How good is the lucky reforge?

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  • Опубликовано: 17 май 2024
  • Just in case you wanted more math
    I didn't check every single boss like I did in the defense video, but I feel like a pretty clear pattern established itself quickly.
    For early access to videos, exclusive content, voting on stream games, and to help me be able to make content, join / sorbetcafe
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Комментарии • 746

  • @fligugigu_
    @fligugigu_ 14 дней назад +1464

    i like lucky because it tickles my brain to see bigger flashing number

    • @miserablemosquito462
      @miserablemosquito462 14 дней назад +52

      Big flashy number go up
      Makes us happy

    • @JustSansV
      @JustSansV 14 дней назад +13

      Funi big boi number
      Me hepi

    • @RafelJaggai
      @RafelJaggai 14 дней назад +5

      Humanity is doomed.

    • @atlasthespy2707
      @atlasthespy2707 14 дней назад +54

      ​@@RafelJaggai average human reaction when another human enjoys something

    • @kayne_vk
      @kayne_vk 14 дней назад

      You are right...but why do you say it like this 😭😭😭

  • @bluks384
    @bluks384 14 дней назад +1119

    If Spazmatism has 28 defense, does that mean that he has 7 warding accesories equipped?

    • @raidcrhonos
      @raidcrhonos 14 дней назад +102

      The real questions being asked now

    • @dieseldan2562
      @dieseldan2562 14 дней назад +93

      It could also mean that it has armor, perhaps of the hallowed variety, as it drops hallowed bars. The hallowed hood provides 27 defense, that with a single hard accessory would fit the bill.

    • @bean_man_
      @bean_man_ 14 дней назад +76

      if spaz starts minmaxing his defence we're DONE

    • @tartarussauce2498
      @tartarussauce2498 14 дней назад +31

      ​@@dieseldan2562or the almighty shackle

    • @probablynotyou9286
      @probablynotyou9286 14 дней назад +11

      Except they're all step stools and that vine rope thing

  • @Meowlegend7
    @Meowlegend7 14 дней назад +609

    Nah you guys are all wrong, Quick is the best

    • @nathanflinchum1153
      @nathanflinchum1153 14 дней назад +30

      Actually I do use quick, for a builder set that is

    • @Meowlegend7
      @Meowlegend7 14 дней назад +41

      @@nathanflinchum1153 that actually sounds kinda good, I always put warding on the builder set but I wonder how Quick does with it.

    • @finnishamerican
      @finnishamerican 14 дней назад +60

      if move more fast than boss boss no hit = no need defense? Checkmate sorbet cafe

    • @ChannelMiner
      @ChannelMiner 14 дней назад +10

      @@finnishamerican me running away from moon lord

    • @NoobSharkey
      @NoobSharkey 14 дней назад +12

      I think we all sleeping on arcane fr

  • @Bismarck501
    @Bismarck501 14 дней назад +407

    OK! OK! Let's reforge these accessories, let's reforge these accessories with Movement Speed!

    • @Meowlegend7
      @Meowlegend7 14 дней назад +6

      Facts, Quick is the best.

    • @Ilyasnow
      @Ilyasnow 14 дней назад +26

      Egg people in my terraria video comments? More likely then you think.

    • @bloorb0569
      @bloorb0569 14 дней назад +16

      Unironically movement speed is super good for certain calamity/infernum bosses I found.

    • @zwaffless
      @zwaffless 14 дней назад +5

      Let's not get it twisted, bro just locked in!!

    • @steveverera9999
      @steveverera9999 13 дней назад +5

      I wish quick modified top speed, with boots it just modifies acceleration, and when you have any form of dodge it's useless. and even without dodge, Magiluminescence exists.

  • @jessiealtgirl
    @jessiealtgirl 14 дней назад +669

    thank you dancepad terraria/hollow knight/lovecraft femboy

    • @clcasiisclqadir
      @clcasiisclqadir 14 дней назад +7

      Wait he is femboy/gay

    • @oasky6793
      @oasky6793 14 дней назад +58

      I felt my defense drop by 90 when I was watching that video.
      Don’t EVER think you’re safe when you have a blind spot

    • @jessiealtgirl
      @jessiealtgirl 14 дней назад

      @@clcasiisclqadir ruclips.net/user/liveIV1gIEIA3s0?si=pFFE48u4zAsQcmxG

    • @OnlyTAS
      @OnlyTAS 14 дней назад +88

      ​@@clcasiisclqadirhe is a femboy, proud one

    • @clcasiisclqadir
      @clcasiisclqadir 14 дней назад +7

      ​@@OnlyTAS soo my sus on him was right

  • @shybandit521
    @shybandit521 14 дней назад +294

    the answer being "functionally identical" is actually really fun, it means you can actually just pick which FEELS better.

    • @Xenbiotic
      @Xenbiotic 14 дней назад +32

      Or don't pick at all. Save yourself coin/time and just stick with whatever 4% crit/damage buff you get.
      Only real big thinking point would be getting armor pen or not and that is a case by case thing as well.

    • @TheFireMouseYT
      @TheFireMouseYT 14 дней назад +5

      Except that they are not. Here is the summary of my comment:
      1. The math is screwed up in places
      2. The damage calculation steps is lacking a citation
      3. High attack speed/low damage weapons are not accounted for
      4. Ichor and Besty's Wrath not accounted for.

