Weapons & Equip Weapon Enchantments, a sidegrade to Modifiers

J Bame

Terrarian
Are you tired of spending tons of money on Tinkerer for the same Modifiers all the time? Do you think Weapons can get boring after a while? Do you wish for more unique weapon effects? Well, this suggestion will look to solve all these problems you probably never had with the addition of a new concept, Enchantments.

What is an Enchantment, you may ask? Enchantments are a sidegrade to Modifiers that can only be applied to Weapons. While Modifiers aim to improve a weapon's stats, Enchantments will add new special effects to it. The two are mutually exclusive, Enchanting a reforged weapon will remove its Modifier, and viceversa. Enchantments are meant to add more variability to weapons and choice to the player; for example, you can forgo the massive stats boosts from Unreal on your Megashark to make some of its bullets explode into Fireballs, release hordes of Biters on enemy kills, or fire like a Shotgun.

The only way to enchant weapons is via a new NPC, the Enchantress. How do you get this NPC? Well, you do... something in early Hardmode. Maybe defeat some new Hallow boss, or get something Underground in early Hardmode. I don't know you can see where I ran out of ideas here what could be important enough to get her to spawn without adding new content, and that new content would be another topic. I intend her to be an Early Hardmode NPC though, so let's just assume the condition is killing Wall of Flesh for now. Enchanting something is exactly like reforging with the Tinkerer, except that the Menu option will obviously be called "Enchant" instead.

The Rules of Enchantments:
  1. While Modifiers are identified by their prefix, Enchantments will be identified by the suffix "of [Enchantment Name]". e.g. "Terra Blade of Shock"
  2. Much like Negative Modifiers, there are Perjudicial Enchantments, which I'll call Curses.
  3. The Effect is described underneath the weapon's Tooltip, in Green or Red text depending on whether it's an Enchantment or a Curse.
  4. Weapons cannot normally drop Enchanted.
  5. There is no objective "best" Enchantment, like Mythical or Unreal are for Modifiers. Due to all the different effects, some of them will benefit some weapons more than others while some can end up making a weapon worse. There may even be a situation where a Curse is the most optimal for you, there is no way to truly know.
    • To compensate for this, Enchanting a weapon is much more costly than Reforging one. The Enchantress will charge 80% instead of 33% of the Item's buy value.
  6. There are, however, Rare Enchantments and Rare Curses. These are very rare (5% chance to replace a normal one), and their effects are significantly more ostentatious than the rest. Rare Enchantments are still not aiming to be any better than the average pull, while Rare Curses turn neutral instead of being purely negative.
  7. Enchantments increase the value of a weapon by 111% and give it two extra tiers of rarity. This is the same as a Godly modifier.
  8. Curses will decrease the cost of a weapon by 15%, with the rarity going down one tier.
  9. In the case of a Rare Enchantment or Rare Curse, the value will increase by 225%, and its rarity will move up a whopping three tiers.
  10. All Enchantments or Curses that happen on hit have an inner cooldown equal to the weapon's current Use Time. This is made to prevent them from getting too out of hand with multishot, multihit or piercing weapons that can proc it a lot of times in one use.
  11. When the Enchantment or Curse gives a Chance to do something, that chance will be equal to the weapon's Base Use Time unless specified. This is to ensure they aren't too powerful with rapid fire weapons and too weak with slower ones.
    • Note, "Base" Use Time. Due to Melee Speed, Swords will get many more procs than average.
  12. Enchantment attacks don't give enemies Iframes, unless specified.
  13. Special effects don't trigger on destructible enemy projectiles, Critters and Statue enemies.

List of Enchantments:
Enchantment of Shock:

Tooltip: Chance to shock nearby enemies on hit.

When triggered, a Lightning arc will shock all enemies in a 25x25 area with the hit enemy as its center. Deals 80% of the hit's damage but with 30% of the original knockback. The lightning arc hits the main target again, but it doesn't appear if there is nothing nearby to zap.

The classic "Chain Lightning" attack that I'm surprised doesn't exist in Terraria yet. This enchantment focuses entirely on crowd control, making it much more efficient on weapons that are very lacking in that area. The knockback of this will be so meaningless most of the time that you might as well think of it as a little stun effect.

Enchantment of Protection:

Tooltip: Increases defense while in combat.

Every hit will increase your defense by [Weapon's Use time] / 60 * [Weapon's Base Rarity] / 2; decimal defense values have no effect. Extra defense is capped at [Weapon's Base Rarity] * 5 The Defense increase is shown via the buff "Enchanted Protection" it grants, which disappears alongside the extra defense after taking a hit.

  • Enchanted Protection Buff: Defense temporarily increased by [n]

Math is hard, but it's to ensure the defense gain is overall the same on most weapons, and to make sure it scales well into the late game. For example, a Megashark (Use time of 7, Rarity 5) will increase defense by 0,29 with every hit, capping at 25, while a Daybreak (Use time of 16, Rarity 10) increases it by 1,33 on every hit, capping at 50. Regardless of its stats and rarity, every weapon will reach its peak after 10 seconds if no attacks miss.


Enchantment of Force:
Ranged and Magic Exclusive
Tooltip: Chance to release attacks with extreme force.

Projectiles "with extreme force" will get their ExtraUpdates increased by 1 (In short, double velocity) and release a little shockwave on hit, dealing [Rarity * 25] extra damage with 12 base Knockback. That's Golem Fist's base, for comparison.

I have no idea how big that shockwave could be. This indirectly improves a weapon's Accuracy, while also increasing its damage, disruption and crowd control a bit but not too much. Basically a Jack of all trades, master of none.


Enchantment of Combustion
Tooltip: Attacks have a chance to explode into flames on hit.

Similar to Inferno Fork's explosion, but deals 50% of the original hit's damage with 30% knockback, inflicting On Fire!. The small explosions are 3 times smaller than the Inferno Fork's, and last for 2 seconds only.

Inferno Fork is strong, but it's super weak to enemies that move really fast due to its awful velocity. Most weapons don't have that weakness, which is why the explosions are much weaker in comparison. The Knockback is pathetic but it's just enough to stunlock things. Using this with Inferno Fork can create two explosions at once.


Enchantment of Fortune
Rare enchantment
Tooltip: Critical Strikes give small stat buffs for a very short time.

Every crit grants one of three stat increasing buffs for [Use Time] / 20 * [Base Rarity] seconds. Each buff has three tiers, which scales the stat buffs up to triple the original amount. Unlike other scaling buffs like Nebula Boosters, all tiers are lost at once. The character will also glow a yellow light when getting a buff and make the "Full Mana" sound, this is of course for flavor only.

The buffs are:
  • Enchanted Offense Buff: Offensive stats mildly (Tier 1)/slightly (Tier 2)/moderately (Tier 3) increased [+5% damage, +15% knockback, +5% melee speed and -2% mana cost at tier 1].
  • Enchanted Defense Buff: Defensive stats mildly/slightly/moderately increased [+4 defense, +2% damage reduction, and +0.5 HP/s at tier 1].
  • Enchanted Mobility Buff: Mobility mildly/slightly/moderately increased [+7% Movement Speed, Jump Height and Horizontal Wing Speed at Tier 1].
This enchantment is unique as it's the only one that works based on crits. This enchantment only gets better later on in the game, as not only will the buffs last much longer you will also gain access to many more ways to get more crit chance. This still has that inner cooldown, so you don't get all the buffs maxed out at once with the right stuff.


Enchantment of Conservation
Tooltip: Stores excess damage on enemy kills.

A projectile that deals 100 damage, killing an enemy with 10 health left, will deal 90 more damage on its next attack. The extra damage is signified by the "Stored Damage" Buff. There is no cap to it, and it does count its own extra damage as "excess force" that it stores. Crits will "return" half of their damage.

  • Stored Damage Buff: Next hit will deal [n] more damage.

There is a cap of 1000 thousand damage to this buff, just in case some combo appears that lets you get to deal up to millions of damage in one hit.

You could go into some mad killing sprees with this. Note that since it's a buff, it affects other, non enchanted weapons, as situational as that is. (not minions tho) This was absolutely not meant for the Sniper Rifle and Nebula Blaze.


Enchantment of Necromancy
Rare enchantment
Tooltip: Summon a temporary Undead army powered by enemy souls.

Grants the "Undead Army" buff for 10 seconds after killing an enemy. Undead Army has up to 3 levels, and summons 3 Skeleton Soldier minions per tier. Every 5 kills resets the timer and increases the Buff's tier up to 3. Skeleton Soldiers are cute, small Armored Skeletons using small versions of the Beam Sword (no beam tho) and Marrow, attacking like Pirates at close range and shooting those insanely quick Bone Arrows like Pygmies when their target is out of range. They have 7 * Base Rarity damage.

  • Undead Army Buff: [Tier * 3] Revived Skeletons fight with you.

Gives you up to 9 different minions on enemy kills. 9 is a very large number in this context, but keep in mind that you'd have to be in combat for a while to get to that point and you have to stay fighting to maintain it.


Enchantment of Detonation
Tooltip: Attacks have a chance to explode multiple times.

The explosion would be created where the projectile landed, regardless of whether it hit something or not. On top of the chance for the projectile to explode, there is a 50% chance for it to explode once, 30% for twice and 20% for thrice. Multiple explosions would be spawned slightly off the tile where the Projectile landed. Explosions deal 60% of the original damage.

Rocket Launchers could look hilarious.

Enchantment of Magnetism
Tooltip: Zap nearby enemies with slower velocity.

All attacks and projectiles zap like Magnet Sphere, but with 50% of the weapon's damage and knockback. Gives -20% velocity, and adds electric particles to all attacks.

Magnet Sphere Lite. This one is hard to balance but hopefully isn't too strong. Probably better suited for late game melee weapons like Flairon and North Pole.


Enchantment of Infestation

Exclusive to Corruption Worlds
Tooltip: Release Biters on enemy kills.

Biters are Scourge of the Corruptor's Second projectile. Each kills will have 4-8 of them come out in the same "burst" way the Scourge spawns its own. The little Biters deal 15 * [Weapon's Base Rarity] damage. Biters' kills can spawn more Biters.

World exclusive enchantments, wooo. Cultivate your own horde of devourers that only gets larger over time. This is what Scourge of the Corruptor should do, honestly.


Enchantment of Secretion

Exclusive to Crimson Worlds
Tooltip: Enemies explode into Ichor streams when killed.

