#suggestions-discussion
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however I don't agree with removing fall damage just because you're on a mount, since there isn't any real reason to do so
Slime mount is only post-KS so it should keep fall damage but the jellybean mount shouldnt have fall damage
Since its post-ML
it his fall damage even though it can fly?
i guess i'll change the suggestion to making wing fall damage immunity function on mounts
@cloud surge
It used to be way too cheap for what it was worth
Now you need to atleast do something considerable
@prime creek fall damage on mounts is negated with calamity wings but not vanilla ones for some reason
And believe me, after you've beaten SPrime once it's not that hard
To kill the enraged one, just make sure to make a gold watch
I take fall damage from jelly Bean mount and I have calamity wings
I used Tarragon Wings and the bean mount got no damage

I'm using Elysian tracers
oh
maybe its the 'wing' wings that block fall damage
but idk if theres a difference
Soul if Cryogen works also, make sure that you are on 1.4.2.106
Why are we getting mixed results here, I am on the final test version of .106 which is identical to the live version
try updating your mod then
And about the burden breaker, I think it should be craftable but the crafting more expensive than before
what was the original recipe?
it might be that it doesnt block extreme fall damage
how far are you falling to test it?
I'm falling for like 26 dmg
i fell like halfway through my hellevator and died
I'm falling from the top of my large testing world to the surface
bruh
Jellybean mount is extremely inconsistent with fall damage
Sometimes i get it, sometimes i dont
Ah
Even after updating, all calamity wings and tracers aren't causing fall damage while vanilla wings are
apparently, this only applies to slimy saddle
@prime creek I literally just fixed all clam wings in the past update
and jellybean can't take fall dmg
ever
at least unless you're outdated
nah i have the latest update
could it be a mod conflict?
i have luiafk and alchemist on as well
oh also fun fact, using the luiafk infinite buff things nullifies anti-buff
...what the fuck?
i was pretty sure we fixed wings doing fall damage w/ mounts
like we force-fix it in 1.4.2.106
because calamity changes all vanilla wings anyway
if you have any vanilla wing equipped it makes you fully immune to fall damage as you should be
@elfin maple The Dark Spark is intentionally held on the side, this is how the patreon donor wanted it
(thats also actually how you should hold a prism)
Yeah dark spark did the opposite of what last prism did wrong
yeah
But why is the player emitting a beam of light from themselves that gets refracted by the prism?
We'll never know.
its a magic prism
it shoots light because magic
bam mystery solved
You emit mana that is then transformed in the light by magic powers
(would actually enjoy going deep into "mana = universal, omni-dimensional energy" theory but gotta sleep soon so)
you emit light, that is then absorbed by the prism to excite electrons, which then de-excites to release photons of differing wavelengths, hence all the different colours
aye, fair enough.
Add a chance for post-Yharon Eclipse enemies to drop Darksun Fragments
As it stands, current Darksun farming is solely trying to filter Mothrons out of the swarm that has no purpose but distraction and a few coins. Ideally, the enemies should receive unique drops, but a passable solution would be to make them an alternate source of Darksun Fragments. The chance should be slim enough to keep Mothrons as the main source of material, but it would still help a lot with making Eclipse a bit varied in approach.
How is that looking?
Eh, sure.
For some reason, Ice Queens and Pumpkings often spawn more often in the event than Mothrons do
Do they just have obnoxiously low spawn rates or
Likely
Moons almost never leave you with no miniboss/boss alive
Mothron only spawns as frequently with zerg

@prime creek and anyone else that wants to know, the wings + mounts fall damage is actually a tmodloader bug that hasn't been fixed yet, and there's actually a mod called 'mount fix' (i believe) that fixes it
The way this fall damage works (maybe only with mounts/tmodloader) is it takes the height of the last time you touched the ground and calculates the fall damage from there
Calcium potion also negates the fall damage when using mounts regardless of whether you have wings equipped or not as well iirc
I'm pretty sure that's fixed now
I tested that a long time ago, so that might be true, but then again it happened for some people in here
according to 106 changelogs it's fixed
(which means it's a new fix so ofc no one have the new test results for it)
i zerged and got a moth immediately though
in the moon events, the later waves are exclusively bosses and mini bosses, which is why you encounter them with a greater frequency since you destroy the normal mobs
If that darksun change was implemented it would also save having to beat the mechs for low%
Afaik
Youāre right
You could just get darksun for yharon p1 refights in some extreme cases like summoner farming
Wouldnt that be a lil inconsistent with the other events?
Idk, im just saying it would be inconsistent
Actually, do stuff like mourning wood drop nightmare fuel?
Hmm
Then yes that would be inconsistent
oh
If that gets in i would prefer if that happened for the other events too
ok honestly
Just random chance of dropping 1-2 on enemies
Does this count as a specific item suggestion?
I kind of like this idea because its more consistent than meld blobs dont shoot me 
It's actually not that inconsistent to have eclipse work that way
It's basically a combination of Pumpkin/Frost Moon's "only boss" drops
and Blood Moon's "enemies with low chance" drops
Yeah
at least 1.4 adds nautilus, heh
blood nautilus 
Inb4 its only on the ocean
That is kind of the purpose of meld blobs
But you can only make the xeroc pitchforks iirc
At least pre ml
and what about the other classes? All sorts of things!
it's supposed to be the purpose I think except Meld Blobs take two completely irrelevant crafting mats to even be usable, make exactly 1 rogue weapon, and have no other use for rogue
Its more of a general class item
gek
nova fragment
did you get this off of tremorās wiki or something
Yeah I just realized they make other weapons my bad I only really paid attention to the rogue parts
But it would make sense if they dropped from more things and be more rogue focused?
I just think there is uneven variety with rogue in comparison to the other classes pre-ML
part 1 of rogue expansion is here, even
I need to update my game lol
Oh crap, there is a nova fragment from tremor mod @zenith hazel
Tbf I havenāt played in a week so
Btw how is the optimization doing for you folks?
granted, the issue still persists, but part 2 is still on the horizon so I'm willing to bet a new post-LC rogue mat will be added maybe when that update happens
Guess I'll have to come up with a different name before it gets hated on
Yeah probably a good idea not to have two items with the same name
tremor mod be like I heard you liked mod compatibility so we removed souls of might
if it gets implemented it'll be named something regardless
True just the concept is relevant
nobody would want to code a new pillar anyways
i thought meld was supposed to be the rogue fragment thing
it's supposed to be a general class thing apparently?
except then that raises the question of why Xeroc armor was made rogue

