#suggestions-discussion
1 messages · Page 334 of 1
idk, summoner already has the most built in debuff options and has access to classless weapons
Yep this is totally uneccessary
ok so uhhhhh why
I'm not sure what this is saying.
summons can use any ammo without penalty by using the black hawk line, they have access to all flasks with whips, have a ton of debuffs through accessories that grant them, and many summons have built in debuffs
and eye of magnus for even more debuffs
You want a system akin to Summoner Penalty on non-Summon weapons...
But you have no reason on why.
Need debuffs some minions and accessories do that whips
Need more support dmg? accesories whips
Need more effects? classless weapons whips
summoner really does not need any more actives, whips and classless weapons are broken enough
Yes this is balance
and also does not
fix
the problem at all
Summoner is op in general, thus why the rebalancing is happening
all summons despawn when not holding a summon weapon 🙏
@shrewd topaz balance issues go in #1178515062030348308 but also this just does not fix your problem at all, and furthermore, like raesh said, what debuffs does summoner not already have native access to?
Betsy's Wrath.
Uhh...
I can't think of any others.
Marked for death
yeah okay well hotswap for it cause sorry that's so strong you deserve the damage penalty at that point
Slows/stuns
caustic staff
eye of magnus:
Doesn't that one Summon have it?
Yes, that one.
lunic eye+ doesn't invoke penalty
What was the other one that Animosity, Death sickle and even Signus and DoG inflict?
Whispering Death.
seeker beat me to it
Literally only five player sources.
temporal umbrella 
and summoner still gets it
i love animosity having it
cause why not
Where's our Rogue Whispering Death weapon.
also summoner has that one debuff that nothing else gets and that literally nothing is immune to
You cannot use it unless you sniper into m1 due to how short it lasts
i c
Probably a good idea for Cosmic Kunai rework
Or even spectral veil
i moreso meant im surprised it's available that early
it was fun with multiplayer shenanigans though
granted plant was still hell cuz it was GFB
Yep (RIP old momentum capacitor, rest in piss)

Ngl something like old momentum capacitor could work if its made all class and the stat gains are not ass
As the jellies and even sand veil have shown
Spectral Veil might be a good idea, since it could encourage using Spectral Veil ontop of a boss and, even if you get hit, you'd take less damage.
Yep the stealth refill goes nuts already
Oh and it has iframes
80 of them.
Temporal Sadness.
Time Distortion.
Webbed.
If it weren't for Chronomancer's Scythe, all three of these would be literally from a single source.
Shred.
Wither.
(Those are also both from a single source, being weapons.)
Summoner can inflict every non-single sourced debuff, except for Time Distortion, via weapons, accessories or potions.
I think.
Nevermind, there is one.
Daybroken.
No Summoner sources.
add it to stardust dragon balance on that thing goes to shit for the 50th time
@odd fractal - Your suggestion has received an updated status!
[More uses for exodium clusters]
It has received enough votes to be passed on to the dev server for voting! You'll be notified again when a verdict is reached.
You can check out your suggestion again here: #suggestions-voting message
@novel belfry - Your suggestion has received an updated status!
[Make the Hemogoblin Shark, Great Sand Shark, and the Reaper Shark drop Shark Fins]
It has received enough votes to be passed on to the dev server for voting! You'll be notified again when a verdict is reached.
You can check out your suggestion again here: #suggestions-voting message
@unborn stream - Your suggestion has received an updated status!
[Add an indicator for bosses enraging for the vanilla style healthbar]
It has received enough votes to be passed on to the dev server for voting! You'll be notified again when a verdict is reached.
You can check out your suggestion again here: #suggestions-voting message
cool
i legitimately do not know if this will get accepted or not, its such a wacky suggestion
its a simple one, really. just add Shark Fins as a drop from those three sharks, but it really isn't too needed?
still got 158 votes tho
I like the idea because I hate ocean farming

and to think Australium was within our grasp
To think we could've truly had Eteorite
@jolly elbow please read the guidelines doc before making suggestions
Ideas to add specific items aren't allowed
Well, at least in actual Calamity 
Unfortunately I read it after I finished but I already put it there so might as well gun for it sorry for the inconvenience
You could just throw it in here instead of the posting channel
I was not aware of that choice
The exo suit upgrade into armored core
So here’s a idea when you get ahold of the exo suit and you just so happen to be by the
Shimmer lake and you decide to throw the exo suit in the lake and it comes out looking like the steel haze ortus suit and it would then instead of a melee mech it becomes a ranged mech with incredible mobility and flight along with shoulder mounted rockets it’s a big stretch but it would look pretty cool seeing a armored core reference in calamity p.s if you don’t know what the steel haze ortus is look it up it’s cool 🙂
Fixed it
Sorry again for the mistake
my interest shriveled up when i read "its cool"
the more i look at that cat the more disturbed i become
okay i know the suggestion was already deleted but
"exo suit"...?
what is this even talking about
clearly not flamesteed or gemtech because it says that the armor is ranged and would turn melee but
i legitimately have no clue what it was in reference to
Arsenal Exo tier, I would assume
so it was future content sugg too?
isnt arsenal armor going to be modular anyway...?