Enemies release 4 Ichor Splashes (Bladetongue's bouncy projectile) in an X spread when killed. This Ichor Splash deals 8 * [Weapon's Base Rarity] damage.

This would turn all fluids in the victim's body into Ichor... that then explode in every direction and... that's disgusting. The chain reactions this and the one above can make could be fun to watch.


Enchantment of Diversity
Ranged Exclusive
Tooltip: Fires different types of ammo.

The Ammo type changes with every use; only chooses ammo for the same weapon type (Guns fire Bullets, Bows fire Arrows, Rockets Launchers fire Rockets). Damage changes depending on the Ammo fired. Doesn't include Luminite Bullets/Arrows and Rockets II and IV, but does include some weapon specifics such as Nails and Candy Corn.

The fact that this is close to being a negative effect speaks volumes of the current Ammo balance. I don't really mind the synergy this'd have with the Endless ammo stuff.


Enchantment of Frenzy
Sword exclusive
Tooltip: Contact hits progressively increase Damage for a short time.

Every hit with a Sword (Not projectiles, only contact hits) will increase damage by its base Use Time, shown by a new buff it grants for 2 seconds on hit, "Enchanted Frenzy". Timer resets with every hit and has no cap, so you can go as high as you can.

Enchanted Frenzy buff: Melee Damage increased by [n].

Rewards you greatly for going in up close with your sword. Balanced out by the fact you have to go in up close with your sword. You can go into a pretty large killing spree if you do this right, and just getting a couple slashes for some extra juice with your projectile swords is not a bad idea.


Enchantment of Starpower:
Magic exclusive
Tooltip: Summons falling stars on impact.

Like Holy Arrows, but for Magic weapons. Stars still deal 50% of the weapon's damage, but 3 spawn per hit.

Limited to Magic weapons for flavor and mostly balance reasons. The amount of stars is increased because remember, Enchantments have cooldowns and most magic weapons are multishot/multihit.


Enchantment of Halloween
Rare Enchantment, Melee Exclusive
Tooltip: Chance to summon Pumpkin Heads. Higher chance on contact.

Summon a Flaming Jack (Horseman's Blade's Pumpkins) on hit, which spawn at the edges of the screen like The Horseman's Blade. Chance triples with hits of a Sword. Note how Flaming Jacks deal 1.5x the damage of The Horseman's Blade, this property is lost here. Weapon also gains the fire-ish particles the Flaming Jacks have, just for visuals.

The Horseman's Blade is one of the worst weapons in the game, but with one of the coolest effects as well, let's give that effect some more use. This of course gives Horseman's blade a chance to spawn two Pumpkins, and nothing stops its own Pumpkins from spawning more Enchantment-Pumpkins.


Enchantment of Blooming
Rare enchantment, Magic Exclusive
Tooltip: Chance to bloom magic flowers which restore mana or health.

Magic flowers will grow on the nearest tile (including platforms) when proc'd. Chance to proc is twice as high as usual. Magic flowers are around the same size as a Strange Plant and will only last 10 seconds before disappearing. There are 3 different flowers, each with a different effect when touched:
  • Magic Roses, which restore [2 * Base Rarity] Health.
  • Magic Tulips, which restore [10 * Base Rarity] Mana.
  • Black Roses, which increase damage by 20% for 15 seconds*. Has a 20% chance to replace one of the above.
*represented by a new buff, "Black Rose", with that tooltip.

Grow your own, beautiful garden in the middle of a battle. And then step on your own flowers for massive benefits. You can make more any time you want anyways. Black Roses mostly ensure this isn't too passive.


Enchantment of Burst
Rare Enchantment, Ranged Exclusive
Tooltip: Fires in bursts at a slower rate.

Fires 3-4 more projectiles in one use. These extra shots are fired with a 15° Spread. Increases Use Time by [Original amount of projectiles fired] / [Original Use Time] * 3.

Hey, it's the "Shotgun Megashark" I was talking about in the intro. Formula ensures Shotguns and other slow multishot weapons don't get too slow. This one can open up some pretty powerful combos, and probably some busted ones too.


Enchantment of Unstability
Tooltip: Its magic is unstable and random.

Every time the weapon is used, it will be treated as having a random Enchantment it can get. Things like Shocking still have their individual chances to proc on top of the chance of being selected. Rare Enchantments are part of this pool.

You knew something like this was coming right?

List of Curses:
Mostly negative effects you absolutely never want. Rare Curses are more neutral, leaning towards some Risk-Reward buffs.

Curse of Withering
Tooltip: Chance to wither down on every use.

Chance to get the Withered Weapon debuff for 1 seconds.

Withered Weapon halves all your damage, so this is probably the most devastating one on the list.


Curse of Overload
Magic Exclusive
Tooltip: Chance to instantly drain mana.

Chance to use up half your max Mana at once. Makes a "burn" sound effect when triggered, like Inferno Fork's.

Simple, yet incredibly annoying. Like all things should be.


Curse of Gamble

Tooltip: Increased Critical Strike chance, but regular hits won't be effective.

Crit chance is increased by 20%, but regular attacks deal 1 damage with no knockback.

This could be exploited, but it will almost always be devastating to your DPS.


Curse of Repulsion
Ranged exclusive
Tooltip: Pushes the user back on use.

Every other use of the weapon will push you back one tile in the opposite direction you are facing.

It's Chain Gun time.

Curse of Frostbite
Rare Curse
Tooltip: The cold sweeps through everything in its wake.

Every hit makes four homing icicles fall from the top of the screen. They deal half of the weapon's damage on contact with enemies, but if they hit you they will inflict the Chilled Debuff for 5 / (60 / [Base Use Time]) seconds instead. If Chilled reaches 10 seconds it will be removed and replaced by the Frozen debuff for 3 seconds. Also adds Ice Particles to attacks, just as a cosmetic.

Like Holy Arrows, with a much wider spawn area, more projectiles, homing but no piercing effects. Quite a lot of extra DPS, but also gives you something else to dodge otherwise you will get murdered while Chilled or even worse, Frozen.

Curse of Frostbite
Tooltip: The cold consumes you slowly.

Chance to get Chilled for 3 seconds on hit. If procced while already Chilled, the debuff will be removed and replaced by the Frozen debuff for 2 seconds.

As if Chilled wasn't annoying enough, getting Frozen subsequently will get you killed almost every time. Have fun.


Curse of Overgrowth
Rare Curse
Tooltip: A cursed plant consumes your nutrients to defend itself.

As long as the weapon is selected, Vines will come out of your character every 30 frames to hit nearby enemies; Picture Chain Guillotines that look like Plantera's Hooks. Each Hook that comes out will drain 2 health like a DoT debuff, and deal [Rarity * 27] damage and 7 (Strong) Knockback with a max range of 30 tiles. Dying to these plants gives the death message "[Player Name] got sucked dry"

The idea of a plant living inside your body and consuming you slowly to survive terrifies me. This plant will keep enemies away from you and add in to your DPS, but it will slowly drain your HP stat in return. Nowhere near enough to die from it alone, but still enough for you to play a bit more carefully.


Curse of the Haunting
Tooltip: Fallen Souls will haunt you.

Chance to spawn a Wraith when hitting an enemy. This Wraith will come from the edges of the screen, like when you smash Altars. Wraiths don't drop anything.

Nothing better than the swarm of Wraiths that shows up after smashing Altars. Let's replicate those moments.


Curse of Gelatin
Tooltip: Killing an enemy can leave behind a Slime.

20% chance to leave a Green, Blue, Purple, Red or Yellow slime in the enemy's place. This Slime cannot drop anything.

Not that a single Slime could be troublesome at this point. There may even be a situation where this can be exploited.


Curse of Duplication
Rare curse
Tooltip: Has a chance to duplicate the targeted enemy.

Weapon Rarity / 2% chance to clone the targeted enemy. Cloned enemies have 25% of the enemy's remaining health. For example, a Paladin at 1000/10000 HP will spawn a clone at 250/10000 HP. Cloned enemies still drop their loot. You can't clone a boss obviously.

Helps a ton when grinding, can make absolute disasters when not.

Curse of Displacement
Tooltip: Randomly teleports user on use.

Every single use of the weapon has a chance to teleport you 1-3 tiles away in any direction. You won't teleport inside blocks.

This may make you dizzy, I wouldn't recommend using it.


Curse of Blaze
Melee exclusive, Rare Curse
Tooltip: The flames consume you, yet give you power.

On use, you get the Cursed Fire debuff for 6 seconds. Cursed Fire starts out as strong as On Fire! (4 DoT), while increasing Melee damage and Melee Speed by 20%. This debuff scales exactly like Beetle Might, doubling and tripling its DoT and stat buffs on its second and third stage respectively. Weapon also fires a Fireball (Flower of Fire's) in a random direction every second when under the debuff.
  • Cursed Fire: Small/Moderate/Intense flames increase your melee damage and speed by 20%/40%/60%
Not to be confused with Cursed Inferno. The flames on your weapon are chaotic yet neutral, helping you consume everything including yourself with them. I wouldn't recommend using whatever you have with this as a main when exploring; you'll die as fast as... everything. That fireball is mostly for enhanced visuals but it might help a bit.


Curse of Projection
Ranged exclusive, Rare Curse
Tooltip: Shots come from random directions.

Like Orichalcum armor's Set bonus, every projectile will be fired from the edge of your screen to your cursor. Projectiles gain the ability to go through walls, and the weapon gains a massive 20% attack speed bonus.

Get a pretty big bonus to attack speed... and a new way to fire projectiles that can either massively help or massively screw you over. I'm not actually sure if I like this one though.


Curse of Darkness
Magic exclusive, Rare Curse
Tooltip: Empowered by dangerous dark magic.

There is a chance for each attack to create 3 Dark Tentacles on the three nearest tiles below it, including Platforms. Dark Tentacles look and act exactly like Shadowflame Hex Doll's projectile, but black, and dealing [Weapon's Rarity] * 30 piercing damage. On the same tiles where the tentacles appeared, 2-5 Dark Spirits will spawn.

Dark Spirit:
AI type: Hovering AI (same as Wraith/Reaper)
Health: 80/160
Damage: 10/20
Defense: 5
KB resist: 10%
All values multiplied by Weapon's base Rarity.
Special: Invincible for 1 second after spawning​

Dying to these enemies gives the Death Message "[Player Name] meddled with magic they didn't understand"

Dark Magic is incredibly dangerous and edgy. Reckless use can potentially cause devastating side effects. Not that your Terrarian cares, it's all about the DPS.