it's supposed to be general class which is why xeroc armor was all class
xeroc armor was made rogue because people wouldn't stop asking for it afaik
as well as why meldiate bars make weapons for all classes bar summon because lole
because yes
Yes people wouldnt stop asking for xeroc rogue armor
Astral armor was already and all class armor? Thatās pre ml though.
that always struck me as more of an exploration armor
because of its bonuses and such 
Back then astral was on Plantera tier so Xeroc was fine
back then xeroc armor was also preml just like a lot of other things
elemental gear and seraph tracers pre ml 
Tbh if we added a ārogueā fragment that drops from each pillar weād probably be ripping off soa

Thatād rip off a bunch of mods by having a rogue/thrown fragment
one solution could be making a new fragment that's obtained differently than the others
for example, it could be dropped by Post-Cultist Astral enemies
Astral pillar 
:omegafailure:
yea new pillar is a no momentum
part of me craves consistency
what i meant is that normal Astral enemies could begin dropping Fragments during the Pilar Event
but i wont say a word
Yeah, I understood, just that it seemed pretty fun coincidence in biome design
(especially the fact astral spawns override other biomes and even co-exist with pillar ones)
You could change the pillar thing by having 2-3 Large Astral Monoliths spawn
Which would buff Astral enemies in the area and cause some sort of a special effect such as large falling stars
and then you need to chop it down? Because that would be pretty... unique imho
Oh no, I meant Large Astral Monolith* enemies
(Autocorrect god)

I mean there is already the whole thing with atlases
It would make sense since there is reason to go to the astral biome in general
Could make atlases more of a miniboss
But that could conflict
Since you could be trying to farm for rogue stuff and then spawn deus
That or you could make a new astral miniboss based off some other enemy
just another worm boss
Never too many worms
Petition to change the name back to devourer of thots smh
Why does ds drop them, actually
Probably had too many Anglers for lunch
but mining is boring and I like having an alternative 
then fish.. without broke accessories 

or.. y,know, actually get the stuff from the angler instead of a boss
yeah but by the time you're at the point where you don't need fishing anymore you'd have like idk 7-10 quests completed
I'd have agreed with moving the items if I wasn't so biased against fishing quests as a concept
honestly an alternative solution probably exists but i don't want to expand the suggestion
š¬
make fishing quests not retarded
you could pick between a variety of quests at random or just between quests in general
doing new quests you haven't done before would potentially grant you unique shit
doing more annoying/difficult quests would grant you better stuff
just as some preliminary ideas
also the Angler could maybe be a bit less of an asshat
thank you for coming to my TED talk
š«
š«
Fishing quests not refreshing daily but instead you just catch each fish at your own pace
That would be great
So there is still incentive to make different lakes in different biomes
But you just catch quest fish when you do
It still seems a little bare bones but I canāt think of a way to make it more involved that wouldnāt involve a decent bit of work
Fargo's mod straight up disables cooldown on quests, which is pretty blunt but potent solution
Yeah for sure
Cause like right now it takes 12 hours to do 30 quests which doesnāt even guarantee everything
actually tbh lemme edit that in real fast
Like if someone wants to grind fishing they should be able to
But at the same time there is something to be said for the potion grind for those not playing alchemist npc
But thatās more of a thing HM than PHM
I assume you meant "fishing" when you said "mining"
nope
What does mining have to do with it
Fishing for crates
fishing destroys any incentive to mine in hardmode or phm, because crate fishing
I see
You could specify that maybe
My rogue world I didnāt even break any altars
Because I don't like fishing
~~well then this suggestion not meant for you in general
~~
Tbh you gotta get the max 600+ fishing power for the insta fish
I dont like getting crates either
And its still doable without the ultimate fisher accesory
and yeah, that's the main reason
At most you need a sonar potion
you can still do it, just not effortlessly to the point of invalidating mining
Its still not that hard
because as it stands anyone with a brain is just going to fish instead of mine due to how easy calamity makes fishing
The thing also is
iirc at 400+ fishing power loot tables break and you start getting gibberish
Interesting
skip pickaxe difficulty with reaver shark for the one calamity ore you might want to mine (or just abuse aero slimes tbh)
Finding ores like adamantite also sucks ass most of the time
I donāt think I experienced that and I thought I got that high once or twice
But I should test around
A while ago I calculated the max to be 617 but I never tested that
again, you can still fish
i just think that those early grinds shouldn't be absolutely eviscerated out of existance
Hmm, maybe it's just a gossip from my side
as much as i myself hate them, i know those parts of the game have to at least exist
When I get a chance Iāll try it out
I mean, the fact they made crates drop these bars as soon as hm starts its exploitable already
And, well, personally I'd prefer spend an hour mining in the ambient early hm environment than an hour sitting there and clicking left click to death
Removing fishing drops would just slow the process down a bit if anything
that's kind of the point
iirc at 400+ fishing power loot tables break and you start getting gibberish
slow down the process to disincentivize rushing fishing asap
unfortunately, no, although I wish that was the case
get a random ML drop from 400+ fishing power out of nowhere 
and a bunch of other random shit
Gibberish means stuff like bass, not random drops, lul
hold on i just had a terrible idea
bass
lel
you get that all the time
you can still get normal fishing catches aside from the stock one with high fishing power, from what I've observed
Well, you tend to get it less when fishing power grows, but suddenly it starts appearing in tons again
RNG be like that sometimes, I guess

