#suggestions-discussion
1 messages · Page 1133 of 1
It adds something that the player can’t do otherwise
But making your weapons unusable is something the player can do themselves
Just thrust them into to magic storage or something
And it’s immediately unusable
Armageddon adds in a game feature the player can’t implement themselves, this “no weapon” curse implements a feature that players can already do
Within the confines of the mod anyways
same with armageddon, since instant death mod also exists
.
without instant death mod the player can just stand there and take all of the hits
i doubt it'll reach star req but whatever
with the config on you won't be able to use weapons same with armageddon but in this case not being able to get hit by anything
both just makes it easier to do x stuff
it's a new and unique idea so doesn't really matter is what I'm saying
When you impose a “don’t get hit” limitation on yourself it’s overall harder to do due to the amount of things that might happen if you don’t instantly die from a hit. If the boss is really low your summons can kill the boss, or you might leave your mouse on left click for a bit too long and accidentally kill the boss etc.
If you don’t want to use a weapon you just don’t have a weapon in your hotbar
not using summoner and save quitting exists
the sugg's alright anyway so I doubt discussing about it more will change something
My point is adding in this feature is literally useless for 2 reasons
1: if you want to limit yourself to not use weapons it’s already an easy option
2: Boss rush with accessories only isn’t viable.
Also my point about Armageddon is that it makes things easier due to actually having an effect on the game that you can’t do otherwise. With Armageddon you can die and reliably make sure that summons don’t kill the boss. Without Armageddon that’s much harder depending how low the boss is
Armageddon is actually useful because it implements a game feature the player can’t within the confines of the mod
you could say that about the other curses, same with the defiled feather.
The difference is that you can’t increase the difficulty of the game without these items
You can however, not use weapons if you want to
you can just not wear wings
You can
bam you have defiled feather
Defiled adds higher drop rates
which is also why defiled's getting reworked iirc and why they're wanting to get rid of curses
I mean then yea defiled feather just kind of exists
There’s a reason why it’s being removed as a game mode
Difficulty*
its just a challenge
(Also defiled in current calamity version does increase drop rates according to the wiki so
)
Defiled feather only kinda exists to be defiled, since the difficulty is gone
Which adds a significant change to the game which the player can’t implement within the confines of the mod
which is really random and weird for this item to have it so it's getting removed
That’s kind of unrelated, but yea
@mighty knot Might wanna consider the fact that rage is getting overhauled next update.
yeah rage is good™️ from what I heard

The rework does change the upgrades
They only raise Rage duration by 2 seconds when used
also true melee no longer grants rage

no hitters now have a chance to get rage 
we already have nohit qol by dom with potion of darkness wdym

true melee still gives you a lot of rage because you have to stay close to bosses anyways 
Would suggestion about adding more overhead summons (or those that are on top of the player like tundra flame blossom or saros') be valid? 
Just wondering if its even worth adding, I just find that type of summons cool and consistent most of the time
perhaps
I'll think about it then 

Is Astrum Aureus getting reworked? I love the fight but the boss is hard due to the fact that it slides and it can easily catch up to the player when it jumps.
if you're the same level as him go the opposite way he's jumping and if you're above him just fly up quickly
Thanks
but is it still better than adrenaline?
being non-boss exclusive was always a point for rage
it doesn't have to be better than adrenaline
just that there's usually nothing to do outside of bosses 
and plus adrenaline is much harder to get than just being near the outline of an entity
yea
Mfw I wanted to sugg something but stealth suggs are discouraged atm
:jaja:
also the sugg prob won't get far anyways
since it's about resetting Stealth when a boss spawns
wtf anme pfp
shut
yeah wait till 1.5
not sure that's anime
shut
astral biome requires 950 blocks??
alright imma yeet my sugg
yep
tf why is so many
ikr
its same as desert iirc
for making artificial biomes thats a lot
my second point too, its super immersion breaking to leave the biome by just flying up a tiny bit
300 if you're in the snow biome
desert requires 1500
i dont think astral biome should require so many
especially becasue it has boss fight tieds to it
no, it requires 300 astral ice in addition to the 950 any astral
Firstly, it makes creating an artificial astral to fight bosses extremely annoying
none of the bosses need astral to fight in tho
just to spawn
well aureus and deus dont enrage outside of the astral
imo they should but whatever
(CalamityWorld.astralTiles > 950 || (base.player.ZoneSnow && CalamityWorld.astralTiles > 300))
really? huh cool
the suggestion is mainly for second point tho, it really kills my immersion
Same reason for those of us who suggested it previously. Maybe we should bring up that it makes the Death mode changes very weird and such as well cause if you jump high(which happens in low grav) you leave low grav.