Curse of Curses
Tooltip: Its magic is unstable and random.

Same mechanics as Enchantment of Unstability, but with Curses.

For the sake of consistency and RNG madness.

Summoner Staves:
Due to the nature of minions, you can't just give them the same enchantments as normal weapons; most of them wouldn't look right and some straight up don't work. Therefore, they get some unique stuff instead, although some things can be applied to them without issue, this being:

Enchantment of Shock (just comes out of the minion)
Enchantment of Protection (works normally, with the same formula)
Enchantment of Necromancy (Skeleton Soldiers are not affected by summon damage bonuses, despite being minions)
Enchantment of Magnetism (however, it works completely differently)
Enchantment of Secretion/Infestation (no change)
Curse of the Haunting (chance is on kill, not on hit, due to how fast minions are compared to the Staff's use time)
Curse of Gelatin (no change)
Curse of Displacement (however, the minions will teleport, and to a random part of your screen instead)
Curse of Duplication (no change)

Now, as for the unique stuff:
Enchantment of Unification

Tooltip: Grows larger and stronger with each consecutive summon.

Much like Stardust Dragon, extra summon slots will increase the damage and size (+15% with each summon) of the minion/sentry instead of letting you summon more. Formula for damage is the same as Stardust Dragon's, this being [I]summon dmg * (1.69 + .46 * (summon length- 1))[/I]. The Stardust Dragon itself only grows bigger.

Who needs a horde of minions when you can have one big guy doing all the work for you? The massive Dragon you could summon with this sounds hilarious.

Enchantment of Magnetism [Summoner Version]
Tooltip: Magnetic waves surge from your minions.

While in combat, a Magnet wave similar to Magnet Sphere's attack will travel from the minion furthest away from you to your position, chaining through each of your minions in the process and hitting every enemy in its path for [Minions summoned * 30] damage with 3 Knockback.
Improves the crowd control and the reliability of your minions, albeit indirectly. This may cause lag.


Enchantment of Teleportation

Tooltip: Teleport minions near a selected target.

When an enemy is targeted manually, all minions will teleport near it, this being 5 blocks to the top left, or the closest block if that exact position is obstructed. Teleports won't happen if the specific minion is within a 20x20 area around the target, or if there just isn't a target selected.

One of the most common issues with minions is watching them not attack the target you tell them to, due to either nor reaching them or just them being stupid. This right here completely solves that problem for you, allowing your minions to instantly start attacking the target you locked them to.


Enchantment of Amplification
Rare enchantment
Tooltip: Greatly but temporarily improve last minion summoned.

Using the staff at max minion capacity turns the last minion you summoned into a Golden Minion for 5 seconds. Golden minions get a golden filter applied to them and get double Damage, Attack Speed, Movement speed, and Velocity in case of having projectiles. Golden Sentries last 10 seconds instead. The Stardust Dragon's whole body goes golden, however the buffs to it are divided by its current amount of segments. Golden minions and their timer are shown by the "Golden Augmentation" buff.
  • Golden Augmentation buff: Temporarily doubled attributes for this Golden [Minion Name].​
This thing will have you micro-managing much more during combat due to the timer, yet it will reward you with one incredibly powerful minion that will destroy anything in its path.

Curse of Vanish
Tooltip: Minions disappear after one minute.

All minions disappear after 1 minute, shown by a timer on their buff. Sentries last 20 seconds instead. Using the summoning staff again will reset the timer, even at max minion capacity.

This is annoying and I hate it already. Have fun.

Curse of Rebellion
Tooltip: Minions will attempt to damage you.
You are now included in the list of enemies your minions can target. You will still not take damage from them.

Watching your horde lock on to you and try futilely to kill you sounds adorable. Although you may prefer them attacking the horde of enemies instead.


Curse of Swarming
Rare curse
Tooltip: Summon twice as many minions, with half their power.

Each use of the weapon summons two minions instead of one (Not like Optic Staff, they take two separate slots). These minions however are half as big as they were before, and attack 40% slower. The amount of minion slots taken by minions is halved. "Swarm Sentries" are summoned right next to each other. This curse allows you to summon two Stardust Dragons, both with the same max length.

Gives you all the advantages of having a huge swarm of minions, as well as all the disadvantages of relying on many dumb and slowly-attacking AIs to defend yourself. Enjoy your two Dragons in the Endgame while they last, and I say it like that because that will probably be broken.

Extras
Arcane_Rune_Wall.png
Arcane Rune Wall:
Can be Placed
Sold for 2 Silver, 50 Copper coins.​

This is literally Travelling Merchant's but moved here. It's more fitting and you can't deny it.

Magic Tiara:
Vanity item
Sold for 3 Gold coins​

I picture her wearing a Tiara, so you'd basically copy her looks with hits.

Pixie Fragrance
Consumable
Attracts passive Pixies to your position [Grants Blessed Perfume buff]
5 minute duration.
Sold for 5 Silver coins
Blessed Perfume buff: Loved by certain Pixie species, perhaps a bit too much
Every 5 seconds, 5 Whimsy Pixies spawn in a random location of your screen. Whimsy Pixies are completely passive entities that look like Pixies, but smaller and pink, with only 20 HP. They will try to remain slightly above the character's head. There can't be more than 5 Whimsy Pixies at once, and the game will respawn as many as needed every 5 seconds.

And now we get to the interesting items. You see how many Enchantments are completely limited to enemy encounters, being mostly effective when exploring and thus barely useful during a boss fight? Well, this wonderful perfume will spawn as many hitboxes as you need to trigger all your enchantments during Boss fights, as long as you don't mind constantly massacring annoying yet innocent Pixies. This is entirely meant to prevent certain Enchantments such as Infestation from being practically useless on bosses, while not making them too strong vs them since you are relying on hitting 5 dumb AIs to trigger them.

Iris Charm
Equipable (Accessory)
11% increased Critical Strike Chance
Weapons can drop with Enchantments

Sold for 20 Gold coins​

50% chance for a Reforge on a dropped weapon to be replaced with an Enchantment or Curse while this is equipped. Rares included.

Could be fairly helpful with Money Farms, Rare Enchant hunting or just as a plain combat item.

Staff of Elements:
51 Magic damage
6 (Average) Knockback
4% Crit Chance
22 Use Time (Fast)
Mana Cost: 8
13 Velocity
Properties and color change with different Elements.
Sold for 75 Gold coins (don't :red:ing Enchant this)​

Fires Elemental Orbs, which change colors and properties depending on Fire, Ice, Earth or Lightning.
  • Fire moves 20% faster, and inflicts On Fire!
  • Ice moves 10% slower and leaves a trail of Snowflakes, like a North Pole.
  • Earth hits with 20% more damage and 50% more Knockback.
  • Lightning moves 10% faster and zaps nearby enemies, like a Magnet Sphere.
Originally an Enchantment but scrapped due to how complex and underwhelming it was compared to the average. This is what the Enchantress uses to defend herself.

Phantom Limbs:
Equipable [Accessory]
Make copies of your attacks with drastically lower damage.
Sold for 40 Gold after Plantera has been defeated.​

Every time you attack, this accessory will spawn a clone of it in the same direction with a 0.5 second delay. This cloned attack has a teal tint and has the exact same stats as the original one, but only deals 1 damage (or 2 in a crit). Enchantments triggered by cloned attacks are still based on the original weapon's stats.

Besides the potential uses for enemy stunlocking, that last sentence is what we care about. I intend the cloned attacks to have a separate "Use time cooldown" from the originals, so this pretty much allows you to trigger most enchantments twice as often, so enjoy it.


Ancient Runestone
The Enchantress may be interested on this
Expert
Dropped by Lunatic Cultist's Expert Mode Treasure bag

When talking to the Enchantress with this in the inventory, it will be consumed and a special dialogue option will pop up and a new option will be unlocked in her chat box, "Transfer"

"Transfer" allows you to transfer Enchantments or Curses from one weapon to another, with a cost of the Weapon's Enchanting cost + Base Rarity / 4 Platinum coins. You can only transfer Enchantments for weapons with up to 1 more Rarity than the one transferring, so no cheating by Enchanting Copper Shortswords and passing those to Meowmeres.

Enchantments are outrageously expensive, and they will suck you dry with certain expensive weapons. Sometimes you will like a certain one a bit too much. Other times you will roll a specially unique Rare Enchantment/Curse on a Weapon you don't like and you'll curse your own luck. This 1000th iteration of a Cultist drop allows you to solve these problems for the most part, perhaps a bit too late in the game, but solving them nonetheless. 99% of the use of this is to allow you to have fun with Rare Enchantments with more than 1/100 of your weapons.

Writing this one took me a while, I'll admit.

So, what are your thoughts?
 
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This is a very interesting concept, and all of the enchantments and curses seem fairly balanced and all are unique. I really like how not all the cursed are 100% bad, and have some positive features. The Enchantress could perhaps spawn tied up in the underworld after a mechanical boss has been killed and the Wizard has been rescued... maybe.
The items she sells are all very unique, especially the Pixie fragrance, I can see this being very useful for not just the enchantments but also some armour set bonuses ect...
 
This mildly reminds me of enchantments from Minecraft.

I'm definitely getting the Enchantments of Necromancy and Conservation an all my weapons.
 
Enchantment of Conservation
Tooltip: Stores excess damage on enemy kills.

A projectile that deals 100 damage, killing an enemy with 10 health left, will deal 90 more damage on its next attack. The extra damage is signified by the "Stored Damage" Buff. There is no cap to it, and it does count its own extra damage as "excess force" that it stores. Crits will "return" half of their damage.

  • Stored Damage Buff: Next hit will deal [n] more damage.

You could go into some mad killing sprees with this. Note that since it's a buff, it affects other, non enchanted weapons, as situational as that is. (not minions tho) This was absolutely not meant for the Sniper Rifle and Nebula Blaze.
I Can Think Of The Absurd Amount Of Damage You Can Dish Out With This. Horseman's Blade + Double Striking Moment + Crit + Crawltipede Could Theoretically Deal 100k+ Damage In One Hit. It's A Fun Concept, And Hard To Bust In Normal Gameplay, But Extreme Damage Setups Could Crack This Wide Open.
Enchantment of Frenzy
Sword exclusive
Tooltip: Contact hits progressively increase Damage for a short time.