And multi class right?
yeah
I think yeah
And the answer to the second question is also yes
Listen it was late and I thought it would be a cool idea I just wanted see the what people would think
so? fuck farming for hunter potions
getting all the shark fins passively makes getting more hunter potions easier
do people actually need hunter potions
yes?
Honestly not really
they're a compontent of omniscience potions, aren't they?
i never use hunter potions they are nothingburger
I mean, they're pretty nice when you're looking for rare spawns underground, or bound NPCs
if you dont use the blood orb recipe
They're good if you're trying to find a rare enemy that is in like a cave bubble I guess or any of the bound NPCs but the latter are easy to find
The problem is them getting killed coming from a vanilla perspective
i dont remember the last time i actually made hunter potions
I have gotten more of them from crates and chest loot than from making them honestly
hunter pots are a component of omniscience potions
hell i dont remember the last time i made omniscience potions
is it a uhh old potion combination item similar to how yharim stimulants and cadence potions were so that you could have less potion slots
They were nice when I was hunting for statues since I could spot traps, statues and nastiness in addition to statues
omnicience also makes hostile projectiles glow
omniscience does combine the effects of its components but it also highlights projectiles
every projectile i can think of is visible already and if i need to see traps i can just use a dangersense
True actually
Truly
sometimes omniscience just kinda fails to do its job
Which I think is just a lil silly way to punish infinite potion users like god intended
(qol mod issue)
make potion effects get weaker the longer you have the buff on tbhh
we should make gills potions making you suffocate outside of liquids vanilla behavior
It’s now an FTW exclusive
Or prior to 1.3
i was terrified to use gills for so long bc of that
prior to 1.2
It was kinda fucked honestly
it made fish bowl meta idk
The uhh that shell item I guess
breathing reed?
i was thinking neptune's shell
Yeah neptune's shell
i know you guys have talked about this but like
armor pen is already hard enough to balance
armor pen? what about armor pencil?
true dat
armor marker
armour highlighter (hunter potion)
armor brush (dyes i guess)
armour charcoal (golem's lasers that inflict broken armour)
armor penetration (tank round)
armor... you know maybe i shouldn't say that
codpiece?
i don't think i'm allowed to say it here
armour penetration (the fair maiden seducing the knight so she can stab him later)
armor polish (ancient bone dust's singular use)
armour crunch (very popular at Subway's For Dragons™)
Stop
armor Stop (some jojo stand idk)
🔥
armor armor (defense damage defense)
armour armour (stabbing people who forget the letter "u" in armour)
are you european
will we have malice mod back?
never
It sucked
malice doesn't exist
master death:
we need a new diff
Why?
harder than death
master death is the new difficulty
Why?

for better gameplay
...
malice mode
better gameplay
So, why would it make the gameplay better?
(Tbf, I think it was better than Master Death, but who cares)
master death has actual ideas
cuz it will make it harder as , harder =better
it is the conceptually better mode just the execution is awful
No
you know theres like 4 difficulties above death you could be playing right
yes
No
yes
Yeah
Why something being harder is better?
these masochists…
if you want bullshit difficulty For The worthy master death is right there
why play the same diffculty over and over when u can make it harder
because harder = better, better = faster, faster = stronger
Go play Satanist.
to make it closer to malice add Fargo’s Hyper mode and set speed to 1.5x
u got the point
Well, we don't need a new difficulty, then! We already have one!
why make it 3.0X
if anyone want to make the game harder then u have many choices
Actually gambit is more popular than both pvp and pve so doing what i did actually takes skill no one on this game can do what i can on anything in this game gambit was my almost 3 year deathless and 0 loss starter than trials i owned it than pvp i owned it than all of pve i owned it i have more things to brag about than anyone just like how i reset gambit 32 times last season within a week of the season starting even pros that carry cant come close some advice d2 isnt hard my list goes on and on my guy 16 wins in a row before that loss and i carried the person we were helping and i soloed his enitre gambit quest for him for the exotics its just what i do i simply just thought it as funny how desperate they were like we werent even playing to win at all which makes it funnier it was a good laugh

(I know this is not what you've meant, but it is funny)
wrong one but good enough
like eternity + death + getfixedboi+faster game = 👍
setting boss hp to the max and then adding another mod that does that too cuz they can stack
Well, yes. This also answers the question "Why Malice shouldn't be added back without a full rework"
yeah thats a good one
bro fu#k malice
we have diffculty compinations now
......?
I do not get what you were and are trying to say
what u meant by "strange user "
Well, mostly that
You've appeared seemingly out of nowhere, said "We need Malice back" and now you're saying "fuck Malice"
yeah cuz i realized that its not hard as the diffculties combinations
...sure.
and i have some depression cuz my old email that is 6 yrs old was banned permanently

so what u think about the new update

you should get antidepressants
:3
do you have some
nah, I use caffeine for that instead
trueee
chai instead
this is one of the strangest conversations i've seen here
but in a low percent
i tried chai once and it was so fucking bitter
bro u dont know the egyptian chai well
i guess
i have from 2 to 3 cups in a day
SSO or 2.0.4.006?
i prefer my caffiene injected directly into my bloodstream
True...
no the one that wont be released
its more expensive than drinking coffe
So, SSO?