@gritty shore that's a don't, read the doc in the pins
oh sorry
I dont see whats a dont about that in the doc, which thing exactly are you talking about?
adding the interlude themes
oh
you're not allowed to suggest adding more music because big file size
Oh alright, i didnt see that in the doc, sorry.
np
Am I allowed to suggest special slots or is that a don’t? I know that we can’t request items and etc., but what about slots?
slots for what
you are correct 
ty
Like diving gear, wings, basically things that take up unnecessary space for things that buff your strength cause you can’t have your regen band and your worm scarf out at the same time cause your shield is taking up a slot.
sounds like it'd be horrible to balance
and also wingslot mod
and cheat sheet extra slots, antisocial, other things (probably)
Mhm.....is there a slot gained after moon lord?
Ok.
It’s mainly early game issues and hardmode and I know that post ml is getting reworked and all.
Thanks for letting me know. I always forget the specifics cause people have lots of ideas and suggestions and I completely get why we can’t suggest it now.
accessories are balanced around having to waste one of them for mobility like wings etc
that's what the suggs doc is for
which is why wingslot is considered cheaty
ngl i dont get why so many people use wingslot
Extra slot
yeah its basically just cheating an extra slot
Sometimes you just feel like having an extra accessory slot
from a technical standpoint, I would say that it's quite impressive that it's so stable
I've never encountered a bug with it iirc
well in my experience with it you need to click quite a bit to get an item out of it
But it's unbalanced yeah
It's incompatible with Fargo's Soul
fuck fargo 
tmod crashes if you put SoE on wing slot
that is like, the only thing that wing slot has a bug with
yup
@ashen warren that's not how that works
Read pins.
read the pinned docks
K
Because
That's your answer, have a more solid reasoning
Why not
That's not a solid reason
Why for Calamity as well.
Mhm
I'm new to calamity :D
Mmmmm that will not do.
I'm just checking out this server
lmao
I think my suggestion is great
needs reasoning
Damn
like why do we need more bunnies
would it be useful
what is the purpose of more bunnies
and dont be specific
No
the why part needs to not be
"it'd be cool/cute (OR ANY ADJECTIVE)"; you need to give more reasoning
like what it its purpose
I see
why do we need bunny
B U N N I MOMENT
bnuyy
(I'll delete for now)
@ashen warren u need a title
Seems a bit specific
and that sounds like a sis
Plus no real reason for the sugg to exist
oh sorry didnt know
i think it suits calamity because there are other weapons that can do similar effects but i kinda wanted a more flask version
sense i dont think flasks are used that much maybe im wrong?
i think theres only a few in mid game (blood moon ?)
also whats a sis?
"Specific Item Suggestion" is what that stands for
This isn't too specific, so it could work
if you give it better reasoning
What do you mean "a flask weapon that buffs you when you fight?"
figth
This sounds like Demonshade’s set bonus.
It sounds like any buff potion
Not really.
well it could buff you whenever but its more cader pvm - it can be used for any class it just dosent hurt the enemy
nor debuffs it buts still a weapon
They want a damage buff that lasts for a few seconds endgame, which is what Demonshade gives you.
"cader pvm" ???
Literal boss rush meta.
Okay, yeah
That does sound like Demonshade's set bonus
i dont know the grain and salt of the game saldy just a quick idea
wanted a flask type weapon to be used more
maybe instead of dps buff
it can use some other buff?
tbh maybe debuffing the enemy would suit it better
Well that's just
Ichor, or Marked, right?
idk how it could be unquie tbh
alchemical flask is a equipable flask that debuffs enemys
post-Dragonfolly
post-ML since swarmers exist
Right
i wonder why that change was made
@fair cradle There is already a Calamity Texture Pack
oh
I feel like blessing of the moon by dm dokuro would work well as a credits song
the sugg has nothing else to do with a texture pack tho
oh it was edited
But idk if something like this would be implemented
not like they can do it before 1.4, however
yes there is
because file size
this feels unnecessary, has no reasoning, and isn't a job for calamity on the first place
whenever tmod 1.4 exists, ucmm will probably take care of that anyways
@fair cradle ^
it breaks every rule it could reasonably do
well it's not exactly practical either
Then I'll do it myself.
