 10
RI DPS: 186
RIII DPS: 228
My proposed changes:
Rocket Launcher (Buffed)
Damage: 60
Use Time: 28 (2.14 uses/second)
Knockback: 5
Velocity: 8
RI DPS: 204
RIII DPS: 246
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Sniper Rifle has been buffed as of 1.3. (Thank you!)
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Now for the Spectre Staff. Let's face it, it isn't as useful as we would like. For its level, it lacks the amount of firepower that you would expect it to have, and its going up against the Inferno Fork and the Shadowbeam Staff, both of which deal more DPS to many enemies at once. The Spectre Staff is so weak, in fact, that it deals less damage slower than the Rainbow Rod does, and the Rainbow Rod is a Mech-tiered item. The only current upside that the Spectre Staff has is a low mana consumption rate, but that's not what you expect from a endgame magic weapon, especially if it's only a single target weapon.
Spectre Staff
Damage: 70
Use Time: 23 (2.6 uses/second)
Mana Cost: 11
DPS: 183
MPS: 28
* Shoots lost souls that automatically home after enemies and hit a single target.
Shadowbeam Staff
Damage: 55
Use Time: 15 (4 uses/second)
Mana Cost: 6
DPS: 220
MPS: 24
* Shoots a light-speed beam of death that bounces off walls and penetrates enemies infinitely.
Rainbow Rod
Damage: 72
Use Time: 18 (3.3 uses/second)
DPS: 240
* Shoots colorful rainbow missiles that hit a single target.
There are two distinct directions we can take this:
Spectre Staff (A version which embodies the current feel of the weapon)
Damage: 95
Knockback: 6
Mana Cost: 7
Use Time: 19 (3.3 uses/second)
*Shoots a lost soul that homes after enemies and hits a single target.
DPS: 300
MPS: 22
Spectre Staff (A version which parallels the Ragged Caster's abilities)
Damage: 70
Knockback: 6
Mana Cost: 5*3
Use Time: 42 (1.4 uses/second) (Fires in three-shot burst.)
*Shoots a volley of three lost souls that pass through walls, home after enemies and hit a single target.
DPS: 300
MPS: 21
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Keybrand has been buffed as of 1.3. (Thank you!)
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So in 1.3 the Unholy Trident got an extreme buff in damage output, but is now consuming an absurd amount of mana for the amount of damage it deals. It's properly powerful, but now it's extremely impractical to use for any period of time. Can we tweak that, maybe? (And a bit more penetration couldn't hurt, either...)
Unholy Trident
Damage: 73
Mana Cost: 25
Use Time: 21 (2.85 uses/second)
Piercing: Up to 2
DPS: 208
MPS: 71
Here it is with tweaked stats, lowered mana cost, and extra penetration:
Unholy Trident (Buffed)
Damage: 77
Mana Cost: 15
Use Time: 22 (2.7 uses/second)
Piercing: Up to 4
DPS: 210
MPS: 41
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Staff of Earth has been buffed as of 1.3. (Thank you!)
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The Christmas Tree Sword could use a helping hand as well. However, there is a better solution to this than simply giving its stats a massive buff and making it practically identical to the Terra Blade, and that's to give it a special ability. The CTS should have a minor stat increase, but the ornaments that it launches should shatter into fragments that linger on the ground and damage enemies that tread on them just as the Everscream's own ornaments do, kind of like Spiky balls. The CTS would be worse at dealing with single targets, but exceptional at ground control. The Ornament itse;f would deal 20% more damage than the sword itself, while the fragments deal 20% less.
This is based on a thread I saw in TO.
CTS's stats have been boosted in 1.3, although it still needs this ability to make it worthwhile.
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Feedback is appreciated. If anyone thinks of anything that is severely UP and needs a buff, let me know. This is not limited to HM Dungeon weapons.
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