I'm still on my "I love Calamity 1.5 more than anything" arc, but it looks promising
i don't drink coffee; too untasty for my liking
True
i like energy drink
acquired taste
Mocha is a good start for people that dont like coffee cuz too bitter
its only drink without energy
very sweet drink and has chocolate, very nice
bro i drink energy drink then i sleep
also hilarious statement
i think i have anticaffiens
its true!
everyone i know that drinks mocha is queer
Roland moment
i wanna know what is mocha
coffee mixed with chcolate
made of
pretty mych
everyone i know that drinks mocha is queer
im straight and still drink that thing, so that means…
True!
hmmmm
this two are expensive for me
more like 
sad
but i eat coffee in the morning
what on earth is happening in here
coffee discussion for new coffee themed item sugg
let go
can we make coffe channel
aw hell naw i ain't going there
i was actually planning to have a coffee mug item til I realized that vanilla Terraria has one
my gawd
i have an orange one
British, so yes
i see
say water
Water
Bri'ish
british people arent real
Hey we may suck but at least being British gives me an excuse to wear a waistcoat
And use a pocket watch
That's a privilege of French people
i don't think not being british has ever stopped people from wearing that, regardless
i say this because if you call anyone besides an English person British they will ecstatically remove your spine
What person am I?
shuki
what person am i
hs
That's not a country....

united shuki of auric-tier absorber
besides the boring answer of russia
I'm actually from Germany because I main Medic
true
fellow medic main??????????
blue hair blue tie hiding in your wifi
🔥
Yes, of course 🔥
miku is pretty epic
How could I not be a Medic main while being Auric-Tier Absorber
what's your diagnosis?
There's not enough auric in your stomach
Absorb more, my fellow comrade!
how are you even more offtopic now than last time
There is no boundaries when it comes to being off topic
the mods told me to stop yapping about volcano facts in #calamity-update-talk
That means you're BORING
bro how to be boring in 0.000001 second
@median scaffold
why the heck are u still talking here
move to general talk now
Why not?
"kids like you should be burning in hell"
cuz this not a non calamity talk bud
Why are you referencing Undertale all of a sudden?
why did you just quote sans undertale
that is the first thing that yall be thinking
nice that ur still knowing the game

les go to za generel talk now ?
I guess
Yes the fuck i am
You're a cutie patotie
You will lose your bones
Raesh wtf why
lmao
raesh am i real?
Sorry, I don't believe in british people, nothing personal
Fuck you>:(
true, I'll go ban em
Wait, that's a bammablr offense?
||That's a joke||
no i was making shit up
||i know||
the joke is that "Calamity Discord Sucks And I Don't Want To Be Here Slash J"
holy fork
you know what is a bannable offense?
Okay, that becomes really weird
cause i don't
this sucks
we should discuss suggestions
Fifty dollar Steam gift card.
We have none.
i have no sugg ideas
Rewrite this, plz....
#suggestions-voting message
Rework the way that Brimstone Elemental and Calamitas Clone's hellfireballs work
For those who don't know, hellfireballs are the projectiles that explode on contact with blocks or after enough time passes.
The issue with these projectiles is that bosses are typically fought in arenas, where they will explode into a decently dangerous aura far away from the player as they do not contact platforms. This makes them incredibly easy to ignore, especially for Calclone who is typically fought on the surface. They can only be distinguishable from other projectiles when the player walks on the solid floor, where the projectiles can actually do something.
Changing the way these projectiles work can make them more threatening and force the player to change the way they tackle these otherwise simple bossfights.
i alreFy did
Do it again
Add the entire Perfectheart boss fight into Calamity Mod, 1:1
with how easy she is it could be done pre boss
: D
: D

We should add Engineer from Capture the Intelligence
I didn't say that.
way too many words
just say "hellblasts should explode on contact with platforms", give a short blurb as to why, then post that
i don't wanna be too specific about it
i mean
i can rewrite it
Make the Hellfireballs in the Brimstone Elemental and Calamitas Clone fights more threatening
Hellfireballs are projectiles that explode on contact with solid blocks or after enough time passes. The issue is that they don't pose a significant threat if the player uses an arena, since the projectiles pass through platforms and the timer takes too long for the projectiles to explode at a threatening range.