purple clubberfish startin to look like bass at any fishing power over 200
Is there even any mod that modifies the jungle temple
I'm mildly certain there's some other mod out there that adds Temple shit
or at the very least, some mods that plan to
and as such, those kinds of additions would be directly overridden or conflicted with by Calamity's modified temple gen
Well unless someone comes up with any mods that adds worldgen to there im not too sure
The worldgen got changed because temple memes are fucking awful
Better safe than sorry imo
Cuz what we do right now makes the Temple unmodifiable by any other mods, as far as I'm aware
^
which can directly come into conflict with other mods that, even if they don't change the Temple right now, may very well plan to in the future
I dont remember if it only makes the main room bigger
It changes to always be a large temple iirc
Nah
The words "Completely overwrote vanilla Jungle Temple generation" in the changelog
seem to imply to me that Fab yeeted original generation code and told the game to use his code instead
Well idk
ok
I didnt really look at the code myself
Might be true. When using worldgenpreviewer mod, the "Jungle Temple" generation step is replaced with "ActuallyGoodJungleTemple" step
lol
so it's a custom pass
I dunno if that really overwrites other worldgen tho
If its not post worldgen or smth it shouldnt

will need to look more into this
I haven't studied worldgen very thoroughly but this definitely does seem like it could be problematic
Does old power cell spawn golem outside of temple
Yeah "dont fix what isnt broken"
We need to find a mod that actually modifies worldgen on temple
I mean terracustom doesnt work that well in relation to jungle temple generation anymore, but you guys usually ignore that since it isnt tmodloader
What even does terra custom do
Like the "No temple" generation option just doesnt function anymore
Why is that even an option
It's called TerraCustom for a reason
I mean terracustom allows you to customize literally every facet of world gen
Including no temple if you really want that
Theres even a no trees option
But anyways, I'd consider at least a config option. If it has the possibility to break something, you should be able to disable it
@tired haven To make things make more sense, i'd add Pumpkin and Frost moon enemies drop them too. For obvious reasons
Meh tbh. Bosses start spawning non-stop on latest wave here
^
Itās an nf/ee gold mine
Thats true
@fervent zealot i learned the bad way the following
never suggest changing a progression break to not break progression
they hunt you down
Electric feathers?
those projectiles that bumblebirb shoots
Oh those
that look like their fucking beak is a rocket
Theyre very noticeable imo, unless you are in a pitch black place or smth
oh wait "underground"
why would you fight bumble underground tho
and grass walls make those projectiles noticeable already
@toxic aurora It'd probably be good to specify that you mean Bumblebirb's electric feathers in the first sentence
I did something next update that will help a little with that
why would you fight birb underground
yes, I sent my blessing to the gods
i do fight plantera, obg and birb underground
i always fight pbg underground wtf
surface pbg better
I always fight plantera underground š³
@toxic pagoda The Abyssal Tome was the second best option for WoF before it was nerfed slightly. It's still one of the best options for WoF
@toxic pagoda It's not recommended to suggest exact numbers
It doesn't need a buff
Ok but I believe itās damage last time was 40
Uhh
I just TESTED it, which was my point of my suggestion in the first place
if you think it needs a buff then you should just say that it needs a buff
What if 35 isn't the best value?
Could be too good but itās in the middle of what is was before and what it is now so I thought 35 was a good idea Sors
rev + no rippers
Lemme just say Eldritch>>>>>
It'd help to give exact DPS numbers and/or kill times
Yeah I was just looking at what generally had more DPS which was definitely eldritch
Oh yeah kinda rip black anurian as well
?
Itās just okay now
Ok hold on
Eldrith tome is short ranged and doesnt go through blocks
Meanwhile abyssal is long ranged and goes through blocks
Eldritch has a reason to have better dmg
That too ^
So yes that gives the right for abyssal tome to be weaker
If you think it suck ass you clearly didnt use all its potential
There is no way abyssal tome is lacking damage though seeing as how it was still really good even after the nerf
Mhm

