W1K
Witch
W1K's Weapon Scaling
Current 1.3 version: 0.1.2.3 (March 27 2022)
Current 1.4 version: 0.1.3.7 (June 4 2022)
Download it from the in-game browser
or download it from (1.3) or (1.4)
Join our Discord for questions and feedback!
Current 1.3 version: 0.1.2.3 (March 27 2022)
Current 1.4 version: 0.1.3.7 (June 4 2022)
Download it from the in-game browser
or download it from (1.3) or (1.4)
Join our Discord for questions and feedback!
1.4 NOW SUPPORTS COMPATIBILITY PATCHES. THE GUIDE BELOW SHOULD STILL BE VALID
1.1 has been released! Now supporting weapon downgrading! Check the changelog for more info.
Have you ever reached late-game and wished there was something exactly like Waterbolt, but that actually dealt enough damage to be usable? Or maybe you really wanted to run a whole fire-themed character but all molten weapons become useless as soon as you get some funny red ore? Or maybe you just really want to make the god of all shortswords?
Fear no more! We got you covered!
W1K's Weapon Scaling works in a very simple way. Every vanilla weapon (more on mods later) has been given an appropriate tier based on when they are obtained in the game, this system, alongside farmable upgrade items, let you upgrade the weapon of your choice to higher tier, damage scaling as appropriate.
To keep it simple, this was done through a lot of math and a funny excel sheet calculating the average DPS increases for each progression tier. The result is a somewhat balanced system of scaling that should keep your weapon of choice comparable or slightly inferior to weapons of the same tier.
To craft tier upgrades, simply look for the relevant ore of the corresponding tier, they should be as expensive to craft as the corresponding pickaxe. However, there are exceptions. If you need additional pointers here's what you need for each upgrade:
Anvil
Iron Tier: Iron Bars / Lead Bars
Gold Tier: Gold Bars / Platinum Bars
Shadow Tier: Shadow Scales and Demonite Bars / Tissue Samples and Crimtane Bars
Jungle Tier: Bee Wax
Dungeon Tier: Bones and Golden Keys
Hellstone Tier: Hellstone Bars
Mythril Anvil / Orichalcum Anvil
Adamantite Tier: Adamantite Bars / Titanium Bars
Hallowed Tier: Hallowed Bars
Chlorophyte Tier: Chlorophyte Bars
Eldritch Tier: Ectoplasm
Royal Tier: dropped from Duke FIshron / Pumpking / Ice Queen/ Martian Saucer / Bettsy
Ancient Manipulator
Lunar Tier: All four Lunar Fragments
Celestial Tier: Luminite Bars
Iron Tier: Iron Bars / Lead Bars
Gold Tier: Gold Bars / Platinum Bars
Shadow Tier: Shadow Scales and Demonite Bars / Tissue Samples and Crimtane Bars
Jungle Tier: Bee Wax
Dungeon Tier: Bones and Golden Keys
Hellstone Tier: Hellstone Bars
Mythril Anvil / Orichalcum Anvil
Adamantite Tier: Adamantite Bars / Titanium Bars
Hallowed Tier: Hallowed Bars
Chlorophyte Tier: Chlorophyte Bars
Eldritch Tier: Ectoplasm
Royal Tier: dropped from Duke FIshron / Pumpking / Ice Queen/ Martian Saucer / Bettsy
Ancient Manipulator
Lunar Tier: All four Lunar Fragments
Celestial Tier: Luminite Bars
Now, there's obviously downsides to this. Namely, not all weapons are perfectly balanced on their own. While I have done some individual adjustments myself, I can't try all potential weapon and tier combinations on my own, so I will ask for your comprehension and feedback so that I can keep tweaking the numbers further.
You might've noticed I specified vanilla. There is no way for me to determine the right tiers for weapons coming from external mods, HOWEVER, a solution is already in place.
Mod authors can specify compatible weapons, tiers and adjust scaling of any weapon through the comfiness of their own mods! This is quick and simple, if not a bit tedious for big mods.
Here's an example mod showcasing how to add your own support, or if you prefer, here's the relevant code from Mod.cs including everything you should need
C#:
using Terraria.ModLoader;
namespace WWSSupportExample
{
public class WWSSupportExample : Mod
{
public override void PostSetupContent()
{
Mod wWeaponScaling = ModLoader.GetMod("WWeaponScaling"); // Checks whether the Weapon Scaling mod is loaded
if(wWeaponScaling != null)
{
/*WEAPON TIERS
1 = Wooden
2 = Iron
3 = Gold
4 = Evil
5 = Jungle
6 = Dungeon
7 = Molten
8 = Adamantite
9 = Hallowed
10 = Chlorophyte
11 = Post-Plantera
12 = Post-Golem
13 = Lunar
14 = Moon Lord*/
//wWeaponScaling.Call(WEAPON ID, TIER, SCALING FACTOR);
//WEAPON ID is the internal ID of the weapon to be added to the database of supported weapons.
//TIER is the starting tier of said weapon. For example, if it is obtained in the post-skeletron dungeon, it would be tier 6. Refer to the table above.
//SCALING FACTOR is how much of the scaling multiplier is applied to the weapon. 1f is the default.
// If the weapon scales too much at higher tiers, lower the number into decimals until it feels right. Increase if the weapon scales too slowly.
wWeaponScaling.Call(ModContent.ItemType<Items.Weapon1>(), 1, 1f);
wWeaponScaling.Call(ModContent.ItemType<Items.Weapon2>(), 2, 1f);
}
}
}
}
Supported Mods (1.4)
Cerebral Mod
Thorium Mod (patch by Bluegobln)
Supported Mods (1.3)
Esper Class
Expanded Sentries
TerraGuardians
Vibrant Reverie (W1K's Mod Redux)
Cerebral Mod
Thorium Mod (patch by Bluegobln)
Supported Mods (1.3)
Esper Class
Expanded Sentries
TerraGuardians
Vibrant Reverie (W1K's Mod Redux)
So that's all! Enjoy your probably-still-pathetic celestial-tiered wooden hammer! Feel free to ask questions or provide feedback! Also we got a funny discord!
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