Every hit with a Sword (Not projectiles, only contact hits) will increase damage by its base Use Time, shown by a new buff it grants for 2 seconds on hit, "Enchanted Frenzy". Timer resets with every hit and has no cap, so you can go as high as you can.

Enchanted Frenzy buff: Melee Damage increased by [n].

Rewards you greatly for going in up close with your sword. Balanced out by the fact you have to go in up close with your sword. You can go into a pretty large killing spree if you do this right, and just getting a couple slashes for some extra juice with your projectile swords is not a bad idea.
Or Just Massacre Statue-Spawned Enemies, Rack Up A Huge Buff, And Insta-Kill The Next Poor Sap That Comes Your Way. Again, Fun Concept, And Hard To Break Unless You Really Try.
Enchantment of Halloween
Rare Enchantment, Melee Exclusive
Tooltip: Chance to summon Pumpkin Heads. Higher chance on contact.

Summon a Flaming Jack (Horseman's Blade's Pumpkins) on hit, which spawn at the edges of the screen like The Horseman's Blade. Chance triples with hits of a Sword. Note how Flaming Jacks deal 1.5x the damage of The Horseman's Blade, this property isn't lost here. Weapon also gains the fire-ish particles the Flaming Jacks have, just for visuals.

The Horseman's Blade is one of the worst weapons in the game, but with one of the coolest effects as well, let's give that effect some more use. This of course gives Horseman's blade a chance to spawn two Pumpkins, and nothing stops its own Pumpkins from spawning more Enchantment-Pumpkins.
So, Turning Every Weapon Into One The Most Abuse-able (What's Last Prism lol) Event Weapons, And Making That Very Weapon Even More Abuse-able? Also, Striking Moment Affects Both Horseman's Blade And The Jack Separately, Is It Safe To Assume That That Would Carry Over To This Enchantment Too?
Curse of Repulsion
Ranged exclusive
Tooltip: Pushes the user back on use.

Every other use of the weapon will push you back one tile in the opposite direction you are facing.

It's Chain Gun time.
I Didn't See The "Other" When First Reading This. Obviously A Negative Effect, But A Hilarious One.
Curse of Overgrowth
Rare Curse
Tooltip: A cursed plant consumes your nutrients to defend itself.

As long as the weapon is selected, Vines will come out of your character every 30 frames to hit nearby enemies; Picture Chain Guillotines that look like Plantera's Hooks. Each Hook that comes out will drain 1 health like a DoT debuff, and deal [Rarity * 30] damage and 7 (Strong) Knockback. Dying to these plants gives the death message "[Player Name] got sucked dry"

The idea of a plant living inside your body and consuming you slowly to survive terrifies me. This plant will keep enemies away from you and add in to your DPS, but it will slowly drain your HP stat in return. Nowhere near enough to die from it alone, but still enough for you to play a bit more carefully.
It Scares You Because You're Weak
Except For Ranged Enemies, This Basically Makes Every Enemy A Non-Threat, The DoT Should Be At Least 5, Maybe Even 10.
Curse of the Haunting
Tooltip: Fallen Souls will haunt you.

Chance to spawn a Wraith when hitting an enemy. This Wraith will come from the edges of the screen, like when you smash Altars. Wraiths don't drop anything.

Nothing better than the swarm of Wraiths that shows up after smashing Altars. Let's replicate those moments.
Truly Good Times, Just Smashing Every Single Altar In The Corruption And Getting A Wraith Banner Right Off The Bat
Curse of Duplication
Rare curse
Tooltip: Has a chance to duplicate the targeted enemy.

Weapon Rarity / 2% chance to clone the targeted enemy. Cloned enemies have 25% of the enemy's remaining health. For example, a Paladin at 1000/10000 HP will spawn a clone at 250/10000 HP. Cloned enemies still drop their loot. You can't clone a boss obviously.

Helps a ton when grinding, can make absolute disasters when not.
You Call Them Disasters, I Call Them Hilarious.
Curse of Blaze
Melee exclusive, Rare Curse
Tooltip: The flames consume you, yet give you power.

On use, you get the Cursed Fire debuff for 6 seconds. Cursed Fire starts out as strong as On Fire! (4 DoT), while increasing Melee damage and Melee Speed by 20%. This debuff scales exactly like Beetle Might, doubling and tripling its DoT and stat buffs on its second and third stage respectively. Weapon also fires a Fireball (Flower of Fire's) in a random direction every second when under the debuff.
  • Cursed Fire: Small/Moderate/Intense flames increase your melee damage and speed by 20%/40%/60%
Not to be confused with Cursed Inferno. The flames on your weapon are chaotic yet neutral, helping you consume everything including yourself with them. I wouldn't recommend using whatever you have with this as a main when exploring; you'll die as fast as... everything. That fireball is mostly for enhanced visuals but it might help a bit.
It's F E T I D B A G H N A K H S T I M E
Staff of Elements:
51 Magic damage
6 (Average) Knockback
4% Crit Chance
22 Use Time (Fast)
Mana Cost: 8
13 Velocity
Properties and color change with different Elements.
Sold for 75 Gold coins (don't :red:ing Enchant this)​

Don't Tell Me What To Do

This Is A Solid Idea, I Like It.
 
Curse of Repulsion
Ranged exclusive
Tooltip: Pushes the user back on use.

Every other use of the weapon will push you back one tile in the opposite direction you are facing.

It's Chain Gun time.
You better be able to fly by aiming the gun downwards :dryadnaughty:
 
I Can Think Of The Absurd Amount Of Damage You Can Dish Out With This. Horseman's Blade + Double Striking Moment + Crit + Crawltipede Could Theoretically Deal 100k+ Damage In One Hit. It's A Fun Concept, And Hard To Bust In Normal Gameplay, But Extreme Damage Setups Could Crack This Wide Open.

Or Just Massacre Statue-Spawned Enemies, Rack Up A Huge Buff, And Insta-Kill The Next Poor Sap That Comes Your Way. Again, Fun Concept, And Hard To Break Unless You Really Try.

So, Turning Every Weapon Into One The Most Abuse-able (What's Last Prism lol) Event Weapons, And Making That Very Weapon Even More Abuse-able? Also, Striking Moment Affects Both Horseman's Blade And The Jack Separately, Is It Safe To Assume That That Would Carry Over To This Enchantment Too?


It Scares You Because You're Weak
Except For Ranged Enemies, This Basically Makes Every Enemy A Non-Threat, The DoT Should Be At Least 5, Maybe Even 10.

Don't Tell Me What To Do

Considering how incredibly specific those setups are, and how exactly one miss could ruin it all, i don't see a problem there.
One of the rules states that enchantments don't work on statues, for that exact reason.
That "abusable weapon" (that only ever works with statues, and isn't even good in that scenario) happens to be one of the worst in the game. This effect isn't even that strong compared to simply getting Godly/Legendary considering how it's RNG reliant and fairly inconsistent unless you are literally going in up close, in which case you might as well be rewarded greatly for that since it's a greedy and dumb move. It should definitely work with Striking Moment; it wouldn't fix any of Brand of the Inferno's problems so might as well overtune it a bit like that.
Being weak is a good thing, a nutrient-leeching plant will only ever leech strong bodies.
The main use of this is to knock enemies back, otherwise you are almost always better off getting a reforge for DPS, Chain Guillotines' range is pretty weak currently so it wouldn't even be that strong, although I have nerfed the damage it deals. It drains 2 HP/s as long as it's active, an amount that will never kill you but can add up pretty quickly, and adding any more than that will make it a very big hindrance.

If you want to go bankrupt in the first 10 minutes of Hardmode I won't stop you.
 
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I was not expecting a whole lot of quality when I saw "Weapon Enchantments", but you've sure surprised me, Bame. Even if this would cost me more than I typically have when Hardmode starts, I'd definitely save up for the fire-related stuff! Saddened by the lack of ice, though.
The first two Curses are really :red:in' nasty; one will almost-permanently halve that weapon's damage and the other does almost the same thing while using up your Mana Potions. If you hadn't made Rare Curses a risk-reward deal, I would've opted for those to be the rarities.
Staff of Elements:
51 Magic damage
6 (Average) Knockback
4% Crit Chance
22 Use Time (Fast)
Mana Cost: 8
13 Velocity
Properties and color change with different Elements.
Sold for 75 Gold coins (don't :red:ing Enchant this)​
Fires Elemental Orbs, which change colors and properties depending on Fire, Ice, Earth or Lightning.
  • Fire moves 20% faster, and inflicts On Fire!
  • Ice moves 10% slower and leaves a trail of Snowflakes, like a North Pole.
  • Earth hits with 20% more damage and 50% more Knockback.
  • Lightning moves 10% faster and zaps nearby enemies, like a Magnet Sphere.
Originally an Enchantment but scrapped due to how complex and underwhelming it was compared to the average. This is what the Enchantress uses to defend herself.
OOOOOH, :red:, thanks for the reminder to work on something. I really like this weapon idea, by the way.
 
The Staff of Elements honestly feels like it could be a Lunatic Cultist drop.
OOOOOH, :red:, thanks for the reminder to work on something. I really like this weapon idea, by the way.
I can't wait to see what it is.
 
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Saddened by the lack of ice, though.

I didn't want to add something Ice related because if it didn't slow down enemies, then it wouldn't have made sense thematically, and you know how I feel about stuff like that. Then I realized I was freezing the wrong thing in my mind, so I reworked Frostbite Curse into something more interesting, and toned down some other things in the list (on second thought, Halloween being a chance to deal triple damage was a bit too much)

Since you liked the Element Staff so much I'm going to post the original "Enchantment of Elements" I had saved in here, I'm not a big fan of it but tell me what you think.
Enchantment of Elements
Rare enchantment, Magic Exclusive
Tooltip: Applies elements to attacks, giving them different properties.

Every projectile will get either Fire, Ice, Earth, Wind or Lightning effects:

Fire increases velocity by 10% and makes a little fiery explosion* on hit. Inflicts On Fire! for a bit. Identified by fire particles.
Ice decreases velocity by 20% and leaves a Snowflake trail* in its path, like a North Pole but at a much slower rate. Identified by Icy particles.
Earth increases velocity by 20% and releases a small shockwave* on hit. Identified by rocky particles.
Wind decreases velocity by 10% and makes it home into enemies. Identified by... wind particles?
Lightning projectiles zap nearby enemies like Magnet Sphere* does, at the same rate. Identified by Electric particles.