If it really sucked ass it would have had some of the nerfs reverted before the release
Perhaps thatās true but I have yet to officially test both tomes with equal accessories, modifiers, etc
Well then
I just want to determine how much practical use the tome now has

Its not
Donāt even say lighting
No
Hellwing staff is a thing
?
Actually hold on
I don't even know what you are trying to argue here @toxic pagoda
Being up to date and having comparison are major elements to show the viability of a weapon
I...
But hey ur probably right
These tests were made when the weapons were nerfed for .105
Ok
Ok
Thing is when I was using it it was really only good against hungries and thatās about it
Not every weapon needs to be amazing for certain things
2:20 is a good time for WoF
Average is around that mark
I think what you meant to say is some weapons have the right to be engineered for specific things
Which pertains to abyssal tome
?
Just leave it
But then again this isnāt vanilla where there can be a weapon that lasts for several bosses
This is calamity where you go from one weapon to another for certain fights
Youre using it on hardmode?
Abyssal tome?
What else?
No I deposit abyssal tome bc I rushed lazinator
Then...what other boss... ??????
I used abyssal tome against hungries then it was gone once I killed WoF
Im actually lost for words
Whatās your point exactly? Youāve never been clear about it
There's no point even trying to extract it from them
Iām just contemplating whether abyssal tome deserves to be an extremely viable weapon or a hungry-destroyer-4000
This convo is done
if its already viable then there's no need for a buff 
Doge please
Yeah itās better if I donāt even respond to that
I recommend just say buff rather than telling us how much to buff its damage.
because stuff like that requires testing.
Thatās what sors was saying
and rover would be correct
And the update is still pretty recent in which abyssal tome got a damage decrease so some people may not understand why my suggestion is there
except you're talking to the people who tested the weapons
I mean if it doesnāt matter that abyssal tome is only really good for WoF and nothing else then it doesnāt need a change
Its still good for hard mode exploring
Who said its about light
Hellwing staff for light, eldritch tome for saying goodbye to enemies
And have you seen aqua scepter on vanilla being used after WoF, if at all?
Literally the same
Is it any good?
Better than actual hardmode weapons, no
Or could you use storm spray and do the same damage
Because why farm hardmode weapons when pre hardmode ones do just as well
But oh well
I give up
Profaned rock could be easier to mine yeah
What I did was get the wizard, get a spell tome, destroy the hardmode sandstorm with eldritch tome (tried abyssal tome but not as good), then got relic of ruin, which I hope we all can say is better than abyssal tome
As it should
Why does prov still have the bigass profaned rock cube btw
Lol
Thought we gave the drops actual tiers
I mean, its free rock so thats a plus
If it is then reduce the mining time for it
Even with mining boost accessories from other qol mods it takes like
I wanna make a tier list for the satisfaction of treasure bags
5 years to get rid of it all
Actually
Program prov to only spawn the box in hell tbh
That would be interesting
Itās clutter if you kill her in the hallow
And no one cares about hell (sorry signus)
HE STOLE YOUR SUGGESTION KINDA @queen sail
What sugg
Look at this dude
Bruh

He must be banished to the shadow realm
...

Okay since my phone was being a meme
I was saying that
When I was talking about the prov box, i was talking about the sugg