Byeah this is a future content sugg
Can't make suggestions about vanilla 1.4 stuff
tMod ain't there yet
From what I gather this channel is pretty harsh so that only good and practical suggestions make it to the devs
can i pass an invite to unofficial calamity mod music server here
aar could ask there for this i think, even tho it is 1.4 related
nvm
We do have a good deal of rules and we do enforce them
DMs, if possible
well i mean if it's not allowed it should be in the don'ts thing imo
feels like a major enough thing to be included
it should probably extend to, in general, add whatever's theme
rn it only like, mentions unused themes
that's still kinda dumb
honestly wouldn't that fall under the implementing removed things don't anyway
why not reword to be more towards general music
it is not definite on whether or not adding a new theme for a new thing is disallowed
But considering the reason provided
It's probably disallowed logically
they're not really removed
Indeed, they are not removed
removed before being implemented 
so scrapped
aren't boss rush curses being removed
Yea iirc
i dont agree with this Calamitas suggestion unless they added a way to fight her with Phase 1 again
i mean tbf
phase 1 cal is just like
lowering your guard
it looses its point after the first fight
you dont really loose anything from it
or from removing it, that is
I guess, but I just prefer to not lose these sort of unique asp[ects of the fight
Though this is far less important the issue DoG has
So its not a huge deal
will scal brother phase be changed in the update
as its far too easy
and let's the player stall to heal n stuff
if the player wants to stall then thats kinda on them tbf
also if it needs to be changed itd prolly get tweaked when they get to her in the post-ML rebalance
if the devs dont see a need then she wont get changed
basically, might not be a good time to sugg anything for scal
Id just want it so that instead of the brothers going away when you kill them, they become invulnerable until both of them are killed
You kill them but they don't go away until you kill both
Would be 😎
this
better wait for the update to come out (or news regarding if scal will also get mechanically changed)
Uh
Most of non-rage nor adren related rev exclusive items are being moved out of Rev
Mostly going into Malice
And Malice exclusive items drop directly instead from bags afaik? Not sure if it's confirmed yet
Yea they will drop directly
sorry not super familiar with future calamity content, just play current calamity a lot and thought it was dumb
well, they are basically loosing exclusivity
Check FAQ in #calamity-update-talk for details ig
(legendaries technically wont loose exclusivity due to coding shenanigens)
(but its a wierd thing)
(Malice exclusive things will still be an exclusive technically ye)
(they will be moved to malice exclusive (instead of just enraged boss exclusive) due to MP de-sync issues iirc)
(also some stuff like Counter Scarf and Teardrop Cleaver are being made into Challenge items)
(which originally weren't Legendaries nor RIVs)
(but rev exclusive for counter scarf)
So is counter being changed to malice mode only?
Yes (afaik)
That stinks.
Unless malice is just rev being renamed?
Idk how to feel about this change tbh. Counter is kind of a better shield of Cthulhu but I think it needs some sort of tell/indicator that lets you know that you can evade the next hit with the dash.
I know there’s the debuffs
But they’re not noticeable and I’m not always looking over at them.
malice is not rev being renamed, it's a gamestate that makes it so that bosses are enraged for the whole fight
personally i like it because it means you have to work for the better SoC instead of getting it free
(counter isnt really better then SoC, it depends on the circumstance and prefrence)
I think it needs some sort of tell/indicator that lets you know that you can evade the next hit with the dash.
i mean, you could sugg a visual indicator of some kind, probably
Are small things like the merchant selling things like the depth meter and stuff a don’t for suggestions?
You can suggest that
With the new changes Scarf will indeed be better than SoC rather than SoC just being stupid with its iframes.
Also regarding Scarf. Will evasion scarf be malice only now?
Also what is considered a successful dodge for the counter scarf?
When you get the debuff
As long as you provide reason why the current methods of obtaining it aren't good enough
the vanilla way of getting a depth meter is more than reasonable, so i personally dont think it should be sold by the merchant
Depth meter was an example
It is an uncommon drop
which we almost always provide alternate methods for obtaining
true
itd make more sense to be craftable tho
but alternative ways of getting things like that are nice
I’m looking in recipe browser and there is no calamity crafting recipe for depth meter. Even tho it’s uncommon.
I’m not going to suggest new recipes though
Is the counter scarf only being moved to a new mode or is it getting a stat and ability change too?
There are a lot of changes in the logs so it’s hard to go back and look
Iirc it has a recipe
Depth Meter doesn't, from what I can see
Or maybe im confusing it with another item
What is lirc? And why do some people say iirc or something like that?
