#suggestions-discussion
1 messages ¡ Page 241 of 1
If it is not forwarded to the devs for other reasons such as weak or harmful reasoning then it won't reach the devs obviously
It's literally why the bot exists to send them
And?
How will devs know this suggestion is a thing if it does not reach them
This is why suggestions go through this process
Suggestion bot
So who are you trying to convince here then
I'm gonna stop arguing with you because you are saying stupid things now
actually have been for a while
Likle
Read the rules?
Cool, thanks for the personal attack đ
Read the suggestion doc?
Stop attacking me yourself with stupid questions thanks
This sounds like Twitter
Look, I'll make myself as clear as possible since you seem finally content with absconding from this discussion even if it's at the cost of insulting my intelligence (love that by the way, very respectful person you are)
Suggestions are suggestions and one person is making them. Suggestions are some fact mostly molded by opinion, and the process has been made so that it can get filtered out by either larger community opinion first or dev final say second
If the suggestion hits voting and no one cares, what significance will this discussion even have?
If it gets passed to the devs and they say no, what significance will this discussion even have?
If the opposite is true, how can you confirm it was even because you mentioned any issues with balancing the suggestion may or may not have? This is a live chat in a Discord server, the chances of your opinion even being seen by the larger community or any dev for that matter is not particularly likely unless you continually echo it
people can read this chat to form an opinion on whether or not they should vote on the suggestion
Yes, but I highly doubt the majority do
Clearly insanity isnât voting for this
Especially since this chat is fairly active and so if they wanted to see an opinion on a suggestion they may have to scroll upwards a varying ways
people also include the devs
Yes, but everything about the process gives off the idea that devs only treat community sway as a metric for how supported the idea is or not
Ultimately they'll come to their own conclusions as to why something is/isn't balanced
It's why the voting system exists in the first place
the tldr for me is imo:
personally I always try to make my suggestion as fair as I can, and try to include considerations of others, which is why I will always argue if there are people who come out with a counterargument when I diasgreed (even though ultimately I can just ignore and let it go into voting), or alternatively if I am convinced I will make adjustment to my suggestion, but yes there is not really any reason to go into a heated argument
but yeah, ultimately the devs gives the yes or no (assuming it got enough votes)
For the record I don't believe the argument was heated between me and xpc until the other two came in and constantly assured him because as you would guess
One versus three is not fun
I get that and I apologize but I also feel like I have the right to throw in my two cents in a public discord server
Otherwise you should just take it to DMs
Why would I take a discussion about suggestion in the suggestion discussion channel to DMs?
Fair enough
To avoid more people joining in the conversation
I'm just saying I feel like there is nothing that can be done about that sorta three on one issue because that's literally just how Discord is designed
That's the nature of the public servers: more and more people will be joining the active conversations
That ^
You can join it just fine
Whether or not you handle it well depends on you
tldr adrenaline nerf suggestion will happen the moment I suggest it for the 45⢠time (0 copium)
Anyway I ask you guys to stop this conversation, as it's both off-topic and going nowhere
And constantly assuring xpc at the same time as we are speaking with no intervals is not the way to do it
And discuss some suggestion matters

Good idea

like suggesting to make it so DPS debuff (to player) deal less dps but cancel regen so that it punish tank build more instead of completely fucking over glass cannon while doing not really anything to tank build (who already took less damage)
So I played some Calamity on Master Death mode with my friend yesterday. Shadow Jousting Lance is completely broken for damage
speaking of lance isnt the skull goat mount from wof not nerfed yet
It isn't
I donât know
while unicorn get crippled
If they get rid of Goatâs double jumpâŚ
Yeah lances are weird to balance, but I would've thought they'd plateaued the damage scaling or something
But me and friends looked at how Calamity scales lance damage and it actually seems like it scales faster in Calamity???
Uh oh
Like I get getting a ton of speed requires decent setup and I appreciate rewarding that but idk
My friend shredded through lunatic cultist in under 8 seconds just by bouncing on jellybean
iirc they make it so the "top" damage you can get from lance lower, but make it so it is easier to reach top damage
but yes MP balance is wacky in general, if not mistaken most bosses is just way too squishy as player number increase
Here's the formula change, for anyone curious. Red line is calamity's rebalance of lances
Poor Astrum DeusâŚ
what is unicorns changes I LOVE VANILLA CHANGES PAGE IT SO UP TO DATE
Just think it's nice to have it visualized
Thatâs scary
It's somethin'!
that seems so wrong
How would they even nerf lance though? I donât want to post a suggestion because I donât know what theyâd do
Yeah that's my thought too
I hate shadow jousting lance 
I also don't know if I want to plateau the damage either
If you have nothing on your mind then it's better to not suggest anything
Yeah.
Maybe raise the amount of speed you need for solid damage?
But keep the damage cap the same?
I just want it to 
Jellybean was not the problem
Ehh, that'd involve nerfing the vertical speed of slime mounts or something which I do not like the idea of
Especially since for some bossfight cases you want that verticality
My friend just flew by bosses and did ludicrous damage
I thought it was a bad weapon too 
honestly reverting lances to vanilla stats (or at least somewhere closer to them) would be a good start
He also is the guy that made me aware of pre-nerf Sky Stabber
How?
but yeah slime mount had always been semi overpowered at what it does, just people look at flying mount (or horse mount) much more since they can singlehandedly solve all movement needs
If its only purpose gets butchered, why use them?
You can use Broom as mount and put Pogo on hotbar so you can use both
why not just use portal gun at that point
Or vice versa
Portal gun only increases max fall speed last I recall
Fastfall mounts multiply the momentum as well
and because of the nerf you start falling slower
so uh, I have an idea for Entropy Vigil rework since it's ancient
Specific item reworks are disallowed i believe
just for a headsup:
chances are the rework idea will be very specific, and suggestions (in general), one of the restriction is to not be overly specific; especially an item rework idea
and also I am not 100% sure, but entrophy vigil is one of the scal exhumed item; I think there was rework plan for all original item of scal exhumed item due to their lore relevance?
sadge
That too
especially since calclone is supposed to not be an eye, so its rework likely will be left until that happen
time to rework it into pirate staff 3.0
God pLEASE NOT PIRATE STAFF
what's wrong with pirate staff
Grounded minion
it is pinnacle of summoner design
I think its dps is stupid high but its not able to hit 90% of the bosses
What the hell is AoMM đŁď¸
Amulet of Many Minions, summoner content/rebalance mod
Not calamity or a suggestion so ill smite myself rq
it'd be cool to see calamity compat with AoMM ngl
since the API was released, any mod can do it now
I actually wonder...