Changing the behavior of Hellfireballs to make them a more significant threat near the player would make their danger in arenas consistent to that if the player fought on the ground.
something like that
"rework" with the only talking point being to "make them more threatening" is really broad and atp i would rather tackle the shitty fights they're part of than focus on specifically one projectile
saying rework this entire fight is probably not the best
I'd really argue that 'rework this specific projectile', is in fact fine considering we had something earlier with the indicator for skeletron's projectiles
(ok so i didn't immediately get 🗜️ so i'll wait)
you know
usually if i see a sugg posted i'll try to comment on it if it's still relevant
i cannot find anything on that
it's weird not doing that for once
#changelogs 547 - Skeletron and Skeletron Prime's homing skulls now turn purple to indicate when they've stopped homing. - Done ✅
shit forgot to reply
it does technically change the behavior of a single projectile by making them purple when they stop homing
I don't see how that's relevant to the specificity of language in a proposed change to a projectile
well i'm gonna explain dang 💀
changing single projectiles to make them better in a fight is precedented
so there is precedent to changing the specific attack in the fights to actually do something, and reworking the hellfireballs may lead devs to put some more work into the fights in general
not that i'm a dev, and ultimately it's their call to do so if the sugg makes it to them
that's not really what i was arguing about but i guess yeah
small steps
i'm just here now to actually suggest something for once (no that sugg i made years ago does not count)
you were asking to rework the entire shitty fight, but I'd rather take small steps that are reasonable for suggestors. I'm not sure if a boss fight rework would end up as 'grand scale', but I'd hazard a guess and say so, so I'd prefer to suggest something with precedence
which is reworking the behavior of a single, shitty projectile
Aren't they removing night providence?
they are
well no
its just being changed to not being fought exclusively at night
enraged guardians are dying though
this is literally just how terraprisma works why is it being compared to providence lol
oh wait
i misread
providence only gives a dye anyways
#suggestions-posting message balance nightmare
like actually this is just an enormous balance nightmare
i dont think calamity likes doing permanent upgrades outside of health and mana
oh yea
adren too
and rage
the core concept is something calamity should elaborate on
i dont think its a good idea to 1 make rogue stronger and 2 give free armor pen to litearlly everyone
im no game designer/balancer, i just thought it was an interesting idea
its also just a proof of concept
i take some issue to the examples given though for the reasons Elliot mentioned though
stealth gen is also not necessarily good for rogue
iirc the damage formula decreases the higher your stealth gen is
the thing is, terrarias shimmer upgrades are fairly odd too, for things like fishing power and luck, so i thought some of calamity's obscure stats could get a small boost
i would highly recommend restructuring your suggestion to focus on calamity adding nondescript permanent shimmer upgrades to work on parity with vanilla, since it's currently a feature only considered in vanilla and calamity has yet to touch it
^
i see
being too specific with examples is a surefire way to get ❗
i feel like they havent done it for a reason but that could be me being a conspiracy wizard
@cinder patrol please remove the specifics from the sugg yeah it seems like people have already covered the issue
that seems kinda harsh to say it that way, but yeah i'll do that
probably just they want to make sure shit is balanced, like with whips
also lmfao some of these stats as passive bonuses are insane
armor pen when it exists
it's just the way development works, anyone can post suggestions so they have to be ""carefully"" considered for quality
because it gives the benefit of heavier damage weapons ignoring armor to smaller ones but also
it does barely anything for bigger weapons
armor pen is balanced but i fucking hate it because of the variance it gives to certain weapons
armor pen is kind of swept aside in calamity
(phoenix flame barrage getting 2 minutes faster by putting on rtn)
oh boy +7 damage on my weapon that does 25000 damage every hit
i might make a sugg on it then
but then this exists
because its so polarizing depending on the weapon
truly wonderous
it either does
this
you're ignoring the weapons that fires 25000 times and has a base damage of 8- yeah i was gonna say
or this
it's so funny
the most common armor pen rework I see is to make it percentage based
idk if it would actually help
but it's interesting nonetheless
percentage based as in..?
percentage based is a good direction but i dont know if its the right direction for it
remove enemy defense entirely tbh
like, instead of piercing 15 defense points you'd pierce 10% of enemy defense or something
i assume its like "you ignore x% of armor"
horrifying
scal has 50 defense so with 10% ap you'd ignore 5 of it
so we're back where we fucking started lmao
muh 5 ap does nothing
makes it 10%
muh 5 ap against scal!
it was an example
the thing about editing my suggestion is just that i dont exactly know how to rewrite it to actually benefit calamity so i might just delete it instead
i know its just funny is all
i think armor penetration is inheritly flawed but that could be me
focus on parity between vanilla and calamity and the idea of untapped potential
yeah
"calamity expands upon vanilla permanent upgrades for stats like health and mana, but the shimmer variants are neglected"
I get that calamity is very combat and progression focused, so parity with vanillas own odd upgrades doesnt really matter much
Yeahe
i mean
cal is also trying very hard to turn away from that
Interesting idea but I feel like the hook is dull as it is
you can kinda make the argument of not mattering about a lot of things
doesn't mean those things aren't good additions
i might as well just post a different suggestion cos i have some other ideas
shimmer celestial onion to get an extra extra accessory slot
you're dying
yipeee!