If I Recall Correctly
Yea i confused it with metal detector
Also I think Counter Scarf is just getting moved
I don't think it's getting any functional changes but it might get buffed a lil
Which makes it inconsisent, why doesnt it have a recipe unlike detector
Also the colbalt shield calamity recipe isn’t that helpful. It’s a recipe that isn’t available till hardmode lol
Yea makes sense considering all of the cheese SoC allows
It need buff
Indeed
There are a few recipes which are designed only as catch-up
Got it.
it did get a lil buff in the logs
dunno if you added anything more since that change on the dev versions byeah
tbh same can be said about RoD
yeah
you could combine both into one suggestion
Ok
mirrors?
anything that dodges the next update
oh the rogue thing
rogue's mirror accs yeah
Wait
Everything is getting indicators?
Wait
Nvm.
I thought I was suggesting something that was already being done lol.
Not really
All dodge changes are getting replaced with cooldowns
That doesn't necessarily mean they'll be given indicators too
I don't think
Yes, but that still isn’t a tell as to whether or not you can or can’t evade the next attack.
uh not specified on the changelog i see
i mean there's some red clouds coming off you if you dodged it so that's an indication for having dodged something
Well what counts as “landing a successful dodge”? What is labeled as a successful dodge? Cause I’ve dodged and gotten hit without the debuff. So what activates it?
that's an iframe issue
Like is it right at the start?
not a dodge one
You need to dash through the attack
"Grants the ability to dash; dashing into an attack will cause you to dodge it"
a dodge simply triggers the debuff and the buff and ignores the damage of an attack
if you happen to dash and not pass through it, you haven't even dodged
So what is the buff?
if you get the debuff and buff but then also get damaged after that, that's as i said an iframe issue
Ok. Also why from 15 seconds to 13 seconds with the scarf upgrade?
...
because uh
it's an upgrade
because it's an upgrade
Increased distance, halved or more than half chaos state or something, and longer buff duration?
I dunno if the dash is further
it is
but the buff does grant better stats, and the cooldown is shorter
I checked it is
not much but it is
aight
don't get why you mentioning it but anyways this is not the point
thing is, this sugg can be said 'bout a lot of things
so you may want to tackle all of them at once
Well he does kinda
I didn’t want to write a mega list
multiple suggs in one are a no
I guess you could make it clearer in your reason that this does not only apply to Counter Scarf
It's fine if they all surround the same issue
m
RoD and counter give off almost the exact same effect.
Also normality relocator
But I’d rather just talk about the counter scarf cause it’s used throughout the entire playthrough if not most.
The one thing I'm concerned about is that you say the Counter Scarf dodge isn't guaranteed, when it is
You could argue that it's difficult to activate I guess, or weirdly unreliable, and the indicator would help you get a feel for it better maybe??
Oh
(also yeah you call it Chaos Scarf on accident)
Thanks for the notice
Doesn't the Black belt not have an indicator?
It doesn't have an indicator for when the cooldown is up, because it has no cooldown
yet.
True I could also mention those items, but they are solely based on the chance to evade.
It does have an indicator for when the dodge happens
Counter Scarf does too
puff cloud of smoke
Yes, but master ninja and all those other items aren’t a guaranteed dodge and that mechanic has been around for as long as master ninja gear was a thing.
That’s a vanilla mechanic
Indeed
They're all RNG dodges
(except Counter and Evasion Scarf, there is no RNG involved with them)
Regardless, all the RNG dodges are being changed to cooldowns
in the upcoming update
Just that an indication would be nice so that I’m not dodging into attacks and getting hit or just dodging when I think I can evade.
Would that make it too easy then?
Well, no, cuz there already does exist an indicator
in the form of a lack of debuff in your debuff bar
the debuff ends
It's just that that can be hard to look at mid-fight every 15 seconds
Exactly
What about a sound?
That could work
(maybe mention the debuff thing in the suggestion)
I should
I didn’t want to specify cause that felt like a don’t.
Yeah you could make it clearer that you want an indicator for when the dodge cooldown ends
Cuz you just say "Dodge Indicator"
Ok
Should it be cooldown indicator or just a notice/noise?
Like how adrenaline and rage give off a sound when fully charged
Yeah
Maybe a poof sound
I just put sound and gave adrenaline and rage as examples
Also I would complain about stealth but I feel like that’s unnecessary cause it’s stealth strike meaning one hit or not multiple attacks.
Again, you're suggesting an indicator for when the cooldown ends, right?
Or are you just suggesting an indicator for when you execute a dodge and begin the cooldown?
Indicator when the cooldown ends.
Alright
That could still be made clearer in your title
I made it more specific so it’s not like the buff needs the indicator
Much better 👍
You still say that it's only a chance dodge, but I guess I can't convince you otherwise on that
But that’s what the tooltip says

what
Nvm
I was blind lol
Also I could suggest something about the rover driver shield cooldown, but I would like to keep this suggestion just about the counter scarf.