Bru
h
Didnāt even bother to look at the times you said what you said and when he suggested what we suggested
šæ
But even so you had an interesting idea of having the cube only be in hell
Oof I have AP Enviro HW to do now
it'd also be nicer if it was smaller
just have a platform, not a box
Planetoid Outer Spawning: Instead of making planetoids unable to spawn on the outer thirds of the world, just make them somewhat rare in these regions. it's weird how they're so clustered around the center just to be non-existent if you go exploring in the outer edges, and it would incentivize more exploration in the early game to get some extra loot.
Evil Planetoids: Planetoids that can be around as large as the ore planetoids, but more rare. They're made of one of the 2 evil biomes respective blocks, with 1-2 Shadow Orbs or Crimson hearts in the middle of these planetoids
Why?: More variation in planetoids, as well as providing an alternative place to fight the Corruption/Crimson bosses and a way to get their Orb/Heart loot without buying it from NPCs.
^
thoughts on these 2 suggestions?
Evil Island and Evil Planetoids?
Also, adding more orbs/hearts to the world still doesn't make them renewable
They'd need to be purchasable anyway
of course they'd still need to be purchaseable, but it would provide a possible option to get the items without purchasing
you can get them from crates 
Dear god
We've just gotta add Brain of Confusion and Worm Scarf to those crates and we don't need the Dryad to sell em
We already don't need her to sell Band of Starpower and Panic Necklace
that's a good idea, since Dryad is cluttered as all hell
I mean, everyone complains about fishing though 
I'd rather add recipes to items like band of starpower and panic necklace
fishing is how you make things renewable effortlessly
So is adding it to an NPC shop
adding it to an NPC makes it even more effortless
fishing shouldn't be a requirement to make sigil of calamitas because bad rng
how do you do that?
so you add fishing up enemies like 1.4?
everybody hates fishing but it is a useful game mechanic that vanilla (and us, somewhat) puts a lot of focus on for some reason
also coding fishing drops w/ tmodloader is like ass so whatever you suggest, it better be worth it
Dryad cleanup time
Remove goblin battle standard to Goblin Tinkerer
Move desert medallion to Amidias
Remove panic necklace and band of starpower
Add both teratoma and bloody worm food at the same time
Remove Bloody worm tooth and rotten brain
Move seafood to amidias
Remove naughty present and pumpkin moon medallion
*reminder that this was a thing
already did top 2
Sounds good
and seafood
Jungle Rose and Natures Gift could both be moved to Witch Doctor
Are they in the public update, Ben?
aight then I'll update wiki
I think naughty present and pumpkin moon medallion should still be sold by someone though
the weapons Wiz sells can go
Personally I don't think it's necessary for them to be sold
he sells the weapons to avoid dungeon rng
they're all obtainable from enemies/fishing, but Magic Missile could stay since it's the hardest to get if you have bad rng
and I just made the arms dealer/cyborg sell the guns/rocket for consistency 
yes but by that logic the Astral Enemy weapons could be sold by him or another npc to avoid that RNG
Post-PBG might be more balanced since Golem is directly after Plant
anyway I'll dump a few quick NPC Shop change suggestions in a second
NPC Shop Change Ideas:
Celestial Sigil to Amidias because Lore- Cryo Key to Permafrost since he's very related to Cryogen.
- Jungle Rose and Natures Gift to Witch Doctor since they're more jungle related
- Pumpkin Moon Medallion and Naughty Present to Clothier post their respective event cause Dungeon-Ectoplasm stuff.
Amidas expressly didn't want to do the summoning, why would they carry that around?
Sure, why not.
Dryad is obtained earlier, Mana rose would have to be buffed
Eh
The flower one is arguable, because the Dryad sells sunflowers and jungle/flower walls
fair, but the Cryo Key and Megallion/Present ones are good imo
Sure, if anything, you could obtain Perma before regular wizard
And Clothier isn't used for much except dungeon walls anyways
Which I feel should go to painter because he supplies walls the most
I don't think the Painter's inventory can fit those
i'll check
alright yeah, Painter can barely fit the Dungeon Walls if he had to
only has 32 slots filled from the start and the most he can carry at a non seasonal time is 37 items
Itād be cool if you could, ya know, mix some of the colors
bno
It'd be cool if Terraria natively allowed separate NPC shop inventories
yeah
That would be cool
If only
Maybe itāll happen if they dump another 5 paintings onto the painter
Also since weāve been talking about NPC suggestions, Travelling Merchant could get some more items
Frost Guards such a random item for him to have too
(During Christmas, the Painter's inventory can actually get overfilled and make some stuff unsellable, because he gets several new wallpapers to sell during Christmas and the devs never realized that it'd be too much)
Very cool
Are you sure, Ben?
It appears
that Permafrost does indeed sell the Cryo Key
... but the Wizard does too
It'd be cool if Terraria natively allowed separate NPC shop inventories
that would be god
(also, Clothier selling moon events sounds about right, given that both of them require Ectoplasm --- a material inherently native to the Dungeon, where the Clothier sorta resides prior to the Terrarian coming in and memeing on Skeletron. look, it's the best explanation I can come up with here, just roll with it
)
Okay, then I'll do it
š