thats just celestial onion
"allow shimmering the celestial onion to get 8 slots in master mode specifically"
make it something completely fucking stupid like +1 inventory slot
fire
extra layer of vanity slots
thatd be peak though
if you make it a flat amount then it deals too much for smaller weapons, but if you make it a percentage then it either deals the same but worse and better in some situations (it mildly becomes another generic damage% accessory), but if you make it too strong then it usurps all the options and becomes way too strong vs some enemies
i probably phrased it horribly, but i believe its inheritly flawed because it will either be so polarizing that lower damage weapons get their killtime cut by like a 1/4th and higher damgae weapons will get nothing from it, it will either be boring and uninteresting/go back to square 1, or do too much.
all of this changes as well if you apply other debuffs like ichor which can probably amplify this problem.
im horrible at actually laying out why its bad but i hope the point gets across that i believe its flawed
i might make a sugg about doing something with armor pen as its really polarizing right now, but im also conflicted
i think the problem is more from bosses not really thinking about defense, it's just a stat that's there to make armor pen do something
because on 1 hand do think build diversity is interesting and catering to lower damage weapons is cool, but on the other hand armor pen does way too much for those weapons and its hard to balance depending on what it does for higher damage weapons
most of them get their tank from dr
clearly we need to make RTN ignore 0.66x of dr too then 
this will fix Terraria Calamity Mod
the thign about defense as well is that it cant be too high
if its too high its annoying to fight against
if its too low then armor pen does nothing
clearly we just make weapons that are gonna be classified as "heroic" not benefit from armor penetration as much

better than true melee (probably)
doom eternal saw that the combat shotgun rapid fire mod was basically the worst weapon in the game and decided to fix that by adding an enemy that is specifically weak to that one mod and very tanky against everything else
balancing, hamfisted
gam desgion
thats not really an accurate comparison
heroic (to my knowledge) is quite similar because it's taking "bad" weapons and giving them extra damage against bosses, like how the bad combat shotgun mod has extra damage against stone imps
i mean they're very different games
its not taking something and making it specifically vulnerable
i don't think that's entirely how it works??
the goal is to keep the killtimes the same
i would love to be wrong because it's just a shitty idea
It is less about making them do more damage against bosses, and more about making them do less against regular enemies. The weapons that will recieve Heroic are already doing great on bosses.
i see
heroic is the way the devs have decided to do that so weapons dont completely trivialize literally anything that isnt a boss
there is a point in cal progression where it's literally just boss rush
exactly
i think that's the other benefit of heroic damage
(almost said heroin by accident)
lets take enforcer
its true melee
890 base damage and it performs pretty well on bosses
now lets take something from the same tier, orderbringer
orderbringer is a projectile broadsword
it has 128 base damage and also performs pretty well
do you see the disparity here?
heroic is the way the devs can keep the current boss performance while also being able to butcher the base damage
not really, base damage and damage type are hardly enough information to extrapolate a weapon's performance elsewhere
Using The Enforcer on buffed Festive Moons and Solar Eclipse is hilarious.
that's also kind of a result of current cal
how many enemies does orderbringer projectile hit?
Once.
because i have literally not played cal in half a year
I believe the entire sword is single-target based.
Rethink boss resistances or do something with armor penetration
This stems from a discussion, but essentially most bosses have higher DR than defense. It's pretty obvious as to why this is, which is it can shaft lower damage weapons and/or is annoying to play against, but it often shafts armor penetration. Armor penetration is one of the most polarizing statistics in the mod by far as it either does absolutely nothing on some weapons or makes some weapons extremely strong.
This suggestion is either asking to rethink how boss resistances are, or to do something with armor penetration, as both in their current state are unbalanced around each other and create polarizing interactions. Defense + DR can do a lot on higher damage weapons but that stems from how DR and defense mix and is mostly the fault of DR, while lower damage weapons are shafted by defense, but said defense can be partially ignored and the damage can be shot into the stratus-sphere with armor pen, hence the minimal improvement overall from armor pen on most weapons.
(i probably repeated myself here a bunch)
"Upon swinging the sword, a rainbow sword is fired, which swiftly homes into a nearby enemy. Every one-tenth of a second, two rainbow orbs are fired out on either side of the sword, which travels a short distance before disappearing on enemy hit or after one second. After two seconds or an enemy has been hit, the sword dissipates, and homing rainbow rain rapidly drop down every one-tenth of a second for the following 20 seconds at the location of the projectile's death. The rain pierces once, homes through tiles, and lasts three seconds. If 20 seconds have not passed since the last projectile's death, the next orb will only change where the rain will spawn." I lied. A single projectile of the many it spawns has one pierce.
the issue with stuff like enforcer is its a multitarget weapon that also has to be good on single target which leads to fucking ridiculous results when using it for multitarget
that's a lot of words
dr equally affects all weapons regardless of damage or hit speed, it's calculated after crits
I'm not sure what you mean
sorry im bad at phrasing
the issue is the flat reduction coming after the multiplicative reduction
"Homing projectile that hits once spawns two falling orbs while it flies and only hit one enemy or dissapear after one second. After the homing projectile hits something or after two seconds, multiple homing projectiles with a three second lifespan and pierce once spawn near the target. Hitting another main projectile moves the secondary rain of projectiles"
right?