It’s a neat item
This is a don’t. But it would be cool if the shield slowly reformed around the player, but that takes coding.
Don’t they say: don’t say “it would be cool?” In the don’ts?
m
Also that rover drive suggestion would take time to code and possibly new sprites.
rover drive*
I don’t care
and that's nbd
Literally spell check be like
not like you're asking for a boss
this would also be extremely innacurate though?
DPS completely depends on defense and DR
It would likely be quite difficult to get an accurate number for a lot of weapons yeah
which is why dummy testing usually sucks for getting accurate dps measures
oh yeah uh @little charm ^
Well not just cuz of Defense and DR
forgot people don't actually check here usually
cuz you can take that into account depending on what you're up against
It's mostly cuz of the incredible variety of what different weapons do
that too
How they affect i-frames, how inaccurate they are
Burning Sky would have a ridiculously high DPS number cuz you're not supposed to land every proj
worms 
Yeah it would probably be really inaccurate but at least it's something. Reading the base damage is practically pointless.
True, but the base damage is calculated independently of ammo type, so I figured the DPS stat would do the same
It would be very hard to get a remotely accurate number
Because the DPS display would need to somehow grab the number of projs the weapon shoots as well as how each of them affect enemy i-frames
The latter of which is stored in a separate file from the weapon
not really possible to do
And if we do it manually, that's an incredible workload that would need to be updated whenever the weapon gets changes
like half of a weapon's dps is based on ammo type
it would also have to update after every accessory change, taking into account armor pen and stuff
don't think it's possible tbh
while this is a really good idea on paper, it falls flat when trying to execute, basically
Well, for an accurate reading, nothing will ever replace the DPS meter, but my rationale for suggesting this was just to make it easier to compare two weapons on paper
substituting an innacurate stat for an equally innacurate stat doesn't help much, really
Even if the game could say 20 base damage a shot x 2 shots per second x 3 arrows per shot etc would be helpful.
In fact
If you have weapons with high pierce that can hit enemies multiple times, but don't home, then how would that account into the DPS calculation?
If you blindly use all the possible times it could hit the enemy, that DPS number could be incredibly inflated for some weapons, because in practice you're only using up a much smaller amount of the weapon's pierce
What if the weapon has infinite pierce?
I'd say keep it simple and ignore things like DR, armor, piece and i-frames.
Well then weapons that get a majority of their damage from ignoring i-frames would have super low DPS numbers
like...
almost all post-ML weapons
That's true...
Well
That's kind of a stretch
But I will say that this would be very difficult to get right
Very very difficult
My plan was to just calculate base damage x number of projectiles x #of shots per second x average damage increase due to crits
Take an average
And that calculation would work fine for very accurate and also early-game weapons
But once you throw i-frames into the mix, things get very misrepresentative very fast
True, but the current stats shown for each weapon already suffer from that innaccuracy
And what if the projectile the weapon shoots has a secondary projectile? Like an explosion on impact?
Like Inferno Fork?
I'd say take the average damage of the bonus and add it to the base, but not accounting for hitting multiple enemies or lingering effects etc
Then that just
creates a new problem, a new stat that is very inaccurate and unhelpful on some weapons
Inferno Fork (and its successors) and, say, Apotheosis
which get most of their damage from a lingering projectile hitting enemies multiple times
would look very weak
Subsuming Vortex
Yeah, but the current stats shown on every weapon also have the same problem
But they accurately display some aspect of the weapon
The damage number is not just visual, it actually is the damage the weapon deals on every hit
it wouldn't be very difficult to do, it would be near impossible to do it accurately
Your proposed DPS number is a constructed one that is designed to give you an accurate in-practice number
which is, impossible
and if it gives you an out-of-practice number, its basically useless
no point in fixing an innacurate stat with another stat if it is also innacurate and has the same problem
Do note that the DPS Meter and Super Dummies do exist
You can get in-practice DPS numbers already
tl;dr
Yes those are not super accurate all the time, but they are more accurate than what you're proposing because they actually are generated from the in-practice action
even better is luiafk super dummy, as you can set its defense and damage resist
Yeah, and its hitbox is large like most bosses
you can't set damage resist
(You can set defense at least)
oh rip
My thinking was this would be a way to compare weapons without crafting them, since many have extremely complex recipes. The game is too complicated to ever make the stats perfect, but it would make item descriptions slightly more accurate since it's extremely common to upgrade to a weapon with a lower base damage
I understand, that it can be difficult to tell what the better weapon will be before you craft it
You can look at the wiki's class setups page or ask in #help-advice-read-pins if you want
cuz, unfortunately there's no good way to show that in-game
Although every weapon that is available to you at your most recent stage in the game should be about equal
and if it isn’t, it’s getting changed next update to be equal
(Not just next update, all updates
Balancing is an ongoing process)
well, postml at least yes
True
(Yeah the wiki is an absolute godsend) but it would be nice if I didn't have to keep alt+tabbing all the time
That's the Terraria way :P
Alt+tab and wiki are kinda the basis for terraria, unfortunately yeah
shift+tab on steam like a chad
I find the in game browser slows my game down. Idk if that's just me :/
No greater truth has ever been spoken
Is this still a valid suggestion, or would it be too much work?