Every grounded minion cal has designed so far has not exactly been...it
so let's not add more fuel to the fire lol
That would unironically be less of a headache to balance out
Donât say that or relogic will add pirate poop blocks in the next update
It's too late, they already make particles of that.
đ¤Ż
Maybe more enemies for the events? Like more goblins and pirates?
@winter moon - Your suggestion has received an updated status!
[Delay the Devourer of Godsâ transition into phase two so he leaves the portal on the actual drop of Universal Collapse instead of the 3 note pickup]
It has officially been implemented into the game, and will be available in the next update!
You can check out your suggestion again here: #suggestions-voting message
nice
me when im devouring gods
common cit fixing thing in 5 minutes w?

they ALREADY scale
thats how percent based boosts work
offensive reforges arent bad in any way shape or form they do not need to be buffed
As far as I've talked with xpc the idea was to make it catch up to warding in some way
Which is yeah
But it fits on the rules as xpc knows how to makes suggs so I cant
It already is
DR
It's called damage reduction
What about adding an additional stat to menacing like lucky?
The defense
Lucky gives luck which is useful for rates
Tbh Lucky giving luck was completely unnecessary but was Ozz (i think) going âwhy notâ
what would menacing even give, lowered aggro
which does nothing
not even in multiplayer
I like it to be honest, it has zero effect on combat and makes sense
Aggro would make it a bit annoying in multiplayer to have it slapped onto menacing in all seriousness
Yea thank fuck we removed luck affecting combat
Because then you can't go more damage if you wanna manage your aggro in a different direction
Indeed, fuck that
Cuz imagine pre-rework Old die but on EVERYTHING
no thanks im good
And pre-rework Old die was comically busted
: )
Menacing does not need to scale like Warding and Lucky is already Lucky
Me when I fucking double my damage
Lucky is just a second damage multiplier, that's really it
Just like how melee speed is a third for melee
reference items to other media are unwelcome, right?
yes
ok thanks
references for the sake of references are heavily frowned upon
idr if its completely banned but
yeah it still is an indicator
I think if you really stretch the definition of the rules you could theoretically suggest a reference item if there is incredibly good reasoning for it. The Guidelines say this:
Reason: Simply being a reference to other media is not a valid reason for a suggestion to be implemented. All suggestions should have actual reasoning about why the requested change benefits the Calamity Mod.
So you could technically post a suggestion asking for a reference if it being a reference wasn't your main argument
I am incredibly certain it would never make it out of posting, but it technically wouldn't be against the rules
(Disclaimer: I am not a legal expert in the realm of suggestions. Do not actually try this, it will probably fail)
In all seriousness, just avoid reference suggestions if you can
i wanted to suggest a rogue weapon that would have mechanic which referenced Worms' banana bomb, but uh yeah
Specific item suggestions arent allowed
you can get consolaria for holy hand grenades
I should make a mod that adds my own weapons to the game
Well
Weapons that I want to add (if I had any idea how to code)
honestly as a dev, if this has 0% chance of passing in dev you CAN just exclaim it
I just saw some out of context statement, but it is late for me, so here are some:
- Menacing vs Lucky is miniscule unless your damage vs crit number is unreasonably far apart (eg: rogue stealth); people forgot the fact that while crit is a multiplier, but your Menacing damage also scales with your currently existing crit (tldr here is my shitty Menacing vs Lucky calculator)
Menacing when playing optimally, in fact, is always better than Lucky just because offslot summoner weapon exist; Lucky is only better when your weapon base damage is super high compare to enemy defense AND not using summon
-
4% of 20 and 4% of 8000 obviously have its difference, but there is 2 context here:
i) said 4% is on top of the ~150% damage boost you already have + 100% base = around 1.6% increase in damage output
ii) the suggestion is not asking for a significant scaling like Warding, but just a scaling to lessen the gap in efficiency; so it is not "4% damage" per slot, we are talking about like 1% (max 2%) per slot -
I need to emphasize again, the suggestion is not asking for a significant scaling, but just make it more impactful with progression by a slight amount with the intentional to make it more on par with Warding (which currently is more efficient than Menacing even disregarding DR); assuming it scale from 4% to 5% at some point, at 7 slot it is 7% more damage; the easiest way to test if this is considered broken is literally to just test a boss with standard gear, then drink fabsol's vodka, and test it again
-
I feel it should be emphasized (too): this suggestion specifically is to reduce the gaps in performance/efficiency of Menacing/Warding for average player, for good player obviously you don't need the extra damage and part of the point: good player will beat the bosses regardless if Menacing is 5% or 3% right now; this suggestion is more so for the average player who are struggling with the game and taking the bait option of Menacing because maths
Lucky is also better when you have too much %damage
The law of balancing multipliers
1.5x1.5 > 1.8x1.3
2.25 | 2.34
2.25 2.24
guh
am i missing something
yeah idk what
Wait a second...
i've been gaslit
math failure
Oh shit
Habble discovers multiplication
the law is still true though
but provided the multipliers add up to the same number
1.5 + 1.5 is less than 1.8 + 1.3 after all
Ok just do 1.6x1.6 > 1.8x1.4
now that? that makes sense
2.56 > 2.52 there we go
math checks out
yea 1.5x1.5 > 1.7x1.3
tangent aside im feeling more of a warding nerf than a menacing/lucky buff if this is the suggestion
modifiers provide an extra layer of choices in your build but really all they are is modifiers, they should not be carrying this much weight
something as basic as modifiers should not be giving you 42% damage
To be fair a warding nerf would make a little more sense
that's the main job of the accessory itself
42% is also afaik larger than any other permanent damage sources in this game
and so is 70 defense
Warding would probably not be nerfed because newer players rely on it to actually get progress done if they're struggling whereas experienced players wouldn't be that much affected
yeah at the end of the day my stance here is still do nothing
but the point here is that warding was buffed to provide greater weight than menacing (which for years was all people use)
and now we can't just play a game of seesaw and creep menacing again
Warding was underused? That's actually insane
at least for like the entirety of 2018-2020 meta all menacing is the only way
maybe lucky if you used unstable prism (at the time)
howâs the balance of modifiers in vanilla
You can go all warding offensive accs
warding is such a big get in vanilla that you subconsciously probably realize that in early game
There's Arcane also but that one is very ..................