Prolly not
dryad was probably initially given the items because she arrives after you've defeated a boss.
Someone let me know if they're already in. I haven't played the latest update
@formal cobalt Soonā¢
iirc once the infection gets some bigger changes they will get in
Also theyāre still making aureus and deusā proper drop pools iirc
so should I remove the suggestion?
yes.
For the rogue celestial shard idea, why couldnāt it just be a random selection of 4/5 pillars that spawn
Ofc you donāt want 5 simultaneous pillars, but not having 1 is fine
If necessary the missing pillarās fragments could be treated like the original idea for rogue fragments
dropped in smaller quantities by the other pillars
not having a pillar is actually awful though
what if you're playing the one class that gets fucked
well it could drop in smaller quantities from the other pillars, as the original suggestion for rogue fragments handled that issue
anyway iirc there is a way to convert fragments
and I think having new pillar enemies would be really cool and a way to make that generally static part of the game more interesting.
Dont make this change, flesh totem/CotBG is a godsend against yharon and making it only have a chance to activate when it usually has enough time to recharge would just make it bad
Same for Affliction/Heart/Community
And it's still technically the same damage reduction, just fragmented with a bit of rng
You would be surprised just how much CotBG tanks hits when the cooldown ends
Just having that at random would be kinda op
You would only have a 20% chance at all times, and only for half of what it can do right now.
Essentially my thought process is this: assuming you take a hit every two* seconds, it procs every 10 seconds. Halve the DR from the effect and you get the same overall DR in 20 seconds.
having it at random would not only make a much more powerful effect proc much more often, but it'd favour the lucky pshhhh i wouldn't be complaining and penalize those unfortunate enough @ Ein
You only have so much health, that doesn't hold up.
^ That too.
Especially considering higher diffs, I can only see this really working on normal.
Your main task isn't to facetank anyways, it only comes up when you'd get hit occasionally/rarely, usually in-time for the cooldown to have finished by then as more of a "buffer"
also being able to facetank basically gets rid of any challenge.
My primary opinion on it is I would like it to a proper "tank" accessory. But currently, that's only the case every 20 seconds. I just want it to be overall more useful, albeit less powerful on activation.
Compared to something like the rogue mirrors and the black belt it sucks.
Since you still take damage even if it procs.
I could handle a DR buff and slightly nerfing the cd reduction.
also note that it would only work for contact damage, whereas the RNG-belt lineage works for almost anything, and completely nullifies damage and gives lots of i-frames
The tank meta is silly amounts of DR or if that doesn't work then it's healing.
And both are nerfed š
Are you proposing that I make it stronger, vibtra?
A higher chance of proccing for less DR, or the inverse?
No. We're saying that it shouldnt be RNG.
So if you would prefer it to be less RNG, wouldn't just a higher proc rate be better? Tanking implies preferring to just getting hit, imo.
Like I said, buff the DR it already gives and maybe rebalance the contact reduction effect if needed.
While the change idea may seem interesting, I feel as if RNG shouldn't be the end-all-be-all, we already have the belt(s) that have the gimmick of dice-rolling.
Either stays as is, or probably has % chance to half the damage dealt (no longer limited to contact), and provide a small damage resist for any further attacks for a set duration, then goes into a cooldown phase if you're really keen on having a dice-roll do the work.
Although I'd personally keep the item as is due to it being a nice buffer "when i need it", there's the possibility that an idea can get considered.
Ah, that's an interesting idea. A sort of contact-damage equivalent to the Evolution.
Well, to put it into better words, you get a flat damage reduction during the cooldown that only expires if you get hit by a projectile.
stats are a no-no fyi
Combined with no specific item stuff it gets a bit taxing to explain what you're meaning without breaking a rule tbh.
You could just say delete the numbers
I'd argue that the 100% chance with cd is much better than what is about to be proposed, because if you do get hit out of sudden you know it's gonna be only a half, and if you get hit by contact more than once in half a minute, you either know what you were doing with the build to afford that or you die miserably regardless
For the rogue pillar u can just summon another one after one or two are killed, kinda like new alien reinforcements or smth
Some people don't like grinding the pillars even with Calamity reducing the enemy kill count to 100(?)
If another pillar were to be added, new enemies (along with sprites) and weapons must be added, maybe another gimmick kinda like how Solar has its meteors and vortex has pp. It also has to be themed
How about an item which summons the rogue pillar, and having said pillar not required to be killed in order to summon Moon Lord.
That's not a bad idea actually, more work for rogue tho
how about you just destroy the idea of a pillar because it'l never work in correspondance to the others
And the player might just neglect that pillar entirely bc a large amount of weapons exist for rogue i presume
having a fragment drop from every other pillar is the most realistic solution, and having a post cultist boss that drops it is the best case scenario
it sure did
Just stating the inconveniences with having another pillar
how about not adding pillars since thats in the donts iirc
I realized these after writing my own pillar idea lol
The theme for the rogue fragment could be asteroid. The high velocity sorta goes along with throwing things and asteroids can be hard to detect, hence the stealth aspect.
wdym
Oh, i see.
So yes
Dropping from all pillars is the best alternative
A change of theme is beyond me
I guess the only problem is that meld bars can craft weapons for all classes despite having a rogue-only armor set. For pretty much all other bars and shit that you can craft themed weapons and armor, you can have an armor set for any class.
Reposted my suggestion because it got borked.
Xeroc Armor could go back to being a post-cultist armor set and we could introduce a new rogue fragment (that doesnt have to have its own pillar) along with fitting items. (we only need two weapons and an armor set, as well as wings because thats what all the other fragments have)
Xeroc wasnt a post cultist set
It was at one point.
Well then why make it one again when you have astral
That is true.
At most meld needs more rogue items to be like the other celestial mats, mostly focused to one class but has uses for other classes
A meld boomerang could do nicely imo
also, if it's going to be dropped by all pillars then it shouldnt be dropped by cultist because why would it get special preference
But thats to the point of specifics
Uh bud
It doesnt drop from cultist anymore
Like months ago
Oh. My bad.
Havent been back to calamity for a while so i don't know everything thats changed
@bright mountain Okay, that's certainly an idea, but what would it change about mod progression that necessitates a shift in placement?
most people fight DS after EoC?
i spend alot of time in the tmodloader community and most of them fight it after
well.. without rev and death and shit
i just think theres not much gap between progression of ks and eoc
and there is more between eoc and eow
probably just my opinion
Because pre hm its as non linear as it can get
then why move DS to post-EoC to make it even smaller?
Also GTB is a good boss smh
what
between EoC and EoW has crabulon, so does between KS and EoC with DS, so whatās your point here?
gtb is a good boss but as i said it doesnt normaly get fought before every other boss so it makes the fight too easy
I do tho
gtb is amazing imo. (scrouge not so much from my expirence)
I fight ds and gtb pre eoc
hmm idk
you dont really have too much space to work with so probably keep it the same
DS gives you more stuff to work with for EoC
but if was developing a mod personly i dont think its a good idea to have a boss in that position
idk
I mean
i dont like the fight with ds but i like the loot
Literally all the major mods i have used do pre eoc bosses
rly?
Yeah
then why not suggest a DS buff/rework?
Its on the donts
yeh i was kinda meaning that
exactly
donts?
not to suggest a boss rework
Wait wait
So whats the point of this again? DS happens too soon? DS is too easy? What is it?
Cuz tbf if you expect ds to be some complex ass boss youre really expecting too much for an early boss
isn't the ds difficult in death mode
If youre not careful it can eat you yeah
itās fast as hell and its head pretty much kills you if youāre low
i dont enjoy ds because it happens a bit too soon to get better use out of the content without cal gamemodes and because its probably needs a better fight/ai
idk
so the problem is both
I mean
basicly buff it up one boss, give it better but similar ai, and possibly change some drops
ik ks isnt the best
also wdym āget better use out of the content without cal gamemodesā?
i dont use the drops ecept for the fishing ones
Well thats on you
ik
Half the drops are useful af
i deleted the suggestion
the drops are not that bad tbh
Huh
aero stone, sotd, dune hopper, barinade, etc.
idk probably because last time i faught it i didnt enjoy it because ut was death mode
im still waiting on that aero stone suggestion i made
mhm