I'm unsure on whether to ❗ it or not
Cuz if it gets sent to the dev server it's gonna get rejected anyway
dev server invite link plz
aint the iframe shit fixed next patch?
What do you mean "fixed"?
adding an average dps to all weapons also it would be useless considering all factors there is on a fight
like they actually being affected by iframes and not being able to hit extremely constantly (thinks like vanquisher arrows, sdfmg, alluvion/monsoon tornadoes, etc)
That's an intentional part of their function, why would they be changed?
balancing maybe
although i should maybe ask the testers again, perhaps things have changed
returning to the sugg, it gets invalidated by aim, movement, defense, dr, iframes, etc.
a thing like that will NEVER be accurate
the weapons are balanced around ignoring i-frames
those where the current ones, iirc some things with iframes were gonna get adressed at that tier
but we'll never know
even removing all other aspects of the sugg, it is just too much work
you can't get dps by simply multiplying use time and damage or smt like that
there's just so much factors that apply here
it'd fall flat whenever a piece of equipment is, well, equiped
or whenever you attack something with def above like, 4?
especially ones like nanites
wiki setups is just an outdated guide that still mostly works
but imagine babysitting class setups 
an average dps tooltip would just lead to even more ignoring of fun but not exactly optimal weapons, imo
yea its best if you experiment and find whats good and whats not
not really sure what this sugg is saying honestly
I think it’s about how damage reduction isn’t a stat that is displayed
Or maybe how complicated it is
Idk. It seems like multiple things
uh
the point kinda
the thing is
dr is displayed in game by simply stating out the dr
that's not the actual problem
the problem is that it isn't additive and you don't know that
but tbf
damage works the same like always
calamity changes how DR is effected, and its not a normal formula that most games use, so it could feel misleading, that it isnt multipliciive
it is multiplicative though?
i don't see how changing the way the stat is put out would help with that
yeah it is multiplicative
unless you like stated the formula of everything
that's, indeed, multiplicative..
i’m not seeing the issue here?
thing is, calamity halves the actual dr you get (curve)
uh, nvm
it doesn't halve it
that’s what diminishing returns does yes, the curve™️
it just is less efective the more you have
yeah yeah
For example, if the player has 25% DR, it will be scaled to 1 - 1⁄(1 + 0.25) = 0.2, or 20% DR.
yeah this sugg wouldn't work at all
yeah it can be a little misleading however
because that's like asking to put every formula
damage isn't straightforward either
or regen
or anything other than defense tbh
defense itself is not much straightforward
(it is, relatively)
byeah there's just not an actual way to solve this
ok
What if the game showed your actual DR next to your defence?
unless you like, put the formula in-game or display the dr post formula
but the second does not work because of how the formula works so
just steal thorium’s DR indicator 
stat meter exists
that's nowhere near the point
read above
~~wait
stat meter can display post formula dr
does it do that already
pretty sure it does
like effective DR is what you’re trying to say
ye
the guy says it's misleading to see the big numbers but then the formula is applied
so
ye
stat meter page says shit yaay
Patron asked for that, ye
❗ moment
@rancid jasper ^
yea?
read above
it looks exactly like how the patron that asked for the item intended it to look like
yeah yeet the sugg
@rancid jasper This is why it's not the same orientation as Last Prism:
Pink Floyd album cover.
I tried to find that image but I didn't know what it's called 
Yeah
The tooltip even says
"And everything under the sun is in tune,
But the sun is eclipsed by the moon."
Lyrics from Eclipse
Dark side of the moon album cover
well, i dont listen to Eclipse, so i did not get that refrence
wegud
aight
Pink Floyd*
i listen to good songs, such as Calamity mod music, or Split mod music
(Eclipse is a song by Pink Floyd, in the album Dark Side of the Moon which as that prism album cover)
anyway getting a bit off topic
❗
is this even exclamation worthy? nothing you can really add, more of an outright deletion thing
actually :perhaps:
That suggestion isn’t even a suggestion tbh. I don’t want to be rude or anything but that seems more like a complaint and not a suggestion. Like yes suggestions are complaints, but they don’t straight up say that this just down right awful.