* 1/3rd of original damage.
 
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I didn't want to add something Ice related because if it didn't slow down enemies, then it wouldn't have made sense thematically, and you know how I feel about stuff like that. Then I realized I was freezing the wrong thing in my mind, so I reworked Frostbite Curse into something more interesting, and toned down some other things in the list (on second thought, Halloween being a chance to deal triple damage was a bit too much)

Since you liked the Element Staff so much I'm going to post the original "Enchantment of Elements" I had saved in here, I'm not a big fan of it but tell me what you think.
Enchantment of Elements
Rare enchantment, Magic Exclusive
Tooltip: Applies elements to attacks, giving them different properties.

Every projectile will get either Fire, Ice, Earth, Wind or Lightning effects:

Fire increases velocity by 10% and makes a little fiery explosion* on hit. Inflicts On Fire! for a bit. Identified by fire particles.
Ice decreases velocity by 20% and leaves a Snowflake trail* in its path, like a North Pole but at a much slower rate. Identified by Icy particles.
Earth increases velocity by 20% and releases a small shockwave* on hit. Identified by rocky particles.
Wind decreases velocity by 10% and makes it home into enemies. Identified by... wind particles?
Lightning projectiles zap nearby enemies like Magnet Sphere* does, at the same rate. Identified by Electric particles.

* 1/3rd of original damage.
Ice doesn't have to slow things down to be thematic (though that won't stop me from trying to have stuff inflict Chilled/Burning in my suggestions). That being said, though? I LOVE the new Curse of Frostbite.
As for the Enchantment of Elements, I see why you were opposed to it, which makes me glad you decided to salvage the idea in the form of a singular weapon
 
Considering how incredibly specific those setups are, and how exactly one miss could ruin it all, i don't see a problem there.
Considering That It Only Takes A Few Kills Buffed By Striking Moment To Get To The Point Where You're 1HK'ing Everything Again, And Timing With Inferno Brand Isn't Even That Hard, Yes, There Is A Problem Here.

The Only Game I Know Of That Does An Overkill Mechanic In Any Way Is Borderlands 2, And That's For The Two Most Busted Characters, Coincidentally.
One of the rules states that enchantments don't work on statues, for that exact reason.
God Damn It How Did I Forget That
That "abusable weapon" (that only ever works with statues, and isn't even good even in that scenario) happens to be one of the worst in the game. This effect isn't even that strong compared to simply getting Godly/Legendary considering how it's RNG reliant and fairly inconsistent unless you are literally going in up close, in which case you might as well be rewarded greatly for that since it's a greedy and dumb move. It might as well work with Striking Moment; it wouldn't fix any of Brand of the Inferno's problems so might as well overtune it a bit like that.
Except, That You Said That It Also Gets The 150% Damage Bonus. If This Could Stack With Conservation (Which It Theoretically Could, Considering That Conservation Is A Buff), The Effect Would Be Even More Busted. Just Remember, Meowmere Does Twice As Much Damage Then Horseman's Blade, And The Jack Does 50% More Then That.
Being weak is a good thing, a nutrient-leeching plant will only ever leech strong bodies.
The main use of this is to knock enemies back, otherwise you are almost always better off getting a reforge for DPS, Chain Guillotines' range is pretty weak currently so it wouldn't even be that strong, although I have nerfed the damage it deals. It drains 2 HP/s as long as it's active, an amount that will never kill you but can add up pretty quickly, and adding any more than that will make it a very big hindrance.


If This Negates Natural Life Regeneration, 2 HP/s Is Fine Too. If It Doesn't Override Natural Health Regen, VK Chestpiece Would Completely Remove The Risk From This Risk/Reward Combo
 
Considering That It Only Takes A Few Kills Buffed By Striking Moment To Get To The Point Where You're 1HK'ing Everything Again, And Timing With Inferno Brand Isn't Even That Hard [, Yes, There Is A Problem Here.

Lets analyze this scenario in more detail. Let's just look at all the problems with trying to use Brand of the Inferno in the first place: You have to look for an enemy that you can consistently parry, which can only ever be a basic Fighter AI, because everything else is an erratic enemy that will be really hard to approach with the Shield up and will rarely hit you in exactly your front side, or it's something that just fires projectiles and the Brand is completely useless like any other sword. What this means is, starting from Pre-Plantera where you get the Brand in the first place, you won't use it in the Underground Jungle because there is absolutely no weak Fighter AI there. You will maybe use it in the Dungeon if there are only a pair of Armored Skeletons around (in which case literally anything would work just as well if not better, since those guys are never a problem). You won't try it in a Solar Eclipse, Martian Madness or Moon Event because even assuming only the walkers exist there are way too many enemies spawning to be using a Slow and understatted Parry > Attack weapon to kill them with. You will be able to use it in the Jungle Temple, but that's because all enemies there are pathetically easy to kill with almost anything, and you won't use it in a Pillar and I don't think I need to explain why. Starting from when you get it, there is never a situation where you can make use of the Brand and not be better off using literally anything else.

But hey, there is a potential use to it now, which is exploiting Striking Moment on something enchanted with Conservation and possibly start one shotting literally everything in your victinity. Once again, let's look at this in-depth: You either found a scenario where you can make use of the Brand of Inferno or you are mistakenly trying to use it in a place where almost every enemy you find is ridiculously hard to parry properly. You managed to parry an attack, now you have +500% damage on your next shot, and you switch to your Conservation weapon. Now, you have to make sure that:
  1. The enemy you are going to hit is at very low health, otherwise you won't get that much overkill damage in return from it.
  2. You can Parry a second enemy, who will have to die to that attack (because let me remind you, the Parry does damage too) otherwise you lose your build up immediately, so you'd have to get at least 2 enemies to very low health but not actually near death before starting.
  3. There is a third enemy, possibly at very low health too, that has to die to the Conservation stack * 6 attack and leave you with more Conservated damage than any or most enemies' HP, otherwise you have to find more stuff that you can parry, and the more enemies you have to kill for your chain the more and more complicated this gets, especially since you can't actually attack without brutally overkilling since you lose the chain immediately.
  4. You can somehow do all of that without being attacked if not killed by enemies that aren't Fighter AIs and thus nearly impossible to parry, because let me remind you that there are like 3 situations where Brand of The Inferno's parry is a usable mechanic.
So, you managed to do all of this and now your attacks deal +3000 flat damage in every hit. Now, you must never miss again and then make sure you can still parry attacks every now and then otherwise you lose most of that overcharge after a couple kills, while also hoping you never run into a tanky enemy or Miniboss that has enough HP to absorb most of the Conservation when you kill it, or that can just tank the super hit.

I really don't see a problem here.

Except, That You Said That It Also Gets The 150% Damage Bonus. If This Could Stack With Conservation (Which It Theoretically Could, Considering That Conservation Is A Buff), The Effect Would Be Even More Busted. Just Remember, Meowmere Does Twice As Much Damage Then Horseman's Blade, And The Jack Does 50% More Then That.

I nerfed the 1.5x damage because I realized Halloween by itself would've been too powerful. Besides the timing of a Conservation + Jack hit is way too tight to be reliable, plus I don't even know if it'd coded that way.

If This Negates Natural Life Regeneration, 2 HP/s Is Fine Too. If It Doesn't Override Natural Health Regen, VK Chestpiece Would Completely Remove The Risk From This Risk/Reward Combo

It doesn't negate life regen, otherwise the enchant would never be worth it unless the vines are outrageously powerful on their own, and since they have AI aim and limited range, they are not. VK chest being broken is a separate problem.
 
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Everyone else here is talking about absurd game mechanics, and exploiting everything to make weapons do a bunch of damage.

I'm just here to see if I can use a wooden hammer to make enemies go boom.
 
Lets analyze this scenario in more detail. Let's just look at all the problems with trying to use Brand of the Inferno in the first place: You have to look for an enemy that you can consistently parry, which can only ever be a basic Fighter AI, because everything else is an erratic enemy that will be really hard to approach with the Shield up and will rarely hit you in exactly your front side, or it's something that just fires projectiles and the Brand is completely useless like any other sword. What this means is, starting from Pre-Plantera where you get the Brand in the first place, you won't use it in the Underground Jungle because there is absolutely no weak Fighter AI there.

If You Aren't Good With Timing, The Brand Of The Inferno Is Incredibly Tricky To Use Against Everything That Doesn't Basically Walk Towards You Singlemindedly, Yes. But Quite A Few Enemies Can Be Predicted And Parried Pretty Effectively. Jungle Bats, Giant Tortoises (If You Can't See A Giant Turtle Hurtling Itself At You At The Speed Of Sound And Blocking It, That's Not Brand Of The Inferno's Fault), Angry Trappers, And Now That I Think About It, Hornets Would Be Basically The Only Thing This Would Really Be Negatable Against. And That's Just Enemies In The Undergorund Jungle, Excluding Skele Archers, Which Spawn Everywhere Underground. Any Enemy That Never, And I Mean Never, Tries Approaching In Any Conventional Sense Would Be The Only Thing That Really Puts A Dent In This.

You will maybe use it in the Dungeon if there are only a pair of Armored Skeletons around (in which case literally anything would work just as well if not better, since those guys are never a problem). You won't try it in a Solar Eclipse, Martian Madness or Moon Event because even assuming only the walkers exist there are way too many enemies spawning to be using a Slow and understatted Parry > Attack weapon to kill them with. You will be able to use it in the Jungle Temple, but that's because all enemies there are pathetically easy to kill with almost anything, and you won't use it in a Pillar and I don't think I need to explain why. Starting from when you get it, there is never a situation where you can make use of the Brand and not be better off using literally anything else.

That's The Point I'm Trying To Make: With This Enchant, You Don't Have To Start It With These Events, You Start Off With Weaker Enemies, And End Up Instakilling Everything In These Events.