where you would sometimes rather pick a random accessory with warding than something actual
For making Arcane viable you'd need to do something like how TRAE does by making mana regen not dependant from mana regen potions (rework the entire mana system and weapons)
5 warding yoyo strings make Deerclops trivial

arcane is a dead modif considering the mana limit
Mana limit is gone now pretty sure
true but also trae makes mana regen be 10% of your max mana
and also mana not being a necessity either
Mana isn't really a necessity in particular because you just regenarate mana that easily in vanilla and cal
I use arcane to make sure my mana is above 300 for super mana potion
It's good for like, Spectre Hood for that
That's about it
The pillar for Mana to work is entirely reliant on Mana Regen potions
I haven't tried movement modifiers on vanilla but I'm pretty sure they are a bit forgotten too
Since a lot of vanilla equips give you pretty good speed alredy and some items like Insignia just remove the necessity of boots in the first place
Rebuffed magi makes quick irrelevant, otherwise quick was good for speed
Pretty sure quick still has impact on flight but I don't remember how exactly, I just know having too much speed sucks for precision flight
I attempted to use Quick on my Cal build but what I got mostly is just a 6 mph general speed increase
When flying
Mag exponentially increases ground speed a lot which is pretty good
warding doesnât need to have scaling defense
the dr already makes it good at later tiers
full warding doesnât need to contributing to like 50% of your total defense for the entire game
It's pretty fucked because you can relegate warding to all your accs and play offensive accs instead of full damage (if you were to use menacing or lucky) through the entirety of the game
You pretty much get 20/24 extra defense and 5%/6% DR on pre-hm (depending either if you play Expert or Master)
I've never considered it but by cal's standards you are admitting being a newbie by relying entirely on warding 
The competitive elitism of no-hitting carries over
20 defense and 5% DR without sacrificing an acc slot and just going with warding is honestly pretty fucked.
I don't consider nohitting relevant to elitism anyway
I'm a hardcore casual player
Not "hardcore mode" mind you
i need warding to survive infernum đ
^ skill issue (only because infernum)
Going tanky offensive in Cal seems to be the best loadout because the stats that warding gives are insane
yep and the new defensive accessories are all neat
and useful
and also The Absorber
Purity and The Absorber joining forces and becoming the best of the best for lategame
15 defense 12% movement and jump speed super-thorns that applies a strong debuff and a healing aura that cures one debuff and gives a decent regen (AND A FUCK TON OF OTHER SHIT) if you enter it
5% ADR
no wonder why they rejected my suggestion to give it a post-moon lord upgrade, it's already as stacked as it is
Also read more of the aura
ok if warding was +4% defense would anyone take it
It would scale with your actual defense given by other accs
Honestly no that would be worse in all stages of the game
Meaning it would make loadouts flow more because dedicating to defense instead of damage
Mucho texto
1 & 2) Anyways you realize the player has 7 slots endgame? (And 8 since we know a lot of people play with fucking wingslot). As someone who has nohitted, any damage boost is welcome and allows you to sometimes obliterate bosses really fast and you then explain how impactful the boosts are
-
That is free 7% more dmg on top of the already gigantic base dmg boost you have, and an even more stupid increase on Lucky (and even more on mfing ranger as that class has an accessory that allows it to supercrit (albeit with a heavy catch of needing pin-point accuracy and we know how strong this shit is so we have avoided adding a supercritting weapon thats not Soma Prime)) and turns crit boosts into even more dmg boosts)
-
shouldnt we then nerf warding if thatâs the case? Yet remember that the average player doesnt minmax warding and minmaxes dmg as you said (and they still absolutely malded the first time we nerfed it). An experienced player knows how busted warding it is and abuses it to play aggressively with little to no drawback whatsoever or even facetank attacks by investing their resources
Blender beam video
Heheh blender
Because right now you can just dedicate your build to offensive accs and just use warding to compensate all the other defense accs at some stages
whats the blender beam video lol
And thats the thing, wouldnt nerfing warding be the right choice instead of buffing the already volatile damage boosts
is it someone just tanking the exo blender beam
Yes
Diversifying defense options should be the first thing to balance first
would it be busted if menacing became a multiplier (im assuming yes but)
Yes
Brimflame frenzy is already comedy as a 1.3, now imagine that in the base equipment
Assuming A' does 100 damage and gets multiplied by 1.20x instead of 20% damage
Fuck
120 vs 120
Menacing... is already a multiplier? Huh?
yea thinking about it now a 1.28 multiplier in engame would be insane
any1 else feeling the evolution beeing kinda lackluster?
There is a reason DSA has a significant downside for a x1.2
Oh you meant if it is separate than %damage nvm then
Menacing is additive
no like all damage * other damage buffs * menacing buff
Yeah that
separate it from the others
Yes, dodges and reflects (minus mirror and brain lines those are comically op) are in a sorry state atm, Evolution being a notable one
Honestly I would just make the global cooldowns only tick down when the accessory is worn
how so?