@rancid jasper also Dark Spark is an upgraded last prism. The sprite might be un-appealing to you, but it’s an upgrade and saying how it should be last prism will not work.
(he was already pinged with why it is the way it is)
It's in the frequently asked questions so a mod should just delete it
yea we told him already
that is fair
It’s all good. I have my dislikes too. I can understand why it’s unappealing visually but it’s at least an upgrade to an already powerful weapon.
its a good weapon but using it feels wrong
Icl if you have the alchemist box mod the seat cannon is overpowered in pre hardmode
?
the what
Icl 
i had a neat idea just now
A something is approaching for the sentiels if you are in their biome amd have the Rune of Kos in your inventory.
what would the point be if you already have rune of kos tho 
lore gameplay cohesion
ah
also because i think something is appraching and other such random spawns
make bosses feel less video gamey
and like actual beings that exist in the world
i mean in this case the lore connection wouldnt exactly be annoying gameplay wise
so it might be a fine suggestion? i dont know where this really falls kekw
Are you talking specifically a Death Mode actual approaching message, or something similar to that which happens in all modes as long as you got the Rune?
It could just be Something is approaching or it could be all modes, i guess i should decide which i want to say before i post
natural DoG spawn when all 3 sentinels have been defeated
I mean, 3 of his best men died
That would be less desirable
void isnt really a man 
Why doesn't he want revenge?
does he care about them?
Sentinel fights are short enough that having them randomly spawn wouldn't be dreadful
DoG is a boss you really want to prepare for though
qhes also willing to kill SW if it became a threat, although that questionable canon
is DoG that much of a douchebag
DoG sorta cares for SW, since they're the last of their species, but Signus is fairly valuable iirc
CV is whatever
what about void

dog is a rat bastard
nobody likes void 
when his sentinels die he definitely goes "ah for fucks sake" and then grumbles a bit while getting ready to fight the player

Also, a much more minor thing, and I dont even know if ill make this a suggestion or not
I dont like how the Cosmic worm spoils the part of the fight where the sentiels show up
The dance of light would be cool if the flash deleted enemy projectiles
who's the dev and can I ping them
deleting projectiles probably isn't a good idea
Ah yes render SCal useless 
itd be cool isnt a real reason
Not really
also yeah, that sounds pretty broken
how so
it only triggers after you hit the same thing 200 times
i mean, still
remember how meme relic of persistence or whatever that one tank guardian drop was
why should it happen?
brimstone moons are projectiles,meaning deleting it means removing the moons from the fighta nd also clears the whole area
sounds absolutely broken
casually deleted brimstone moons
is there any real reason as to why it should be a thing?
same happened with gael's greatsword iirc
dance beam is already really good
because it blinds you, so itd make sense to either give the player temporary invulnerability or delet the projectiles
@charred moon Star
itd make sense is basically like itd be cool
"And in a flash of light, nothing remains" except projectiles, they can stay
dance flash really doesn't seem that bad
Sorry with alchemist NPC the star cannon is op at least pre hardmode
with alchemist npc
What about without
calamity isnt balanced with alch npc
Alch npc makes the grind go away
indeed
@shell drift sound like a slogan
itd make sense isnt really a reason
Its not a suggestion for #suggestions-voting
As its a dev weapon
So the dev would have to like and want the change

Ok ok
because idk how to contact @randomzachofkindness
Also this sugg pairs well with another sugg that hit 200, the world gen quirks in post ml one
(granted 200 doesnt guarantee implementation, but if it did the two would both work nicley together)
It sounds cool but also pointless
Making the lore more cohesive with the gameplay isn't pointless. Its something that I've seen devs talk about wanting to do more of.
If these beings are hunting this fragment of power, why is that they only show up when I'm waving it around. Surely such an artifact doesnt need to be practically shown off and screamed about to attract their attention.
Zach#3943 (ID: 184688687391440904)
if you still consider
sugg bot's down, notified amber

F
🪑
@warm scarab Why should Calamity implement this, instead of some actual wiring mod that actually interacts with that stuff?
bot should be back up now
Great
pog
U sure thats him? @ Zach#3943 doesn't have dev role
because he retired
ah
Giving player i-frames during the light thing is far more reasonable than deleting projectiles
But uh
deleting projectiles is op af
@steep island #suggestions-posting message
How do you feel about this sugg?