But hey, there is a potential use to it now, which is exploiting Striking Moment on something enchanted with Conservation and possibly start one shotting literally everything in your victinity. Once again, let's look at this in-depth: You either found a scenario where you can make use of the Brand of Inferno or you are mistakenly trying to use it in a place where almost every enemy you find is ridiculously hard to parry properly. You managed to parry an attack, now you have +500% damage on your next shot, and you switch to your Conservation weapon. Now, you have to make sure that:

The enemy you are going to hit is at very low health, otherwise you won't get that much overkill damage in return from it.
You can Parry a second enemy, who will have to die to that attack (because let me remind you, the Parry does damage too) otherwise you lose your build up immediately, so you'd have to get at least 2 enemies to very low health but not actually near death before starting.
There is a third enemy, possibly at very low health too, that has to die to the Conservation stack * 6 attack and leave you with more Conservated damage than any or most enemies' HP, otherwise you have to find more stuff that you can parry, and the more enemies you have to kill for your chain the more and more complicated this gets, especially since you can't actually attack without brutally overkilling since you lose the chain immediately.
You can somehow do all of that without being attacked if not killed by enemies that aren't Fighter AIs and thus nearly impossible to parry, because let me remind you that there are like 3 situations where Brand of The Inferno's parry is a usable mechanic.
So, you managed to do all of this and now your attacks deal +3000 flat damage in every hit. Now, you must never miss again and then make sure you can still parry attacks every now and then otherwise you lose most of that overcharge after a couple kills, while also hoping you never run into a tanky enemy or Miniboss that has enough HP to absorb most of the Conservation when you kill it, or that can just tank the super hit.

Here's Where The Problem (Ironically) Lies: The Horseman's Blade. Inferno Brands Parry Does Around 80 Damage. Use Parry Against A Green Slime, Which Has 14(?) Health. That's 66 Overkill Damage. Now Lets Say, The Horsemans Blade Does 95. 95 + 66 = 161. 161 x 5 = 805. Already You Have Enough Damage In Two Hits To Kill 99% Of Enemies In The Game In One Hit. Now Parry An Enemy With The Brand Of The Inferno, With The 800 Conservation Damage Parry. Now You Have Nearly 900 Damage And A 5x Bonus To Melee Banked. Enter Flaming Jack, Which Will Deal 805 + 50% + 900 + 500% Which Is Around 10537 Damage.

And That's The Problem With Overkill Mechanics, In The Situation I Just Outlined, It's Stupidly Broken To The Point Where In About Ten Seconds, You Can Kill Any Non Miniboss With Hilarious Amounts Of Damage Left Over, And In Most Other Situations, It's Absolutely Useless To The Point Where It's A Meme.

And If You Keep Procing Striking Moment And The Flaming Jack, It Won't Be Long Before You're Dealing Millions Of Damage A Hit.

I really don't see a problem here.



I nerfed the 1.5x damage because I realized Halloween by itself would've been too powerful. Besides the timing of a Conservation + Jack hit is way too tight to be reliable, plus I don't even know if it'd coded that way.

Just Nerfing The 150% Bonus Is Enough.

It doesn't negate life regen, otherwise the enchant would never be worth it unless the vines are outrageously powerful on their own, and since they have AI aim and limited range, they are not. VK chest being broken is a separate problem.

So, You Could Basically Have This Enchant Which Deals A Good Amount Of Damage To An Enemy Every Half Second, And The Only Downside Is Absolutely Nothing, Or Killing You In A Minute Flat By Itself. And Most Of The Most Dangerous Enemies Are Stupid Slow And Stupid Tough Dangerous, Not Stupid Quick Dangerous.

Everyone else here is talking about absurd game mechanics, and exploiting everything to make weapons do a bunch of damage.

I'm just here to see if I can use a wooden hammer to make enemies go boom.
I Guess You Could Say It's A... Boomstick.

YEEEEEA
 
Any Enemy That Never, And I Mean Never, Tries Approaching In Any Conventional Sense Would Be The Only Thing That Really Puts A Dent In This.

Literally any enemy that tries to approach in a way that isn't a Fighter AI's completely stops the gimmick from working. The timing is the last thing in the long list of reasons that make the Brand's parry an unusable mechanic, the big issue is that no threatening enemy tries to hit you in exactly your front where it procs. Anything that flies, bounces, shoots or just moves awkwardly enough is a problem, just basic Slimes are already hard to get. And heck, if the terrain is slightly uneven then even the Walkers (you know, the one target you can pull this off on) are hard to parry, let alone anything else.

Not to mention the problems that arise when you completely stop attacking in front of a crowd just to let an AI get right in front of you to parry it, especially if you think that trying this gimmick on an enemy that deals 300+ damage in a single, fast charge is a good idea.

Here's Where The Problem (Ironically) Lies: The Horseman's Blade. Inferno Brands Parry Does Around 80 Damage. Use Parry Against A Green Slime, Which Has 14(?) Health. That's 66 Overkill Damage. Now Lets Say, The Horsemans Blade Does 95. 95 + 66 = 161. 161 x 5 = 805. Already You Have Enough Damage In Two Hits To Kill 99% Of Enemies In The Game In One Hit. Now Parry An Enemy With The Brand Of The Inferno, With The 800 Conservation Damage Parry. Now You Have Nearly 900 Damage And A 5x Bonus To Melee Banked. Enter Flaming Jack, Which Will Deal 805 + 50% + 900 + 500% Which Is Around 10537 Damage.

Someone needs to pay more attention to HP stats.

20191231143600_1.jpg
(I don't care about that being Post Plantera Scaling, you literally can't try it before then nor will anyone bother doing this in Normal mode)

You are also bringing another flawed true melee weapon with an unpredictable projectile into the equation , and when talking about an absolutely perfect chain of Parrying > Attacking where no attack, not even a slash, must ever miss or fail to kill an enemy by the slightest amount just proves the point that this stuff is extremely complicated to ever pull off without mentioning how ridiculously hard it is to maintain it when you do somehow pull it off. If someone is so motivated to this that they'd spend a lot of time in the Purity killing about 20 Slimes to bring their damage to +10000k territory untill they miss, then let them. Might as well give Brand of the Inferno a little use like that. This theoretically broken combo wouldn't even be caused by Conservation, it all comes from the Brand of the Inferno being a dumb weapon idea that is just bound to make "trouble" eventually.

I don't know why in Borderlands this mechanic is broken since I don't play that game, and it doesn't matter because I already explained in detail why in Terraria, a game that plays extremely differently, it won't be.

So, You Could Basically Have This Enchant Which Deals A Good Amount Of Damage To An Enemy Every Half Second, And The Only Downside Is Absolutely Nothing, Or Killing You In A Minute Flat By Itself. And Most Of The Most Dangerous Enemies Are Stupid Slow And Stupid Tough Dangerous, Not Stupid Quick Dangerous

You are putting too much focus on this having a downside and not enough on how reliable it is. It does add a decent amount of DPS, but it also has AI aim, slow attack speed (which makes the Strong Knockback not actually that good) and Chain Guillotines' low range. That HP drain simply balances it out a bit, it's not meant to be massively impactful and you might even say it's just there for flavor. The enchantment would have the practical impact of a Spore Sac, and that's fine since on average Reforges are the equivalent of a bit more than one and sometimes 2 accessory slots and Enchantments were made with that standard in mind.
 
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Someone needs to pay more attention to HP stats.

View attachment 232689

You are also bringing another flawed true melee weapon into the equation with an unpredictable projectile, and when talking about an absolutely perfect chain of Parrying > Attacking where no attack, not even a slash, must ever miss or fail to kill an enemy even by the slightest amount just proves the point that this stuff is extremely complicated to ever pull off and without even mentioning how ridiculously hard it is to maintain when you do. If someone is so motivated to this that they'd spend a lot of time in the Purity killing about 20 Slimes to bring their damage to +10000k territory with full confidence that they'll never ever miss, then let them. Might as well give Brand of the Inferno a little use.
Just as a preemptive measure to help your point: yes, Lamia, that's just in Expert Mode, and your strategy could probably work in Normal Mode, but having a weapon only work in one difficulty (and barely, at that) is nooooot good design.
 
B I G P O S T

Literally any enemy that tries to approach in a way that isn't a Fighter AI's completely stops the gimmick from working. The timing is the last thing in the long list of reasons that make the Brand's parry an unusable mechanic, the big issue is that no threatening enemy tries to hit you in exactly your front where it procs. Anything that flies, bounces, shoots or just moves awkwardly enough is a problem, just basic Slimes are already hard to get. And heck, if the terrain is slightly uneven then even the Walkers (you know, the one target you can pull this off on) are hard to parry, let alone anything else.

Someone Needs To Pay More Attention To What Other People Say. I Even Said, That ANY Enemy That Tries To Touch You Can Be Parried With A Certain Degree Of Plausibility, Enemies That Never Try To Make Physical Contact Obviously Can't Be Parried, Which Are Few And Far Between. Off The Top Of My Head. Skeleton Archer, Sniper, And Commando, Paladin, Pirate Crossbower And Captain, Goblin Archers, Sorcerers, And Summoners, Tactical Skeleton, Ragged And Dark Casters Necromancers, Diabolists, Elf Archer, Elf Copter, Alien Queen, Airborne Storm Divers, Flow Invaders, Twinkle Poppers, Nebula Floaters, Predictors, And I'm Sure There's More. But Funnily Enough, Most Of Those Guys Are In Places Are Where You Wouldn't Try That Anyway, So The Real List Would Be, Skele Archer, Pirate Crossbower And Captain, Goblin Archers, Sorcerers, And Summoners. That's Six Enemies, Along With The Ones I'm Forgetting Abo- DESERT SPIRIT Can't Forget Him No Matter How Hard I Try.

Not to mention the problems that arise when you completely stop attacking in front of a crowd just to let an AI get right in front of you to parry it, especially if you think that trying this gimmick on an enemy that deals 300+ damage in a single, fast charge is a good idea.
See Above
Someone needs to pay more attention to HP stats.

View attachment 232689 (I don't care about that being Post Plantera Scaling, you literally can't try it before then nor will anyone bother doing this in Normal mode)

Ignoring That Post Plantera Is Literally One Step Up From Post Mech, But Ok.

You are also bringing another flawed true melee weapon with an unpredictable projectile into the equation , and when talking about an absolutely perfect chain of Parrying > Attacking where no attack, not even a slash, must ever miss or fail to kill an enemy by the slightest amount just proves the point that this stuff is extremely complicated to ever pull off without mentioning how ridiculously hard it is to maintain it when you do somehow pull it off.

If someone is so motivated to this that they'd spend a lot of time in the Purity killing about 20 Slimes to bring their damage to +10000k territory untill they miss, then let them.