Increased damage deviation, with a slight favor towards higher deviation
Damage deviation is multiplicative, so yeah
It also gave rogue attacks two rolls of damage deviation and took the highest one
used to be +33% to -25%, but it rolled twice and took the higher for rogue which averaged to some insane boost
1.4.4 Supernova was extremely bad
Pre-rework Old die made it obliterate Scal
Wand also obliterated Scal
And remember when Vehemence was a huge dmg stick? Well this turned it into a oneshot stick ocasionally luck correlates with skill
it got nerfed to 12.05% and -7.85% in 1.5 though
and it was still horribly broken
And it was still comically busted due to the increased dmg deviation and even more on rogue due to the reroll
anything affecting damage variance is going to break things
hence why luck affecting damage rolls was removed
Of course we remove luck damage variance and then give the item that used to give damage variance the ability to boost luck by 20% đ
well if you consider that vanilla damage variation is 15%, increasing both ends significantly is generally going to even out
the rogue rerolling was a horrible decision and I don't know why it was ever a thing, but a net of 1.08x damage is not worth an acessory slot, especially considering how weird damage variance works
oh wait it's prehardmode, yeah that would be worth it for a while
I consider it a buff to drop rates tbh
is this mentioned anywhere on the wiki
uh no 1.08x multiplicative damage is kinda crazy
DSA has 1.2x and has a 15% dr reduction and thats post dog
On very fast hitting weapons the wand it still was comedy due to how many hits per second they dealt (and you get more high dmg rolls than low dmg ones)
no
It might be for like some weird rare items you would try to get but are there any rare items when Cal gives recipe for those?
spite candle is effectively 1.05x damage and it's basically free
like yeah sure 2 plat, but money is realistically not a barrier at all
It would be useful for fishing because you get to boost fishing power via luck by a ton but the amount of FP you get in Cal is incredibly high
And it's still crazy
theres a reason candles arent used in testing
Only spite*
But then add more multipliers and 
Well maybe if you're testing specifically for like the other three categories then you would not use them
they arent?
not spiteful
And neither is alcohol
yeah
Not even rum
I think two main parts of testing should be done, full optimization and casual
Rage and Adrenaline aren't used either too afaik
find a net balance between the two
no
minmaxing should NEVER be balanced around. not in ANY circumstance.
We kind of already do some optimization testing but not full dmg min max cuz it gets really, really dumb
not solely balanced around
And then it doesnt allow you to see the problem
I think Moonshine is still fair game as long as you aren't exclusively abusing your defense/facetanking
Cuz the problem could be an accessory and not the weapon
you have to balance weapons around what's available at their point in progression, and that includes glass cannon builds
and thus rogue gets a fuckton of tests
I can't wait for rogue to actually get comprehensible
There is a reason we do not balance around Nohitters or any experienced players:
They are the minority and barely anyone plays like that
We use wellrounded builds when testing
yeah and guess what i can glass cannon hard enough to kill 900% provi in testing time, that doesnt mean what i do should be balanced around
To cater to the most people as posible
and yet people are worrying about whip stacking
Whip stacking is going to fucking die
Wellrounded builds but you forget people also minmax menacing?
yeah because whip stacking isnt hard to do in the slightest
yeah that's the thing
Lol?
If the buffs didnt last as long then it would be more fair to leave it but not only are they easy as shit to apply but its comically busted
stacking any more than three whips is actually pretty difficult and requires at least some melee speed optimizing
Why would you need more than two
Two or three is more than enough for whip stacking
nobody stacks over 5-6 whips, there's kind of a hardcap of how many you can stack and the higher you go the more dps you're probably losing
unlike glass cannon builds where you do actually need some skill to pull them off well, whip stacking is occasionally swapping between 2 or 3 whips
I remember trying stacking [the prototype] and leather whip with flat and yea baby slime hitting for 16 dmg was NOT OKAY (king slime died in 20 seconds)
"Potential" you realize the more you stack it the less effective it gets because you already have some flat damage added if you stack more and weaker flat tags it doesn't really make much difference
This is considering vanilla
I know cal has multi tag
Weâre bringing flat back for pre-hm
stacking 3-4 whips is perfectly viable, it's just difficult to pull off
and basically nobody except shyguymask stacks more than 4
me pressing the skill button (scroll wheel) and getting 500 bonus flat damage on summoner because i brought more than one whip and killing the boss in ten seconds
I love vagueposting
have you seen classless weapons
every class can kill a bunch of bosses in 10 seconds if you explictly use the broken weapons
whips if anything are a lot worse than the support weapons cal adds
i mean
maybe eye of magnus but
golden gun is a fucking joke, and aestheticus and lunic eye are just kinda okay
bee gun
shadethrower
yanmei's knife
If you have seen snapthorn and kaleidoscope you would never unironically think this
Plasma Rod + Slime Gun
Bee gun is not support lmao
bee gun???
none of those are classless
Bee Gun lmao what
snapthorn is fucking useless in cal
Nor is shadethrower
No
?????????
Yanmei is

Brain rot support ig?