(already been said tho)
@heady storm might want to exclaim the last sugg until the dedicatee gives an answer
Oh oop nvm

they dm'd me about this, and I suggested instead that it just gets a config option to turn off the flash visual and that the current effect gets buffed in damage if it's too weak (i have not used the weapon in awhile)
Feedza chung.
:feelschungus:
So they need it changed to that instead.
thats an entirely separate suggestion tho
mine is: weapon rework
Thats is: complex config option
balancing is done regardless of anything anyway
it is, but I think that's a better option than reworking a whole effect for the weapon
well, they didn't agree to your sugg, did they
the damage of the flash will (hopefully) get changed and balanced in the update
as its very weak for having to have hit something 300 times
yeah it definitely could use a buff
true
the flash of light seems very powerful at first glance but in practice it doesn't do anything
To be fair a (probably simpler?) option for the blinding light shit to have its damage be a factor of total damage dealt within the last 300 hits I think but idk
honestly what if it did damage equal to a percentage of the enemy's health and then a fuck ton of damage normally
😔
Vehemence
Like the base damage of the current flashbang is only about 40 times the weapon's base damage
oh yeah that exists
Which is essentially less than a seventh of the hits needed
(though I heard that Vehemence is being reworked next update
)
bruh moment
it is
so basically it's worthless

Base dmg of weapon is 2077 (haha cyberpunk year) and flashbang base damage is 80k
useless
completely and utterly pointless
a flash of light that spectacular and with that much buildup should do far more
such is my suggestion
Why suggesting a rework to a dedicated item (and a dev item mind you)
cause I was using the dev item
to be fair he did ask me what I thought of it before posting it
And noticed the flash is useless
No more oneshot stick, since its a Scal drop and her and Draedon are on the same tier, you would just kill Scal and obliterate draedon with it
yeah ig
It has to be made more balanced 
I think a change to DoL could maybe have the flash appear more often
Although with lower dmg
isn't the entire point of the suggestion that the flash of light is worthless damage-wise
Noted
i feel like it appearing more often would just be harmful on the eyes
👀
So it would have higher consistent damage rather than low dmg but then a massive spike
basically yes
@sand umbra last i heard it was good damage except the flash was kinda not good
its a very good damage weapon
yeah I refer to the flash specifically
Wanted to suggest something about the DoL as well, but the title might be a mouthful
the swords themselves iirc are pretty good
Have Dance of Light's "blinding light" attack's damage be a factor of the total damage dealt within the amount of weapon hits needed before the attack.

Just the title for now
one-shot book
the problem is that the big flashy end to it does essentially nothing compared to the amount of shit you need to do to proc it
mhm
🤞
even then, no matter how much damage it deals it will still feel kinda sad
all this epic buildup and it just does some damage
could probably also proc some kind of debuff or something if you wanted to make it more impactful than just "lol damage"
although that probably leans into territory that I shouldn't be getting into since dedicated thing and all
what kind of debuff
see that's the thing: I have no idea
because anything interesting would just never happen and anything viable on BR would have 50 immunities built into BR anyway
because Calamity uses debuff immunities fairly and in moderation, and definitely not way more than it should even when it makes no sense
if it's gonna be a debuff like that it should just make enemies take more damage directly
instead of lowering defense/dr
that'd be cool honestly
thats so generic tho
no it isn't
so is defense and damage reduction halved tbf
you'd be stunned at how not-generic increased damage taken is in this context
Well yeah
it's kinda hard to make a viable and interesting debuff at that tier
itd be light super-ichor
there are like 2 and a half debuffs across vanilla and the entire modding communtiy combined that straight-up increase the damage enemies take while inflicted
Enrage and whats the other
all of them are "oh you have less defense" or "oh you have less DR"
which is situational at best because fun fact there are things that don't have these
doesn't thorium have one
the 2 are Demonshade enrage and Tuned (that one Bard-related debuff nobody talks about)
thorium has illumite stuff which increases damage taken
does Illumite stuff do it too?
I think that halving defense/damage reduction would be better as it doesn't matter your dps prior, it just doubles it
do you know how many vanilla and modded debuffs exist that reduce defense and/or DR
there are a lot of them
your DPS would not be doubled by halving defense/DR
that's not how that mechanic works
defense is a flat reduction to your damage and DR is a percentage-based reduction
blinded by the light
Damage taken increased by 100%
they differ heavily between enemies, ranging from completely absent/useless to the entire point of a boss having no HP
and as such the effectiveness of a debuff that reduces them depends on how strong they are on the target normally


