Is there a discord that could be joined for this mod? super exciting
Is there a discord that could be joined for this mod? super exciting
This thread exists for that specific reason, to keep you updated. There is no need for a discord server about something that small. We are not Calamity.IF there isn't a discord you should add one ,you should create one since it can keep us up to date with spoilers or announcements
Its tooltip suggests that it doesn't do anything by itself. It simply enables you to remove items. Think of it like Demon Heart: Unlocks a new accessory slot, doesnt do anything good or bad by itself.can someone explain what the nullifier does? im scared of using it before i know what it does.
The recommended cap is mostly there to prevent you from wasting items that won't have any more effect for you, such as Bleed chance going over 100% etc. There are few items that actually have a hard cap.As a massive fan of both terraria and risk of rain, this puts a huge smile on my face. I’m currently finding it a nice, small buff when playing without crafting, buuuut I’m pretty prone to wanting to overly break games. As such, I’m kinda disappointed to find that there’s a recommended cap that I can’t seem to change. Unless there’s already a way to change this, I’m gonna be waiting here.
I’ve had some experience modding for a few years (since about morrowind) and for default Terraria, its a little OP, yes. But for things like Cataclysm death mode and some of the Thorium bosses, it doesn't help too much. It may be game changing if it drops from every boss fight as stated above. 15 of both brain and world eater, 2 drops. 50 eyes, 3 drops. Over 200 slime kings, 7 drops. Made it to plantera (started a new game to test this mod) and up until planter i got 3. I thought it moght be a bug and disables most of my mods to test it with the bosses when i kept respawning them. Also the only mod boss to drop any was Viscount from thorium that dropped my only banner ironically. What are the parameters to have it drop from a boss? Ive also never seen one on a basic/rare enemy so far. Is this possibly only an issue for me?
Get a nice headstart by defeating bosses: but the more items you get - the lower your chance to get a new one will be, effectively forcing you to craft them.
Hahah, hah, you’re telling me that a recommended cap on soldier’s syringe is to prevent me from using them when it won’t have much effect? Funny, I don’t recall soldier’s syringe ever getting much worse the more you get.The recommended cap is mostly there to prevent you from wasting items that won't have any more effect for you, such as Bleed chance going over 100% etc. There are few items that actually have a hard cap.
1) There is a cap to prevent going below use time of 2. Go lower - game crashes. 2) In the original it's capped at 13 or so IIRC. Yes, there is actually a cap. You can pick up more tho, it just won't do anything.Hahah, hah, you’re telling me that a recommended cap on soldier’s syringe is to prevent me from using them when it won’t have much effect? Funny, I don’t recall soldier’s syringe ever getting much worse the more you get.
|Item||Original Stats||RoSR Stats|
|8% bonus HP, caps at 300% bonus HP||5% bonus HP, caps at 100% bonus HP|
Bundle of Fireworks
|900% damage||700% damage|
|2s charge-up time, 4.5% HP healed||4s charge-up time, 2% HP healed|
|Bonus damage to enemies above 80% HP; +30% damage per stack||Bonus damage to enemies above 85% HP; +10% damage per stack|
|Retaliates at 10% max HP damage received, 20 knockback||Retaliates at 20% max HP damage received, 10 knockback|
|4s duration, +40% damage per stack||2s duration, +20% damage per stack|
|10% evade chance, +5% per stack, caps at 35%||4% chance, +2%/stack, caps at 20%|
|7% crit chance increase||4% crit chance increase|
|Heal after 1.1s, +10 HP healed per stack||Heal after 2.5s, +5 HP healed per stack|
|Heals 10 HP, +5 HP healed per stack||Heals 3 HP, +1 HP healed per stack|
|170% damage, +170% damage increase per stack||120% damage, +120% damage increase per stack|
|Regen rate: 1.2 HP/s||Regen rate: 0.5 HP/s|
Paul's Goat Hoof
|15% movement speed increase, +5% per stack||10% movement speed increase, +2% per stack|
|4x35% damage, 15% proc chance, +15% proc chance per stack||4x30% damage, 10% proc chance, +5% proc chance per stack|
|15% use time decrease, +15% per stack||10% use time decrease, +10% per stack|
|7s charge-up time, regen rate: 2.4 HP/s||10s charge-up time, regen rate: 1.5 HP/s|
|140% damage, +40% damage per stack||120% damage, +30% damage per stack|
[10:30:36] [1/WARN] [tML]: Silently Caught Exception: System.IndexOutOfRangeException: Index was outside the bounds of the array. at Terraria.ModLoader.GlobalItem.Instance(Item item) at Terraria.ModLoader.ItemLoader.OnHitNPC(Item item, Player player, NPC target, Int32 damage, Single knockBack, Boolean crit) at RiskOfSlimeRain.Core.ROREffects.Common.BarbedWireEffect.PostUpdateEquips(Player player) in RiskOfSlimeRain\Core\ROREffects\Common\BarbedWireEffect.cs:line 56 at RiskOfSlimeRain.RORPlayer.<PostUpdateEquips>b__80_0(IPostUpdateEquips e) in RiskOfSlimeRain\RORPlayer.cs:line 354 at RiskOfSlimeRain.Core.ROREffects.ROREffectManager.Perform[T](RORPlayer mPlayer, Action`1 action) in RiskOfSlimeRain\Core\ROREffects\ROREffectManager.cs:line 377 at RiskOfSlimeRain.RORPlayer.PostUpdateEquips() in RiskOfSlimeRain\RORPlayer.cs:line 355 at Terraria.ModLoader.PlayerHooks.PostUpdateEquips(Player player) at Terraria.Player.Update(Int32 i) at Terraria.Main.DoUpdate(GameTime gameTime) at Terraria.Main.Update(GameTime gameTime) at Microsoft.Xna.Framework.Game.Tick() at Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e) at Microsoft.Xna.Framework.GameHost.OnIdle() at Microsoft.Xna.Framework.WindowsGameHost.RunOneFrame() at Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e) at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef) at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData) at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context) at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context) at System.Windows.Forms.Application.Run(Form mainForm) at Microsoft.Xna.Framework.WindowsGameHost.Run() at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun) at Terraria.Program.LaunchGame_() at Terraria.Program.LaunchGame(String args, Boolean monoArgs) at Terraria.WindowsLaunch.Main(String args)
Like it says in the description, it's 8% (or 5% if you chose balance mode). Scales only with vanilla health (up to 500). But its effect applies at any HP amountHello! Is the effect of Bitter Root retroactive or should it be better consumed after getting 500 life points?