bee gun is actually not okay due to piercing only once in cal
oh BROTHER you do NOT understand
And thats why the
Summoner-balancing branch exists
And theres a bunch of armor and accessory nerfs there already and weâre still not done cuz 2-3 people balancing the whole game when theres other stuff to do as well takes a while
1.04x multiplier does nothing in phm except like abigail with enough slots
snapthorn is literally the best whip until skeletron
ok tbh the problem i take with whip stacking is that theres no other tech (jenk?) like it for any other class
besides leather but that's somehow worse
Let's acknowledge any class can pick Hellfire Treads and pick Plasma Rod and Slime Gun and fuck up any boss because of the debuff damage
exactly
Leather whip is fucking baffling
i mean
They made it way harder to get than snapthorn when it was supposed to be the most basic whip
Little reminder Shadowflame and Hellfire are buffed to 15 DoT each
It still cuts killtimes in half
even when snapthorn isnt the only whip (catalyst) snapthorn was so fucking good that it had to get nerfed in that addon because even all the wacky whips they add couldnt compare
and when you consider plasma rod, slime gun, and so many other debuff support weapons exist, snapthorn (already being near useless in supporting minions) becomes next to nonexistent
i love jungle gear
Brain Rot/Crimson Debuff give 25 DoT
Snapthorn is more of a dps monster over support for summons
it's so balanced
And other mods that add whips need to nerf it into the ground
snapthorn is a viable weapon on its own
you're fucking joking
Plasma rod should be tiershifted tbh
Keep in mind in vanilla Snapthorn solo was extremely viable early game
yeah because catalyst whips are next to useless
it took the previous balanced additions and nerfed them into oblivion
Yes you heard me right
SNAPTHORN SOLO
We wish he was
snapthorn in base cal is already useless, catalyst nerfing them was pointless
snapthorn is a standalone weapon disguised as a support weapon
âPreviously balancedâ
LMAO
(Maybe you should actually show the killtimes with context so you aren't just spouting values and percentages at this person)
Thanks
Unofficial whips was the most unbalanced shit Iâve ever seen
didnt it have like 200 tag on the post dog whip
Besides infinite stealth exe blade but that doesnt count cuz that was a bug
We love vagueposting đ¤Š
We love spreading whatever we have so that we dogpile people đ¤Š
Better late than never. (Calamity version 2.0.3.009) (Catalyst version 1.1.2.1)
Music: Terraria Underground theme
"Castle Vein" and "Glory" from ULTRAKILL
0:00 - Intro
0:22 - Crabulon
1:50 - Skeletron
3:39 - Astrum Aureus
5:18 - Polterghast
7:04 - Conclusion
oh my god please dont bring sgm into this
literally all I need to say
Same reason why the Class Consistency arguement was created in the first place so that SGM had to deal with more arguing
he is literally the whip connoisseur how can I not bring him into this
no no he is not
Explain why he isn't exactly when he is literally carrying all the whip testing by his own while also revalidating his original arguments
He's uh
Really not 
anyways an 8 minute video testing 4 bosses is not going to explain literally anything about balance
Oh no not the sgm vid lmao
He has some extensive tests that he's drawn the opposite conclusions to anyone else within catalyst from
Yea that vid is just complaining about summoner being op
i love the dude in the comments on the SGM video saying calamity balances around the classes the "community made up" as if the names of the classes arent just straight from the fucking game
Are you saying that because you're oversimplifying the issue or are you saying that because you haven't watched the video properly
Watched a while back; Im ofc not gonna remember everything
Yeh
He's saying the cata whips are weak, when it's more that the vanilla ones and multiclassing are stupidly strong
because it is, but completely without whips
He does explain that whips at late game are worse than going multiclass while also explaining that current summoner minions are incredibly strong
And we know
this
.
Which is uh
Kinda why all that's being nerfed by cal
caldev knows exactly how broken summoner is
they just cant exactly balance the entire class automatically
Oh god only 2-3 for the entire rebalancing 
And heck we already nerf Firecracker in the mod already
snapthorn, firecracker, and kaleidoscope are all severely overrated I don't understand your narrative at all
Guh
no they are not.
You literally saw killtimes on snapthorn
someone grab the kts for kaleido im not in tiercord
They aren't overrated
Snapthorn is strong through all of pre hardmode, firecracker and kaleidoscope last comfortably till yharon
Firecraker on tier is not that insane; later its comical
firecracker currently does jack shit and can barely compete with cool whip, even with the 2.75x multilier it still would have been severely inferior to morning star and kaleidoscope
post-ml it does nothing compared to kaleidscope
It feels hypocritical because Cal people say that Firecracker is broken on all tiers but then affirm that Morning Star is as broken as Firecracker?
yeah because both of those whips are the most overpowered whips in the game
Deepsea/Deepsea+Kalei
PBG - 2:23/1:43 (35%)
Fishron - 3:29/2:29 (41%)
Ravager - 1:57/1:13 (41%)
Cultist - 2:01/1:02 (22%)
Deus - 1:13/0:45 (21%) uh deepsea was not my best choice but haha funny anyway
ML - 3:55/2:22 (34%)
Elemental Axe/ Eaxe + Kalei
Folly - 1:58/1:16 (15%)
Guardians - 2:03/1:18 (16%)
Provi - 3:41/2:15 (10%)
Weaver - 2:40/1:14 (21%)
Void - 3:00/2:13 (22%)
Signus - 2:30/1:30 (11%)
Polter - 3:39/2:43 (13%)
Calamari/Calamari + Kalei
OD - 2:55/2:22 (5%)
Dog is immune to whip tags
Endo Hydra/Endo hydra + Kalei
Yharon - 4:04/2:55 (2%)
Exos - 5:56/5:18 (3%)
SCal - 4:57/4:49 (2.5%) (long acceptance)
we love 40% contribution!!
(This was with plaguebringer armor post cultist which unbalanced those times a fair bit more)
Morning Star is considered overtuned by vanilla it nearly matches Kaleido in strength
This shit was a pre-hm weapon (and got reworked)
here's the firecracker tests too, at least, the best i could find
yeah that stuff is mathematically impossible
I've already seen the tierlist document

you literally just saw it be mathematically possible
tbf that's also a belladonna issue, and it got reworked
Ok go test it yourself 
The percentages are how much damage the whip does
The rest of the reduction is the tag
Yea cuz we nerf Firecracker to x1.25
Now imagine something like Cosmic Viper engine
I did
firecracker manages to get 23 seconds below the killtime for yharon, while kaleidoscope easily manages 15 seconds faster at least
this
before it was nerfed it was as good or even better than kaleido on yharon with cve
even before nerf, firecracker would have been inferior to kaleidoscope
it was tested, and it wasn't
okay except for the evidence we have clearly showing it wasnt yeah lmao
you are just feels crafting
It like
It factually was not worse lmao
you can look at the times, we posted them this conversation
As someone who used it on Cosmic Immat pre-nerf during 1.4-beta I can claim the opposite
firecracker is only about 10 seconds faster on yharon (which is about a two minute fight), so prior to nerf it would have logically only been about 13 seconds faster than without whips
What!?
2x multiplier versus 2.75x multiplier

Pre-nerf cracker would have given more than twice the dmg
Atm its x1.25
sorry not sorry for this but the issue here is you are trying to use your brain
Is he tho?
lets not devolve to this

Rule 5 of Terraria Modding:
It is impossible to have a civil discussion about whips
pointless insults get nowhere
they have stupid/fucking/autistic in their pronouns lmfao
I love ad hominem
I mean it's possible just not in this server
Its not possible ANYWHERE
I guess it's fair then???