probably aswell because my friend forsed me to play death when i havent even finished calam before
Ugh i had another sugg in mind but i forgot what it was
death mode isnāt for everyone anyway
mm
the aero stone dropping from hive or perfs one?
Why do you reckon that should happen
I see that suggestion about a config to disable Calamity's changes to vanilla content just got
Ignored 
If oiled worked on anything but
I'd be more inclined to star
Wait it only works with on fire?
pretty sure?
it should work with other flame debuffs tbh
Well im gonna add that to the suggestion
imagine oiled with demon flames
Or make a separate one idk
"When an enemy is under the effects of this debuff, it takes increased 2 extra damage over time from On Fire!,Ā Cursed Inferno,Ā Frostburn, andĀ Shadowflame." From the wiki for oiled
gn
cursed inferno isn't 2 debuffs lmao
- Make more things apply it
Really tho
I see no reason not to do it
Improves compatibility with other mods ("but Calamity's not good with other mods" that's exactly what a change like that would help to fix)
Makes things easier/harder for people, depending on their preference (cheese could be completely worked around by saying no-hits are only eligible when using Calamity's balance)
a lot of the changes calamity makes to vanilla are to make weapons better
It was already said that it just wont happen
It nerfs the
meme and crystal bullets for good reason too
If a boss was designed around an op bullet or whatever that just means the boss might actually be a decent threat with cal on.
Some people a lot probably but still may prefer them to be broken
Plus there's the whole issue of whether or not a mod should mess with the balance of the game it builds off to begin with
For better or worse
Its a mod
A mod is a modification.
Technically speaking adding stuff isn't in the name.
Any reason for that besides "it makes the game better?"
Not trying to start a fight
Just seems kinda dumb to me
And why did this had to be bringed up when the suggestion had passed already
And it has been discussed already
The outcome wont change
just means i'll just disable calamity when playing with other mods unfortunately xD
I scrolled up and saw zero discussion on that one in particular
Idk
Was just confused, is all
Seems like a simple change to make, and if you prefer Calamity's stats you can just
Not turn them off
Beauty of a config, nobody's forced to adhere to the other's opinion
tbh i mainly wannted it cause i like calamity's quality of life improvements aka crafting accessories that would normally require farming but disliked how it changed vanilla weapon dmg/def ratings thus making other mods unballanced with "vanilla" content
Yeah
It's just being courteous to people who disagree with the changes
Kinda like the config on the DR cap
Not everyone believes glass cannon is the only way to play
On the topic
Still think being punished for using minions as a non-summoner should be toggleable
If it isn't already
tbh that wouldn't be so bad if there was a good minion early like in hardmode a minion that applied ichor/cursed flame so you can focus on more dmg
being able to just add free dps is stupid but whatever
Luckily iframes exist or it'd be worse.
i mean there's a self imposed 1 summon minion challange where you aren't allowed to use any summoning sets/accessories and only have minions kill the boss but you know with the dmg reduction that's kinda... just a meme now
Why are you holding a non-summon weapon as a pure summoner..?
because the challange was orginally done in vanilla so you'd hold a rod of discord in case you needed it
Why is RoD still going basically unpunished
Tell me, did anyone suggest adding a button to instantly remove all summoned minions?
It's called right-clicking the buff icon
Because every time fab tries to nerf RoD idiot children stir a fuss.
Didn't stop him from going through with all the other big controversial changes
@gusty geode, imagine that: you are fighting Perforators as pure summoner.
You have to be focused on: dodging worms, dodging rains and clicking buff icon that constantly changes position.
build a better arena? xD that's kinda calamity's solution
xddd
Then why would you be deleting minions
No, that's a bad solution.
buff icons don't change position unless you're inflicted with a debuff
and deleting minions during a boss..?
at least for me whenever i struggled against a boss building a bigger boss arena made it either cake walk or just really easy
example is probly dog doing him without any support aka platforms/rope/potions active is kinda fun
The longer you spend on an arena the far easier the game gets yes
Perforators arena just cant be "bigger". Making them longer not gonna help all that much and adding more layers is pointless cause crimson have limits.
Biggest example of this is plantera
The crimson does not have limits
You can mine crimstone at this point and use crimson seeds.
i think polterghast is best now that i think about it due to how small the dungon areas usually are and how enclosed they often are
making a custom dungeon helps but dunno if that was the intent of that boss
yeah it's kinda both really
Though the jungle can generate a decent room to fight plant in.
Yes, at this point I can do that, but why wouldnt blocks block my horizontal movement? The MAIN movement?
yeah that's probly the only bad boss i think there is in calamity mod since all others can be done without a custom area
Making crimson bigger vertically is just not a good idea for me.
The worms are vulnerable out of the crimson, platforms can help deal with them, using blocks at the top of the arena can block ichor shots.
My point is: there should be a option to despawn summoned minions without clicking buff icons. It takes time. Expecially if using something like RoD or BoC lore item.
why
you can also use a 10 platform 5 block setup to block their projectiles since this'll also mean the perferator will float above you
It's not only a problem while fighting boss. It's a HUGE problem while caving for example.
Clicking buff icon doesnt take all that much time, yeah, but when minions stuck or somehow refuse to attack enemy I want them to attack (and mouse2 doesnt help), I'm forced to despawn them.
Also Queen Bee fight was 99% of me just clicking on QB with crab equipped.
And that's why I don't bother with pure summoner
tbh pure summoner is best and worst class if you know that the defenders items are kinda broken with calamity aka often just murdering bosses insantly
That's something I'd pay to see
SCal with sentries only
take for example when you can obtain the spike crag staff and use it to instantly kill plaugebringer
that's not that hard lol xD use the profaned energy staff and spam it's summons in one spot
provied u can dodge decently it's pretty ez
since most if not all turrets remove i frames for some reason
Yes, defenders gear does work a bit too well with calamity sentries, but it clearly cant be applied to prehardmode.
easy
vid or didn't happen
Summons have bad ai, this is already known.
There is already a perfectly valid option to turn off summons, the only thing you need to worry about is not having tunnel vision so you get hit while you're performing an action that takes less than a second.
Multitasking is basically how this entire game works, bosses are just another part of it.
Go ahead and post the sugg if you like, I can't stop you and who knows maybe the masses will agree with you.
tbh i say easy because they are "well designed" there are few if any cheep attack so once you have the skill to beat it... it's just a matter of mastering the pattern
an scal that takes an hour is still an scal that takes an hour but I can see your point
Seriously though, record it and post it on yt and you can have the big clout.
even better as a nohit
xD i've only ever done that once tbh and that took me ages of dying and retying
never doing it again till they add an item that let's me insta die with use of wings so i don't have to just sit and wait for the attacks to hit & kill me
think they'll ever update supreme cal to be able to be done with 10 players? xD cause atm i think that would be impossbile with how the projectiles spawn atm
@fast ledge it would be helpful if records (not necessarily video) demonstrating the combination's power would be provided
what update are you using?
@left sparrow Alright, what'd the reasoning be?
That feels like melee bloat with extra steps
Rogue weapons are daggers and scythes and a whole buncha other things like that, I feel like it would need a close-ranged attack with the weapon itself just to make it more than a projectile
Don't get me wrong, I see where you're coming from with the shanks and axes and that, but it feels more like that'd just be an expansion of melee in rogue clothing
Rogue is the yeet class, so I feel it doesn't need to be made more than a projectile
All mage weapons are equally just projectiles, but there's enough flavour and variety to not necessitate more melee mechanics to round them out
I feel that rogue is in the same situation
I do like the rogue melee that exists tbh
The flex?
It swings like the ghastly spear thing or smth
Also, this is only half of the rogue update; I think it'd be best to withhold large rogue-based suggestions until it's complete
Oh that, right
I feel like slightly more of the weapon I mentioned would be neat, but no subclass bull.
We already have lots of content as-is
calamity is very much bursting at the seams
We need MORE
gives plaguenades a melee attack
There's quite a lot of rogue weapons that'd just make no sense to make them melee.
You can't really justifiy things like the bombs as melee.
Brackish Flask, Ballistic Poison Bomb, Plaguenades etc.
When you try using the Reaper as a melee but it instead makes you fly into DoG's mouth.
Oh shit