M A T H T I M E

Here's Where The Problem (Ironically) Lies: The Horseman's Blade. Inferno Brands Parry Does Around 80 Damage. Use Parry Against A Green Slime, Which Has 14(?) Health. Kill Count: 1 That's 66 Overkill Damage. Now Lets Say, The Horsemans Blade Does 95. 95 + 66 = 161. 161 x 5 = 805. Kill Count: 2 Already You Have Enough Damage In Two Hits To Kill 99% Of Enemies In The Game In One Hit. Now Parry An Enemy With The Brand Of The Inferno, With The 800 Conservation Damage Parry. Kill Count: 3 Now You Have Nearly 900 Damage And A 5x Bonus To Melee Banked. Enter Flaming Jack, Which Will Deal 805 + 50% + 900 + 500% Which Is Around 10537 Damage. Kill Count: 4

Just 4/20 And You're Already At 10k Plus Damage, Which 99% Of The Enemies In The Have Less Then, Even In Expert. Now Lets Keep Going.

Lets Parry A Fifth Enemy With Inferno Brand, And Hit Them With The Horsemans Blade. Now You're Up To 52685 Damage. Kill Count: 6

Now Parry A Seventh Enemy, And Let The Flaming Jack Kill Them. Result: 395137 Damage. Kill Count: 8

Ok, So At This Point, You're Killing Moon Lord In One Hit, If All His Health Was Piled In One Entity Instead Of 4.

Parry A Ninth Enemy, And Hit Them With The Horseman's Blade. That's Around 1.9 MILLION Damage. Kill Count: 10

Parry An Eleventh Enemy, And Let Pumpkin Jack Kill A Twelfth. Around 14 Million Damage. Kill Count: 12

Parry A Thirteenth Enemy, And Kill Another With The Horsemans Blade. 74 Million Damage

I'm Not Sure If You've Played Any Final Fantasy Games, But 12 Has A Super Boss That Only Has 51 Million Health. And In 14 Slimes, We Killed Him In One Hit.

Parry A Fifteenth Enemy, And Let Pumpkin Jack Kill Another. 555 Million Health. Kill Count: 16

Parry A Seventeenth Enemy, And Kill It With Horsemans Blade. We Are At... 2.7

Billion

Damage
.

At This Point, We've Already Breached The 32 Bit Integer Limit Of 2,147 Billion. And We Have 2 More To Go.

Parry A Nineteenth Enemy And Let That Absolute Mass Of Relentless Murder That We Used To Call Flaming Jack Kill The Twentieth Enemy.

The Result: Twenty

TWENTY BILLION DAMAGE.

That Would More Then Likely Kill Every Single Enemy In The Game A Few Million Times Over, If The Game Doesn't Just Go What The :red: And Ragequits On You.

And That's In The Span Of What, 5 Minutes? Remember What I Said About Getting Insane Overkill Damage Taking A Long Time? Yea, That Was Before We Had A Weapon That Gave You A 5x Damage Boost.

Might as well give Brand of the Inferno a little use like that. This theoretically broken combo wouldn't even be caused by Conservation, it all comes from the Brand of the Inferno being a dumb weapon idea that is just bound to make "trouble" eventually.
See Above.
I don't know why in Borderlands this mechanic is broken since I don't play that game, and it doesn't matter because I already explained in detail why in Terraria, a game that plays extremely differently, it won't be.

Kriegs Bloodsplosion Skill Can Destroy A Raid Boss (Think Of A Boss More Powerful Then Moon Lord In This Game, See Also, Superboss) In A Single Hit, If You Can Chain It Long Enough. Just Because It Takes A Long Time, More Then Likely Taking More Then Fighting The Actual Boss Itself, Doesn't Mean It's Not Broken.

And Salvadors No Kill Like Overkill Is Literally Exactly What You're Suggesting.

You are putting too much focus on this having a downside and not enough on how reliable it is. It does add a decent amount of DPS, but it also has AI aim, slow attack speed (which makes the Strong Knockback not actually that good) and Chain Guillotines' low range. That HP drain simply balances it out a bit, it's not meant to be massively impactful and you might even say it's just there for flavor. The enchantment would have the practical impact of a Spore Sac, and that's fine since on average Reforges are the equivalent of a bit more than one and sometimes 2 accessory slots and Enchantments were made with that standard in mind.
So It Basically Does Nothing Unless You're In The Range Where You Already Might As Well Say "To Hell With It", Because This Thing Attacks Every Half Second, Can't Lead Worth Of Anything, And It Still Saps Your Health.
Just as a preemptive measure to help your point: yes, Lamia, that's just in Expert Mode, and your strategy could probably work in Normal Mode, but having a weapon only work in one difficulty (and barely, at that) is nooooot good design.
Minichark Says Hi Lol

I Honestly Can't Tell If You're Trying To Argue My Point Or His.
 
Someone Needs To Pay More Attention To What Other People Say. I Even Said, That ANY Enemy That Tries To Touch You Can Be Parried With A Certain Degree Of Plausibility, Enemies That Never Try To Make Physical Contact Obviously Can't Be Parried, Which Are Few And Far Between. Off The Top Of My Head. Skeleton Archer, Sniper, And Commando, Paladin, Pirate Crossbower And Captain, Goblin Archers, Sorcerers, And Summoners, Tactical Skeleton, Ragged And Dark Casters Necromancers, Diabolists, Elf Archer, Elf Copter, Alien Queen, Airborne Storm Divers, Flow Invaders, Twinkle Poppers, Nebula Floaters, Predictors, And I'm Sure There's More. But Funnily Enough, Most Of Those Guys Are In Places Are Where You Wouldn't Try That Anyway, So The Real List Would Be, Skele Archer, Pirate Crossbower And Captain, Goblin Archers, Sorcerers, And Summoners. That's Six Enemies, Along With The Ones I'm Forgetting Abo- DESERT SPIRIT Can't Forget Him No Matter How Hard I Try.

I had doubts before but now i'm completely convinced you've never tried The Brand of The Inferno before. You say things like these, as if all important enemy encounters looked like this:

20200102152115_1.jpg


Where the terrain is perfectly straight, all enemies are casually walking towards you from one side only for you to parry them perfectly easily, and the Ranged enemies are far and scarce. In reality, all enemy encounters are more like this:

20200102151119_1.jpg


Where stuff is constantly spawning from every direction, the terrain is so uneven that I can't seem to parry the two walkers literally on top of me, and there are ranged guys demolishing me with all their projectiles while being meatshielded by all the Fighter AIs that you are trying to parry with the equivalent of a Mythril Sword instead of just killing them with any other weapon.

I'm going to give you more context to this screenshot: I tried to simply survive and kill things in the Dungeon (one of the most Brand-friendly places due to all the Armored Skeletons to easily parry) with the Shielding mechanic. As you can clearly see it didn't work at all, because not only did everything go downhill the second a ranged enemy or a Bone Lee spawned, I even had to constantly trigger God mode to heal back to full health because turns out, the Parry hit's knockback is so pathetic that the parried enemy can still manage to get a hit in, and god forbids you get to fight two at once because the parry hit only knocks back one of them. I ended up realizing that it was much better to simply use Brand of the Inferno as a Sword and forget about the parry completely.

I challenge you to parry anything that doesn't use the Fighter AI, and then come back at me saying it just requires some good timing. And even if you can, you listed enough Ranged enemies that commonly spawn in any area in the game that still make the "it's easy, just time it right" argument completely asinine when talking about why the Brand of the Inferno isn't an abysmal weapon.

Just 4/20 And You're Already At 10k Plus Damage, Which 99% Of The Enemies In The Have Less Then, Even In Expert. Now Lets Keep Going.

Lets Parry A Fifth Enemy With Inferno Brand, And Hit Them With The Horsemans Blade. Now You're Up To 52685 Damage. Kill Count: 6

Now Parry A Seventh Enemy, And Let The Flaming Jack Kill Them. Result: 395137 Damage. Kill Count: 8

Ok, So At This Point, You're Killing Moon Lord In One Hit, If All His Health Was Piled In One Entity Instead Of 4.

Parry A Ninth Enemy, And Hit Them With The Horseman's Blade. That's Around 1.9 MILLION Damage. Kill Count: 10

Parry An Eleventh Enemy, And Let Pumpkin Jack Kill A Twelfth. Around 14 Million Damage. Kill Count: 12

Parry A Thirteenth Enemy, And Kill Another With The Horsemans Blade. 74 Million Damage

I'm Not Sure If You've Played Any Final Fantasy Games, But 12 Has A Super Boss That Only Has 51 Million Health. And In 14 Slimes, We Killed Him In One Hit.

Parry A Fifteenth Enemy, And Let Pumpkin Jack Kill Another. 555 Million Health. Kill Count: 16

Parry A Seventeenth Enemy, And Kill It With Horsemans Blade. We Are At... 2.7

Billion

Damage
.

At This Point, We've Already Breached The 32 Bit Integer Limit Of 2,147 Billion. And We Have 2 More To Go.

Parry A Nineteenth Enemy And Let That Absolute Mass Of Relentless Murder That We Used To Call Flaming Jack Kill The Twentieth Enemy.

The Result: Twenty

TWENTY BILLION DAMAGE.

That Would More Then Likely Kill Every Single Enemy In The Game A Few Million Times Over, If The Game Doesn't Just Go What The :red: And Ragequits On You.

And That's In The Span Of What, 5 Minutes? Remember What I Said About Getting Insane Overkill Damage Taking A Long Time? Yea, That Was Before We Had A Weapon That Gave You A 5x Damage Boost.

First off, the math is all wrong because even assuming you somehow got a Horseman's Blade before Plantera the scaling starts right after Wall of Flesh, the Parry is x6 damage instead of x5, and Flaming Jack doesn't work that way with the Parry, as projectile damage is set the instant it spawns rather than the instant it hits, most notable example being minions with the whole "summon with offense, then swap to defense items" gimmick of the Summoner class. It's going to take many, many more kills that what you describe here to even get to the ridiculous numbers, and remember that the first few would have to be at low health in order to get the chain going.

Second, that this is all just number play and it means nothing. Getting damage to the numerical limit is meaningless because there is still one massive flaw with all this chain: you miss once and it's all gone, and you chose to ignore this argument thus far. The biggest thing you could do with all that damage is maybe cheese some late game bosses, and since this is significantly more complex and specific than any other cheese method in the game i'm fine with that, because it gives two of the worst and most useless weapons in the game a theoretical use.