if that's what they meant, I've got good news, because it doesn't
dr then defense shafts lower damage weapons as if a boss has like 50 defense + 30% dr and a weapon does 100 damage then it will do less than half, 45 damage. ((100 x 0.7) - 25). If you ignore, say 20 armor, then suddenly that 25 becomes 15 and you're doing 22% more damage total.
dr then defense does very little to high damage weapons. same equation. 50 defense + 30% dr on a 500 damage weapon. it will only deal around 40% less at 300 ((500 x 0.7) - 25). ignoring armor is such a small increase to 310 that it barely does anything
@cinder patrol I'm not sure if the Astral Infection is meant to be a Hallow/Evil counterpart. It's usually treated like kind of its own thing afaik
it does. defense comes after damage reduction unless this was shadowpatched somewhere
Why???
i dunno why we need to have two different damage reduction stats
DR first, then Defence. An enemy with 50% DR and 50 Defence will take 25 damage from a 100 damage attack (100 -> 50 -> 25). If it were the opposite, it'd be 37 damage.
is that better or worse what the fuck
aside from specific cases like when you want a specific part of a boss to be more sturdy to encourage players to shoot a different part
like wof
but it feels wack on bosses that ONLY have one hurtable zone
One affects large hits, the other smaller ones.
If there's no condition to it, why does boss/enemy DR need to exist when you can just increase their HP
cos stat inflation bad
it just means that it can be ignored in damage calculations because it applies after everything else
so it affects everything equally
unless the wiki is wrong which i will attempt to check
50 defense + 30% dr and a weapon does 100 damage. 52.5 damage. ((100 - 25) x 0.7). ignoring 20 armor does this: ((100 -15) x 0.7) = 59.5
50 defense + 30% dr on a 500 damage weapon. 332.5 ((500 - 25) x 0.7). ignoring armor does ((500 - 15) x 0.7) = 339.5
eeh?
How useful...
Armored core
(not a useful image)
ugh???
then the conclusion isnt that armor pen is strong its just that it does fucking jackshit lmao
Well it's better on low damage weapons, obviously
7% more damage per hit vs like 2%
Because armorpen is effectively a flat damage increase
let me do exomechs rq
Precisely this. You cannot make Armour Penetration favour everything equally if Defence itself lowers flat damage.
Indeed, and I don't think it was ever meant to favor every weapon equally
It will favour higher fire rate weapons, because of course a high fire rate weapon would like two more damage per shot.
nah modifyhitbyprojectile checks out
Shark Tooth Necklace. Minishark. Perhaps Redigit has been playing us for fools.
heheh
holy smokes
of course
that's not smoke that's ash
100 defense + 35% dr and a weapon does 100 damage. 32.5 damage. ((100 - 50) x 0.65). ignoring 15 armor with RTN does this: ((100 - 42.5) x 0.65) = 37.37500. a 1.15x damage increase. meh? i guess? not terrible...
ash is a kind of smoke
explodes u
holy ash
i dont know of any weapon that does 100 damage on exomechs though
Phoenix Flame Barrage?
140
the thing that makes ap (generally kinda) bad is that usually to get armor piercing you're sacrificing other stats like damage or crit chance
Close enough. Do consider RTN also provides a 15% damage bonus, on top of its AP. So its not just AP on an accessory.
from what i know the moer damage you have the less impactful armor pen becomes but i could be wrong ill run a calc rq
that's accurate
Perhaps it would be better instead to look at SSTN.
100 defense + 35% dr and a weapon does 100 damage. 42.25 damage. (((100) + 15%) - 50) x 0.65). ignoring 15 armor with RTN does this: (((100) + 15%) - 42.5) x 0.65) = 47.12500. a 1.115x damage increase.
ok yea it does get considerably worse
i know i couldve done 115 shut you're mouth
it goes from 1.15x to 1.115x
You could've do-
with just 1 accessory thats already a pretty heavy loss
thats not counting armor and other shit
ok so astral isn't really meant to be an evil biome
and it does have early hard mode equipment
even though it does favor lower damage it doesn't seem to do much later 
mostly rogue iirc
on shit like bees and minishark its great
but ursa sergeant is fantastic
i guess lunic eye is also there
and polaris
defense is actually relevant around that area since minishark like 5 damage increased by like 30 or something is ~6.2 and ignoring 2.5 points of armor or 5 points of armor is nearly double damage depending on the boss you fight which is a pretty decent DPS increase if im running that calculation correclty
because of the way cal is balanced, without stuff like heroic damage, the disparity shown in enforcer vs orderbringer leads to multitarget weapons, which are balanced as single target weapons, being ridiculously overpowered when used for their actual purpose
why did the reply delete
WHAT
well that's just- hold on movement speed?
hm
i think the issue is lategame armor pen doing fucking nothing unless you stack in which you're strictly doing worse
I’ll miss you 20 def
that's so lame
20 def is the lamest
you're playing vrchat dont speak to me
Lol???