right-clicking with The Reaper now spins it around you very fast yeeting you forward in the process and making you easy pickings for DoG
you're welcome

"It's annoying to scour a new world for items so I want to fish for a 1/50000 item instead"
what
yes I literally just came in here to make this joke
I mean if it supposed to be rare it should also have a rare chance
Maybe not 0.0000001% chance
Or 1k?
You would.... Probably find it faster by looking through the world than just going for rng
^
Cuz reminder people still have the luck to kill 100 cryogen and get no cryo stone
True, i mean it would always be convenient to have that option also
Some are
Not all sadly
You could also wait for the next fargo update if you want
Banner supportās incoming
Yeah but the banner recipes are doubled/tripled iirc
Theyāre mainly doing it because grind hell
You need all legendary and rare variants
Yeah fargo has this tendency of making you grind a lot
Well, for the rarer items, anyways
Not saying its bad or anything
The regular calamity banner recipes are just qol
but then you get into all the rare stuff needed for enchants
legendaries, shrine items, RIVs galore
Also tbh fargo grind is nowhere near as bad as grealm tbh
there basically isn't a single Clam enchant that doesn't require one of those three, at least
Oops tbh used twice in the same sentence
Also making some late game weapons for fargos is incredibly tedious
I donāt think auric tesla enchant requires any of those but it also requires all the auric armor and all the exo weapons and thatās even worse
Kinda offtopic from the suggestion it is now
As for the actual sugg, thatās an ok idea but if itās that rare why not just look for the shrine item
I think that just having another option to getting the item would make it more convenient in getting and like i had also said, in multiplayer it would be a lot more annoying to get two of an item if only one shrine of each type is in a world
(Though i might be wrong about the number of shrines)