See: Terramain, Thorium and Fargos
it works in 2 ways
both as an insult (which was not the original intention but it absolutely became that)
and as a way to say how whips are illogically good
ok is whip stacking unintended jenk
unless it's catadev where the only uncivility is me insulting kaleidoscope
what did kalei do to you
Many things.
just look at the kaleido kts
i know vanilla is doing some stuff about whips i forget if it was just separating melee speed and whips speed or if they were making whip speed bonuses exclusive to their respective whip
And as we mentioned thats on tier;
Now grab desert tiger or stardust dragon and see the comedy
Lasted till endgame when I decided "oh ill test this"
Destroyed anything catalyst tried to do with whip balancing
constantly gets underrated by people who don't do cal balancing
Melee speed still affects whip speed
Or that might be a tmod thing, not sure at this point I haven't done main game in a while
Pretty sure Leinfors wanted whip stack dead
We dont know if theyâll carry his wish tho
yeah understandable
It's quote on quote "if I get around to balancing again whip stacking is dying"
I think so anyway
On top of the new whips being added, hopefully they do
im pretty sure the defense loss on everything after molten skull rose is intentional
Whip stacking would need to be tackled
MSR having the bonus defense was so people would actually use it instead of it just being another quirky vanilla crafting recipe stepping stone
You should check the Hegelian Dialectic
Yeah pretty sure boots having defense would be weird, and it's not weird to have defense on like an actual obsidian skull
nice
It pretty much shows the attitude that a lot of people have when discussing Calamity summoner balance actually
I thought I remembered him (or someone else
) saying they were reluctant to actually remove whip stacking because people like it
I'll try and find the image I quoted
I think that was Teiull
tbh she might have bias due to being a friend of Sgm

If someone likes Whip stacking it's him
I know no one else who does
Unless they enjoy the power trip of killing Golem while standing still with a Terra Blade
(Very easy actually)
I feel like thatâs just the average golem fight
They patched that for a while by making Whips not increase melee speed (they now use SummonerMeleeSpeed instead)
and then they reworked Terrablade into a pillar tier weapon power wise
LMFAO that thread ends in an all caps battle over summoner
hey look!
im famous!
Insiders know that it was intentional 
indeed
damn i got baited
"LETS HAVE OUR FINAL WHIP DEBATE"
I should hire these guys they argue good
it was an intentional act to mock the entire thread, since thats wat most of the discussions were about, and often the most heated debates arrived from
Insiders

It was definitely not the way I wished for the thread to go out
Yes I would have preferred a debate over class distinction
I would have rather it went out in quiet
it would've if it closed when it was meant to
I think it's funny
kind of an l on the admins parts tbh,,
Yeh, it was probably unnecessary
But it was funny and I can always delete all my messages and make noob look even more insane
I AM NOT INSANE

We already knew you are
words uttered by the mentally deranged
Schizophrenia
words uttered by the mentally deranged (1)
Rook to H8
its almost like youre everywhere
at the end of time
yea when does scal say "this has been a calamity"
when you
player i remembere youre calamities
I m running regenator and at 400/800 I m not having frozen shields + dmg reduction effect. Is this intended?
frozen shields is at 25% hp
not 50%
just drop to ~200 hp
No 50% is what the item says for me (rampart)
400/800 is not below 50%
This is uh
The suggestions channel, not help advice
Unless this is leading up to a suggestion?
Vexation for example works at 50% and old mutated truffle also did. Feels like an inconsistency
Anyway according to the code, Rampart's ice shield should be triggering at exactly 50% HP
Not getting it at 400/800 wuth regenator
so instead of #suggestions-posting its #1052323733961977947
just remember to #1052330262492631071
This is definitely a mod conflict or something because I just tested it in game and am getting it at exactly 50%
...how do you have 800 perfect health
yea whats your mod list
Well I assume you have regenator on? Doesnt work for me
client.log*
on public or beta?
Knook to D7
Again, not #help-advice-read-pins
This is either a bug or just a question, so please take it out of this chat
Beta, but the ice shield effect has not been touched in beta at all
from what CIT said its either mod conflict or fixed in next patch
Awesome, ty
Last time I came here I did Firecracker tests in 1.4.1 when Obsidian Armor was just revamped to see if it was to the level of the other whips and if it really was a x2 power boost like the folk here claimed it to be.
It wasn't.
But I didn't do anything with that other than showing it off.
In the end one ends up realizing that trying to argument too much makes your points weaker to the people you talk to.
Even if it shouldn't.
please just let the convo die
Whatever it may be I have always doubted the arguments the people here make about Firecracker being an Adrenaline-level damage boost but if I was asked to do the tests again... I'm not sure what I'd do.
I'm doing nothing wrong pal. Let me comment on it.
i never said you were doing anything wrong.
i asked to let the convo die.
Besides... testing is hard when you have long stopped caring so much about arguments.
I'll probably always bring up those personal Firecracker tests though.
Either way I'll probably know more when you guys actually get to putting time into whips.
I hope your past bad experiences don't cloud your judgement on 'em though. They're fun things. Hope to see some nice work from y'all.
That wouldn't be hating whips. That would be hating the game.
Then again, everyone who plays Terraria ends up hating it so maybe I'm onto something?
Besides that'd be a poor choice when Calamity has put a lot of focus on varied Melee weapons.
Discussions about whips are possible as long as people don't start shoving their egotistical thoughts on other people but ok I guess
No more dialectics, they're gone.
Only a form to write, a book of insults, and hatred.
The Voice of Reason vs The Ego
Well one has to figure out how truly civil anything was in the past.
If ya ask me it wasn't.
Truly.
But that's not what really bothers me.
What bothers me is that it caused both sides to become very egotistical and unable to listen to each other.
are you guys still going on about this
So now whenever whips are brought up ya get some wacky conversations.
you know a good way to move on from it is to stop discussing it in a meta sense too
That works for some, but you'll always find the folk who really like discussing it that way.