imagine bringing that up
god not that fucking game
the three things you can get straight out of hardmode are the 3 pieces of rogue armor made with titan hearts
no matter how valid it is yea its wrong to bring it up
uh, no, i listed like 4 things you can get immediately
there's a few others i didn't mention as well
yeah so my point is theres not enough equipment
let's take the crimson as an example, you get uh bladetongue and crimson minics
ichor, which i would argue is equivalent to starblight soot
theres more than blade tongue and the mimics
there's souls of night and dark shards
also ichor wouldnt be equivalent to the soot, the soot is like the pixie dust
its a standard crafting material
the difference between the evil biomes and the astral is that they are untouched after early hardmode while astral has two more bosses attached to it providing a new tier of equipment, twice
True actually
well, ok, no the hallow has empress
The equivalent would be if there were Astral Arrows, Bullets, Darts, Flask, etc
(a separate material solely for that purpose)
but she only has her drops to offer, while the astral unlocks new gear besides boss drops
after 2 bosses that are both after golem yeah
isn't aureus in the middle between plantera and golem yeah
i thought aureus was post golem?
the entire post-plantera content bridge
if anything i would endorse a suggestion to make the crimson and corruption biomes less useless later in hardmode
then suggest that
LMA
no i don't care that much
actually add uhh Soul of Stars and then make Astral Key and then make Astral Mimics
my point is that if the astral infection is going to start existing at the same point as the hardmode biomes with all their equipments and drops, it might as well have parity
it's not meant to be an evil biome though, it doesn't even spread
although the souls need to end in the "ght" prefix though
soul of starlight obviously
souls of uh
plight
souls of blight, guys
like the oldgen console shit
add ocram to astral infection
new update
I regret to say this, but... if you're a rogue, isn't your first hardmode armor set from the Astral Infection?
yeah but thats the only thing pretty much
Isn’t there a forbidden armor helmet for rouge too?
that's not astral related
Yeah but that is like post 2 mechs alredy
Later in progression you can get that
I mean you also go for Astral for like a couple of early hardmode items for some classes like Mage for the Comet Shard and uhh
lunic eye and ursa sergeant
hate to say it a third time, but ONE armor set and like 3 weapons is not enough for straight wof, which is what i was suggesting
polaris parrotfish sucks i think, but gacruxian mollusk is pretty decent (?)
idc if it sucks or not
i also didnt even know about those until now anyway
What matters is that it exists
Yeah you do obtain a quite amount of content from it
Has some parity with how hardmode fishing on the other biomes has at least 1 fishing weapon
also the astral infection doesn't really count as an evil biome because it doesn't spread. I can see it needing more content, but if you make it all immediately post-WoF it might end up fighting all the other immediately post-WoF content.
hate to say it a fourth time but my point is thats not a lot of equipment for straight after wof, my point is there should be a little more for straight after wof
1 armor set and 4 ish weapons straight after wof isnt really relevant in its own right, so there might as well be like 2 or 3 more weapons
Yeah but like Hatate suggests you could put Celestial Claymore into some enemy and you'd still have the same weapon pool avaiable
the claymore fits the astral infection anyway
i thought it was odd that it was a regular biome mimic drop
Mutated Astral Armoured Skeleton or something idk maybe another Mimic if it feels fancy
I thought you meant inventing new content to put there, rather than transplanting existing content to there. Fair enough.
An astral mimic would kind of make sense, actually.
well it would be like a combination of that
It doesn't also need to be like the bigger mimics it could be like the smaller ones with ice mimics
the problem with this suggestion is the reasoning surrounding "astral being an evil biome" because it isn't
additionally, the bit about the celestial claymore should either be a larger focus or a smaller one (like, it should either be the suggestion, or it should be an example for the suggestion) bc rn it feels kinda like two related suggestions combined into one
i would change the evil biome thing to what you said about it being accessible after wof
Add souls of blight to the underground astral obviously iirc tbh
• execution
Instead of the V evil spread we get the W spread
I should read the whole conversation more often lo
Byeah astral has plenty of stuff pre mech. A lot of stuff post aureus too unlike the evil biomes
Astral has a lot of stuff directly after hardmode
and yep feels like 2 suggestions at once
including a specific new enemy
for these 2 reasons imma ❗
I don't have to look past the title to know this one breaks the scope rule
ah
it wants to remove progression skips
basically
Calamity intentionally adds like three dozen of them so i don't think that would happen
you... don't need to beat golem to fight ravager
i do remember getting the temple bricks once as a drop
but also how does prehardmode not have this issue?? literally any prehardmode boss can be your first boss
not that i actually remember
like there is zero linearity in prehardmode
true
i remember a take in the vanilla terraria discord that hardmode is less linear than prehardmode
yes, calamity adds an enemy to the jungle temple that drops lihzahrd brick
i mean, i don't think a single phm boss is locked behind another, so... no
although calamity hardmode is relatively nonlinear which is fun
Oh hell no. there's like two required bosses in prehardmode and one of them is just so another boss in Hardmode can spawn
You can just go kill the wall of flesh right out the gate
In theory
this place is much better?
that's more of a discord thing than a server thing
if the show's called invincible
then why can i see it
i was gonna sayyes
until i remember calmain existed
and uh
its a very slight yes
cmt my nightmare show
you should honetsly see curseforge
90% of the comments are like
(update version) PLEASE
genius
heres a tip never use curse always use modrinth
see this is why i never got into Minecraft modding there are options
unfortunately sunken cost fallacy and im on 1.16.5
@ashen warren How difficult was it for you to beat Astrum Deus pre-Mech? Or Leviathan, or the others?