Kriegs Bloodsplosion Skill Can Destroy A Raid Boss (Think Of A Boss More Powerful Then Moon Lord In This Game, See Also, Superboss) In A Single Hit, If You Can Chain It Long Enough. Just Because It Takes A Long Time, More Then Likely Taking More Then Fighting The Actual Boss Itself, Doesn't Mean It's Not Broken.

And Salvadors No Kill Like Overkill Is Literally Exactly What You're Suggesting.

Again, different game that plays completely different and has no impact on why this would be broken in Terraria, because I already said enough times that it isn't for multiple reasons.

So It Basically Does Nothing Unless You're In The Range Where You Already Might As Well Say "To Hell With It", Because This Thing Attacks Every Half Second, Can't Lead Worth Of Anything, And It Still Saps Your Health.

No, it does do something. It keeps things away from you when they get at a reasonable distance, and adds some DPS equivalent to a good weapon with no modifiers just at the cost of some health.

I find it funny how it took so little for you to completely change your mind from "it's completely broken" to "it's completely useless" about this Curse, while it's taking you this long to see the dozens of flaws with the Conservation + Parry + Horseman's Blade chain.
 

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I'm Sick Of Constantly Copy-Pasting, So I'm Going About This A Different Way

I had doubts before but now i'm completely convinced you've never tried The Brand of The Inferno before. You say things like these, as if all important enemy encounters looked like this:

View attachment 232855

Where the terrain is perfectly straight, all enemies are casually walking towards you from one side only for you to parry them perfectly easily, and the Ranged enemies are far and scarce. In reality, all enemy encounters are more like this:

View attachment 232856

Where stuff is constantly spawning from every direction, the terrain is so uneven that I can't seem to parry the two walkers literally on top of me, and there are ranged guys demolishing me with all their projectiles (Why The Hell Would You Even Try This With A Paladin Nearby Is Beyond Me, I Wouldn't Try This With Dungeon Guardian On My :red:, But Whatever) while being meatshielded by all the Fighter AIs that you are trying to parry with the equivalent of a Mythril Sword instead of just killing them with any other weapon.

I'm going to give you more context to this screenshot: I tried to simply survive and kill things in the Dungeon (one of the most Brand-friendly places due to all the Armored Skeletons (Except Considering That's Literally 4 Enemies, And Everything Else In The Post-PT Dungeon Is Ranged, Except For The Slime And Bone Lee, So No) to easily parry) with the Shielding mechanic. As you can clearly see it didn't work at all, because not only did everything go downhill the second a ranged enemy or a Bone Lee spawned (I Assume The Ranged Enemy Would Be That Skele Commando Over There, Which Is So Inaccurate That Standing Still Would Get You Hit By It's Rocket Less), I even had to constantly trigger God mode to heal back to full health because turns out, the Parry hit's knockback is so pathetic that the parried enemy can still manage to get a hit in, and god forbids you get to fight two at once because the parry hit only knocks back one of them. I ended up realizing that it was much better to simply use Brand of the Inferno as a Sword and forget about the parry completely.

I challenge you to parry anything that doesn't use the Fighter AI, and then come back at me saying it just requires some good timing. And even if you can, you listed enough Ranged enemies that commonly spawn (In The Areas Where You Said You Wouldn't Try This In The First Place, Unless You're Saying You Should Try This During The Lunar Apocalypse, And No, I Will Never Call It The Lunar Event) in any area in the game that still make the "it's easy, just time it right" argument completely asinine when talking about why the Brand of the Inferno isn't an abysmal weapon.



First off, the math is all wrong because even assuming you somehow got a Horseman's Blade before Plantera (Never Said You Could But Whatever) the scaling starts right after Wall of Flesh, the Parry is x6 damage instead of x5 (Making It Better), and Flaming Jack doesn't work that way with the Parry (Then Explain How You Kill Expert DG In One Tick, Cause I Saw That Mappy Video), as projectile damage is set the instant it spawns rather than the instant it hits(Which Means That The Pumpkin Jack Gets The, If You're Even Right About The 6x Boost Thing, 6x6 Boost Instead Of The 6x Boost), most notable example being minions with the whole "summon with offense, then swap to defense items" gimmick of the Summoner class. It's going to take many, many more kills that what you describe here to even get to the ridiculous numbers, and remember that the first few would have to be at low health in order to get the chain going.

Second, that this is all just number play and it means nothing. Getting damage to the numerical limit is meaningless because there is still one massive flaw with all this chain: you miss once and it's all gone (And Quickly Reacquirable In Under A Few Minutes.), and you chose to ignore this argument thus far. The biggest thing you could do with all that damage is maybe cheese some late game bosses (Exactly Why This Is So Busted), and since this is significantly more complex and specific than any other cheese method (Waiting For Weak Enemies To Spawn And Hit Really Isn't That Complex) in the game i'm fine with that, because it gives two of the worst and most useless weapons in the game a theoretical use. (And Then Cranking That Up To Eleven. Thousand)



Again, different game that plays completely different and has no impact on why this would be broken in Terraria, because I already said enough times that it isn't for multiple reasons.



No, it does do something. It keeps things away from you when they get at a reasonable distance, and adds some DPS equivalent to a good weapon with no modifiers just at the cost of some health.

I find it funny how it took so little for you to completely change your mind from "it's completely broken" to "it's completely useless"(If It Didn't Negate Life Regen, Which It Doesn't, Then This Is A Norisk/Reward Mechanic, Because Vk Chestpiece, But Apparently, That's A Seperate Problem) about this Curse, while it's taking you this long to see the dozens of flaws with the Conservation + Parry + Horseman's Blade chain.
 
First off, the math is all wrong because even assuming you somehow got a Horseman's Blade before Plantera (Never Said You Could But Whatever) the scaling starts right after Wall of Flesh, the Parry is x6 damage instead of x5 (Making It Better), and Flaming Jack doesn't work that way with the Parry (Then Explain How You Kill Expert DG In One Tick, Cause I Saw That Mappy Video), as projectile damage is set the instant it spawns rather than the instant it hits(Which Means That The Pumpkin Jack Gets The, If You're Even Right About The 6x Boost Thing, 6x6 Boost Instead Of The 6x Boost), most notable example being minions with the whole "summon with offense, then swap to defense items" gimmick of the Summoner class. It's going to take many, many more kills that what you describe here to even get to the ridiculous numbers, and remember that the first few would have to be at low health in order to get the chain going.

Turns out this does work like this and Striking moment is an exception to the game's rules. Its Tooltip is also wrong because it says "500% increased damage" instead of "500% of its damage", because that's what it actually does. You still didn't even try to answer why you completely ignored all sorts of scaling in your calculation, but whatever that only really affects time.

I'm going to give you more context to this screenshot: I tried to simply survive and kill things in the Dungeon (one of the most Brand-friendly places due to all the Armored Skeletons (Except Considering That's Literally 4 Enemies, And Everything Else In The Post-PT Dungeon Is Ranged, Except For The Slime And Bone Lee, So No) to easily parry) with the Shielding mechanic. As you can clearly see it didn't work at all, because not only did everything go downhill the second a ranged enemy or a Bone Lee spawned (I Assume The Ranged Enemy Would Be That Skele Commando Over There, Which Is So Inaccurate That Standing Still Would Get You Hit By It's Rocket Less), I even had to constantly trigger God mode to heal back to full health because turns out, the Parry hit's knockback is so pathetic that the parried enemy can still manage to get a hit in, and god forbids you get to fight two at once because the parry hit only knocks back one of them. I ended up realizing that it was much better to simply use Brand of the Inferno as a Sword and forget about the parry completely.

I challenge you to parry anything that doesn't use the Fighter AI, and then come back at me saying it just requires some good timing. And even if you can, you listed enough Ranged enemies that commonly spawn (In The Areas Where You Said You Wouldn't Try This In The First Place, Unless You're Saying You Should Try This During The Lunar Apocalypse, And No, I Will Never Call It The Lunar Event) in any area in the game that still make the "it's easy, just time it right" argument completely asinine when talking about why the Brand of the Inferno isn't an abysmal weapon.

Yes, Dungeon still isn't a Safe place to use the Brand in. That's literally the main problem with it: There is not a single place in this game where the only enemies are easily Parryable Fighter AIs (except for maybe the Lihzahrd but who cares about that one), most things that spawn in any area are ranged/erratic guys that you simply can't parry and will stop you from even trying to execute this incredibly unreliable mechanic. And as I've already said, even the Fighter AIs it's supposed to be good for can be hard to parry properly, let alone something like a Bone Lee, a Bat or even a simple Slime.

Second, that this is all just number play and it means nothing. Getting damage to the numerical limit is meaningless because there is still one massive flaw with all this chain: you miss once and it's all gone (And Quickly Reacquirable In Under A Few Minutes.)

And once again you completely ignore the problem. The fact that the chain that took you half an hour of perfectly timed kills goes away in less than 10 seconds (because Missing is much more common than you think) is the reason this is completely unusable against enemies. Not to mention that the thing about the chain taking 5 minutes is just false, because Slimes are surprisingly hard to parry, they also have +300 health on Expert making the first returns much smaller (and probably forcing you to get a bunch of them down to low health before starting, making the whole thing even more complicated than it already is), and something as human as making a simple mistake in a super long chain of perfection forces you to do everything again.

I do, however, recognize that adding a way to deal hundreds of thousands of damage in one hit allowing you to kill anything like critters is a bad thing, even if the setup required is just as specific and complex as it is exaggerated. I added a cap to 1k damage to this, not that anything except this exact combo will get more than that anyways.

(If It Didn't Negate Life Regen, Which It Doesn't, Then This Is A Norisk/Reward Mechanic, Because Vk Chestpiece, But Apparently, That's A Seperate Problem)

It doesn't need to have an incredibly devastating downside to be a Risk/Reward thing, -2 HP/s is already a big enough loss (that's literally a Regeneration Potion, one of the most impactful in the game) and a broken endgame item doesn't change that. The only Rare Curse that has a very dangerous downside is Blaze, and that's because it comes with a ridiculous increase in stats as well.

Edit: I did rework it a bit now though, I increased the range to 30 tiles but also doubled the health drain, so now both upside and downside are more impactful and also makes it more deserving of the Rare title.
 
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