In the end the only thing you can do is letting it flow if it doesn't affect anybody.
well it is affecting people
like me
who wants to see literally anything else be talked about in here
and i wouldnt say a discussion about the discussion about whips is very topical to #suggestions-discussion at this point
speaking of
@cyan thunder the boots not having defense but molten skull rose having 7 is intentional so that molten skull rose actually has a niche
Knew you'd say that. Well then.
dw cog i will make a whip suggestion so its relevant

There's always judgement to be had y'know.
Cog if Noob makes a whip suggestion I will pay you to delete it
you wouldnt need to
But it's free money pal.
TRUE
anyway yeah im not sure what adding defense to the boots is trying to solve here
Might as well take adavantage of the frustration of others.
"certain wings being a better mobility option than the tracers they are used in"
yeah but like. the solution here is to just not use good wings when making tracers 
it's not like they dont both blatantly have their stats displayed or anything
just use skyline or fledgeling wings
problem solved
i mean that is what i am saying just with specifics
I'll probably be the only one to suggest using balloons.
but yeah i dont think 7 defense is going to save elysian tracers or anything lmfao
How about 12 defense!

Elysian traders arenât even that bad
celestial tracers suck tho
Technically they're fine
It's just that the only thing you'd use them on is a boss where flight is really important, hence using Silva Wings is almost always superior
No
i think cal already has a bit of an issue of using defense as a bandaid stat for when accessories are bad
similarly to debuff immunities
i do not think that tracers need to also recieve defense
it's causing a bit of defensive powercreep
"Aren't even that bad"
It may be that I haven't played in a while, but how the hell are they even slightly bad when you have an extra slot for anything else for using them?
purity
this is a joke
celestial tracers i think are way more viable than elysian, plus elysian kind of get instagraded to seraph which are just flat out better in every scenario anyway
people already dont use angel treads post ml
do u rlly think post ml wing users are also using treads?
I feel like most of the immunities that accessories give can get turned into either resistances (a la Abaddon and Celestial Shell) or removed outright
I do
I guess I really like boots.
well ur insane and are wasting a slot
yeah
the problem is for some accessories that means they'd ALSO get removed outright 
I upgrade to Elysian tracers
I donât use celestial though
For some of them, nothing of value would be lost
not wrong
Don't you love when you get Plague immunity before fighting the only significant source of the debuff
And then defeating the boss gives you two more ways to be immune to Plague
Yes I am still focused on Plague stuff no this will not change
Iâm putting a new suggestion so that we have something to talk about
There's always alternate ways to redeem your wicked soul.
whar
What did the user mean by this
something new
unlouding the loud weapon
It is what they call a personal attack.
is it supposed to be loud?
Is that a part of the weaponâs identity
Did I miss something?
its an unfortunate side effect
its not exactly a quiet use sound and that issue gets exacerbated with it having 15 usetime
Yeah
I assume it's an oversight, as the wingman fires three projectiles directly overlapping each other. The sfx probably plays three times over itself as well, hence why other weapons that use the same sfx aren't nearly as loud (no it's not part of it's identity, not what I meant sorry)
nah the sfx is only played on use
the projectiles are all spawned in the same use
Itâs still very loud
I could barely hear plaguebringer Goliathâs theme
yeah
ye, I mean the three sounds play simultaneously on use, and is louder due to that fact.
plague really does have the issue of having way too many items that do absolutely nothing of significance
like there's so much stuff made for plague and on the average run you use about 10% of it and then it never comes up again
how can a theme be both overused and underused
because so much of what it has is dogshit
never comes up again unless itâs tactical plague engine
I love my 3 weapon sets that you only use 1-2 individual weapons of per run
cnidarian upgrades would be cool
that is not an exception to what i said whatsoever
pbg drops 11 fucking items and like 2 of them are worth using
and it also has a legendary drop
and it also has a material
and that's STILL not mentioning plague cell canisters
and also malachite
does that count as a plague item
I know the devs are gonna cull the ice-themed stuff around Cryogen at some point
Maybe they could do the same with Plague
i dont think plague needs to be culled; it needs to be fucking spread out
-Draedon
Shaking and crying rn
sickness debuffs are already nearly impossible to find good sources of and it's probably because half of them all come from the same fucking boss
if they do end up making the plague minibiome, that would be cool
plague could start way sooner, maybe even just at the start of hardmode effectively, and all the spiritual queen bee upgrades could just become actual queen bee upgrades made with plague cell canisters
then pbg could have its drops
and then you could make IAP crafts like post-Cultist or something
boom there
spread out
There are two ways we can take this, either make Plague much smaller in scope, essentially being a mini event, or spread things out yeah
You've got Infected Armor Plating with basically just the Arsenal stuff and donor content (there is a singular exception to this)
Plague Cell Canisters as the default Plague material with I'd say a normal amount of stuff
And Plaguebringer Goliath drops are too much
The problem is more deciding when to start the Plague
Because yeah early Harmode is a thing
Too early and the early Hardmode bloat is real
Any later and you're creeping into Moon Lord territory
i know early hardmode is a shitshow, but if it's going to effectively be Start Of The Game 2 you might as well make something happen in jungle beyond like. i dunno turtles and moths or some shit
hell you could put it behind mech-1 or mech-2 if it's really that much of an issue
put it in pre hardmode 
God
theres also post plant, which is just more jungle (a problem that also appears in post golem too)
The curse of vanilla fixating way too much on the Jungle
I think it could be enabled at the start of Hardmode, obligatorily would happen after Plantera, and then PBG remains Post Golem
that sounds fine
It gives time for the Plague to settle in
also move the IAP crafts to ancient manipulator so PBG doesn't have 2 sets of weapons still too
Also Post Plantera does lack in terms of normal enemy stuff
Sorta like astral infection
No one likes the jungle temple 
wdym the festive moon events and solar eclipse are right there

The only reason it has enemies is obligatory biome enemy slot filling
Oh my God I completely forgot Moon Events
And Solar Eclipse
Kills you