The fact that it's possible is completely intentional on Calamity's part
modrinth also has 1.16.5 mods
can you port a curseforge modpack over to there
hell it has mods down to 1.0
it was easy as hell
i no hitted them
might i ask what mods you had enabled?
next question what was your modlist
Hm.
also, you realize that all post golem bosses besides moon lord and Plaguebringer goliath can be fought if not as your first hardmode boss, as your second?
duke fishron can be fought prehardmode, even
no actually the concept of it violates the rules
yeah im just wondering why thats a thing
non-linearity is a vital part of calamity
calamity intentionally leaves progression skipping in
to give the player options
Hang on
skill expression and more unique options for playthrough
Lemme check the doc
am i dumb
because thats dumb?
because you'd nerf the entire game
its like turning spicy ramen into normal boring ramen
astrum deus is the easiest boss in the game but his loot literally breezes through everything
there are very few bosses that can only be fought after killing another prior boss
trash analogy ngl
thats a problem with deus and not the loot he drops
^
zacey you havent answered the question
what is your modlist
is it straight cal or is it crossmodded
straight cal
i was on death mode
its ez
oh and i did the same thing on masochist death mode
smells like go play another difficulty like master death then
only one i havent played is infernum
frankly that just sounds like a skill solution at this point
calamity wants to reward the player for fighting bosses earlier than they're intended to be fought, since you're (intended to be) taking on a more difficult challenge
yea i was gonna say
so ur saying ive gotten too good
essentially
Removing nonlinearity is no longer a Don't, after we rewrote the doc.
to me it sounds like. pathological liar moment
masochist deaht mode is probably super less hard vs master death
you literally just said that you were doing straight calamity and not crossmodding
This sugg does not inherently break any rules, afaik
masochist death makes deus easier because you get op fargo items without a stronger deus
maso death deus is. literally just death deus. there is no difference
^ those two too
think about pre hm progression guys
but also like it's a non issue
notice how you need to beat the previous boss to upgrade right
pre hm progression? where you can fight any pre hm boss at any point?
Wait were you playing with Fargo's, Zacey? Like you had its accessories?
...you dont
you actually dont
i will reiterate
phm you can fight any boss in any order with no repercussions
master death is a great way to challenge yourself or
for this playthrough yeah i did but for the other playthrough no i just played reg master death
and still breezed through deus
Okay
zacey i dont know if you know this
but you can beat the game while beating literally only like 2 pre hardmode bosses
suffer
including wof
not just deus tbh
i wager that if somebody is legitimately good enough at the game to easily beat deus pre mech, then they would naturally also know enough about the game to know that you can fight any pre hm boss in any order
yes i know wofless exists i was the one who came up with it
most pre hm bosses have their own ai though
eh?
...yeah and? what does that have to do with needing to beat them?
i wager that somebody who is legitimately good enough to beat deus pre mech would also be able to form a coherent argument

ur just trash
now that's just rude
that's really helping your argument

Ok this is becoming non constructive
I was about to ask a few people to stop talking so that this isn't a dogpile
suggestion is not an argument
...
if deus is so easy
how does locking its summoning past cultist fix the problem of the boss being easy
a suggestion is arguing to the devs why said thing should be added
yeah i will back off as i think I've made my point lol
because the boss being easy seems to be the crux of your argument
but ur not a dev
and some other bosses as well
so what that gotta do with you
that is an inherent part of persuasive writing, it has to make an argument and back up that argument to persuade someone to agree with it
very true
get me some pros in here tho i need people who are as good as me at this game
I've nohit all of master death am I good enough
word
ive also done it on low% and I'm doing it without weapons rn
capp
i recorded it all
Elsi do you agree that Deus is unusually easy
look if you're just going to go to ad hominem on everything i can do the same thing too
so where is the footage ill view it myself
yes, but that's a deus problem, not a non-linearity problem
i wouldnt say unusually hes always been lightwork
kind of is
low% i deleted but weaponless is unedited on my computer
his loot is insanely good
no it isnt
oh and the nohits are on my yt channel
they might as well make all of his loot craftable with the ancient manipulator
I'm wondering if this sugg should be changed to focus only on Deus, because that'll be easier to support than a sweeping change of almost all bosses in the latter half of the game
it is an issue with deus, not with non-linearity
like his treasure bag drops
nah not just deus
anahita
aureus
and make aquatic scourge only a hard mode thing
post plantera boss
Deus is a good starting point, though
Because he is intended to be the furthest in progression
true
what's the argument for anahita and aureus? you say deus is so easy because it's just another worm boss, those two have much more unique ais
no anahita is extremely easy
they are also fairly easy, to be honest
ok so... if im reading this correctly, this runs into the good old rule 6