And this is why vanilla was a mistake
you know you'd think the massive explosion of content would be post-Moon Lord instead of just late hardmode if post-Wall of Flesh was anything to go off of
Cal took a while to dip its toes into Post Moon Lord stuff tbh
Specially seeing as the Mod predates Moon Lord
1.1.7
I think
Ah, yes
ocram
but nah u get duke, PBG, empress, ravager, deus, frost moon, and pumpkin moon all intending to be post-Golem, effectively
how do we fix as, cryo and brimmy tho
Ah
thatâs the neat part, you donât
the obvious answer is to turn them into the Abomination
but seriously 6 bosses is a lot
Fogbound
surely a sea serpent, hell elemental, and living ice prison will fit together just fine
noob ur acting like the hardmode progression rework doesnt exist
I mean they are loosely divided into 3 mini-tiers
Merge every boss into one boss to reduce bloat entirely
Certainly there is no other mod who did this idea already 
Idk she has a lot of health
And deals a lot of damage
She always felt far tankier than any other Boss
If health's the balancing factor then Queen Bee would be much earlier
yea
Idk she always felt hard enough to warrant a Mech 3 balancing
plus brimmy is the least mobile of the bosses which is why she has such high hp
easy to hit target
Like, to me, she is far harder than all of the other 5
She's definitely not one I take on first, anyway
opposite for me tbh
not like u can
shes post 1 mech
Byeah anyways
I have my ways (cheating
Yeah still Plague would be better Plantera to Golem
Oh my FUCKING GOD THERE IS THE DUNGEON
:hdflr:
Nevermind I have no fucking idea where this shit would fit
Maybe early HM
Like, three amp ups
The clear solution is to create a whole new tier of just Calamity stuff so there's no more problems with tiering 
Starts in HM > Gets stronger Post Mechs > Gets one final buff Post Golem
i mean they managed to make a tier of literally just evil 2s and nothing else so
Yes Post Mechs already has Chloro but whatever
Plague post-guardians
Noob
For the love of god no
because uhhhh I said so
This is the best one imo
Budget OOA
So itâs life fruit
Jungle gets actual fucking content in Early HM and not just weird shit spawning in, mining Chlorophyte becomes a slightly more difficult task, and Post Golem is where it is right now so
Counterargument: Your mother
clearly im in the right here
What might this suggest for Jungle lab
I already knew it
no the best place is pre evi-
đĽ
plague pre-Boss 
Plague pre-game, you get it irl and die
I just remembered that Perfs have 3 melee weapons while Hive Mind has 1 so what if I suggest having Vein Burster wiped off the face of the Earth?
perf/hive mind weapons when they truly do exist
wow one for every worm
Too similar to perfect dark anyway
Yeah, which makes me wonder why itâs lived for so long unlike similar weapons
I recall Xyk and Memes having different rework ideas
I know at the very least, they wanted to rework Vein Burster and remove Sausage Maker
true..,.,.,.
Turn spear into irl boar spear
Vein whip
i feel like wingman just plays the space gun sound 3 times
Not the same sound effect
Space gun uses a different one iirc
Wingman uses the WoF laser sound
you get the idea
Also they hate him because of his silly nameâŚ
wingman should instead become an accessory
7% reduced mana usage
wdym
ok but considering all the accessories mage has
that would be a welcome addition in my book
why do you think I requested an arcane flower buff some time ago
You say that #suggestions-discussion message
why not
i'd think it be more like its namesake and have it be some form of extra projectiles for magic guns
okay?
magnet flower is way better
currently
the âreduced aggroâ is basically useless
Right thanks for reminding me that I wanted to nerf Magnet Flower's mana cost reduction
you're welcome
If you don't also nerf the putrid scent flower than that will be unnecessary
Magnet flower is already gonna be worse next update when putrid scent gives damage in the combo
Worse...?
Celestial Magbet effect is one of the most useful effects you could have as a Mage
So unless you have that effect in another accessory, Magnet Flower will still remain very relevant
Arcane flower is getting the damage from putrid scent next update
And mana star reach is irrelevant for nearly every hardmode and beyond boss
How so?
Because the only boss that can drop mana stars after hardmode is like, queen slime, destroyer, and plantera
And the game isn't all bosses
Ok, but when not doing bosses you don't need mana magnet because enemies are dying right in front of you
yeah but in this specific scenario you nver run out of mana in non boss situations
outside of The Moons
only events that get chaotic enough by themselves to warrant draining your mana with zero breaks
very false
however the usefulness disappears when you kill golem because sigil gives the pickup range anyways
Brimmy, Levana, PBG
If you use mana potions, sure, but that'll take a toll on your damage
And there's plenty of events in HM so
mana stars on pbg and levana are HUGE
more than enough time between enemy encounters )most of which end on one click) to regen the mana you're losing
It's situational but I don't think it's accurate to aay you'll never run out of mana
"End in one click"
Huh?
pirates and the moons are honestly the only events where like yeah the magnet is incredibly useful because they Just SHit so many enemies at you
I just don't see magnet flower ever being used for meta, you will always choose arcane flower especially if you nerf magnet flowers mana reduction and not arcanes. Like yes meta isn't everything but the nerf just feels unnecessary
Not every mob dies in one click
eclipse isn't as strong in that regard unless you're purposefully zerging yourself
sorry then a 3 second click/3 clicks
mana cost absolutely doesnât need a nerf yeah
i think it has usage if the magnet effect is removed from sigil because itâs relevant on a lot of post golem-dog bosses
There is the aspect that Magnet Flower is available much earlier in the game
Mage is an aborted burst xamage class
do not attempt to get into class identity there is no such thing
It was meant to be burst damage due to having to recover mana, but then vanilla abandoned that idea by introduding mana potions and making them invariably better
mage is the your projectiles do weird things class but in modded thatâs many more weapons
therefore technically a modded problem specifically and unfixable unless we nuke tmod's headquarters by tomorrow
mage used to be the utility class with things like lifesteal and debuffs but now everyone has that
you know that's not true
mage lifesteal applies to one weapon and one armor
and most people don't even remember the weapon exists
calamity throwing very tiny cooldown affected lifesteal onto every armor doesnt count
and fully honestly nobody should have to remember life drain is a thing either
mages identity is having spectre armor
clearly
byeah mage needs to decide WHAT it wants to do and what playstyle it wants to cater towards because it lacks that clear direction
this is implies other classes do which they do kinda not