    • @coreflakes
      @coreflakes 14 дней назад +19

      @@TheFireMouseYT
      1. Too vague to comment on
      2. The wiki page for Damage
      3 + 4: 4:23 "This is just one example" defense is accounted for and including all sorts of situations would only make the video longer than it should

    • @zekrua4006
      @zekrua4006 13 дней назад +8

      @@TheFireMouseYT "you didn't cite your calculation" this ain't PoE brother, this is real simple shit. you could do this in your head if you wanted

    • @john_titor1
      @john_titor1 13 дней назад +9

      @@TheFireMouseYT I think you missed the point... firstly, the damage calc steps are literally how the game calculates the damage... it's straight from the official wiki, or you could just try it yourself to see if it matches, or read the game's code. Secondly, the high attack speed low damage scenario is literally just one specific scenario, and in this case, it's pretty easy to see that it would look like a bellcurve, where menacing outperforms in most cases, but on either fringe, lucky pulls ahead again. Finally, the last point is the same as the other point, such as enemy with zero defense, or while using armor pen... it helps lucky pull ahead more. This was said in the video.

  • @Kepples
    @Kepples 14 дней назад +150

    The part at the end about essentially using your health to be more aggressive and deal more damage in a fight is why I like the Magic Cuffs/Celestial Cuffs so much when playing as mage.
    It's fun to spend your health in exchange for mana without needing to use mana potions or waiting a second to regenerate mana (At least in Pre-Hardmode).
    Anyways this was a great analysis!

    • @Meowlegend7
      @Meowlegend7 14 дней назад +4

      I never liked mana potions and preferred mana regen or magic/celestial cuffs, so I can agree.

    • @Hexagonaldonut
      @Hexagonaldonut 14 дней назад +27

      This is especially relevant considering mana potions actively decrease your DPS!

    • @Ptoki1
      @Ptoki1 13 дней назад +1

      i just stack up on mana regen potions and i have mana regen band, the regen is pretty goddamn good

    • @Hexagonaldonut
      @Hexagonaldonut 13 дней назад +1

      @@Ptoki1 Yeah, Mana Regen is insanely strong. You stop firing for a second and your Mana is already half-restored.

  • @Amia_the_Smol
    @Amia_the_Smol 14 дней назад +557

    Mans out here utterly destroying over a decade of misconceptions from the community about how the game works.

    • @bloorb0569
      @bloorb0569 14 дней назад +67

      @@Meowlegend7 You're just projecting honestly they literally said that maximising defense isn't as fun in the last video which implies you should just play however you like but be aware that statistically it's good to go into defense sometimes.

    • @kozolith2121
      @kozolith2121 14 дней назад +53

      @@Meowlegend7 That's just your perception of it. Objectively speaking this is entirely just math. He never tells you to NOT go for lucky or menacing. Just tells you what the math says is better.

    • @person_man9882
      @person_man9882 14 дней назад +27

      @@Meowlegend7​​⁠​⁠11:38 “it’s PERFECTLY FINE to use menacing and lucky reforges”

    • @ihavenoidea598
      @ihavenoidea598 14 дней назад +19

      @@Meowlegend7 Uuh, nah. The video just explains the game's mechanics... Although the game itself being designed in a way that favours grindy boring playthroughs kinda sucks lol.

    • @Gnurklesquimp2
      @Gnurklesquimp2 14 дней назад +7

      ​@Meowlegend7 that's a very typical and ironic response to people who enjoy doing things this way. The creator even pointed out they don't usually tank cause its not their personal taste, and these videos are actually combating the common "max balanced dmg and crit or bad" narrative. So yeah, on 3 different levels, the way you took it is very misplaced. If you still can't change your perception you might have a complex

  • @Shyguymask
    @Shyguymask 14 дней назад +82

    I remember that time I got into a big argument about Menacing Vs. Lucky, and a concerning amount of people kept suggesting that Lucky is better just because reaching 100% crit chance will "double" your DPS. I know almost nothing about math and even I was embarrassed at those arguments.

    • @Meowlegend7
      @Meowlegend7 14 дней назад +4

      Correct me if I am wrong or understanding you wrong, but I feel like you were too agressive in those arguments. I really don't think people thinking "%100 crit chance doubles your DPS" is this or was that serious.

    • @Shyguymask
      @Shyguymask 14 дней назад +26

      @@Meowlegend7 Believe me when I say a lot of those people genuinely believed a magic spell would happen upon reaching 100% crit chance. Some of them would basically dismiss anything I say and just go "but 100% crit chance". And also, where and when was I too aggressive in those arguments?

    • @yoshimaste6588
      @yoshimaste6588 14 дней назад +1

      "crits double your damage so 100% crit is double damage"

    • @Shyguymask
      @Shyguymask 14 дней назад +8

      @@yoshimaste6588 I said DPS, not raw damage per hit.

    • @lordderppington4694
      @lordderppington4694 14 дней назад

      Mmmm always fun. So, crit does double damage, so if you have 100 damage, 24% of the time you get 100 damage, or...... you average out 24 damage a hit. Which is yup, the same as menacing. Math is fun.

  • @ME0WMERE
    @ME0WMERE 14 дней назад +163

    I never thought of treating health like an expendable damage increaser. I should do a melee-only (or even just melee-focused) run.

    • @Tempestissiman
      @Tempestissiman 14 дней назад +24

      can confirm. i did a true melee run and the entire strategy is managing your health like that. it's pretty fun

    • @shybandit521
      @shybandit521 14 дней назад +6

      im doin a spear only run of calamity and yeah im half dead all the time just to make sure im still doing damage

    • @freyamiles3718
      @freyamiles3718 14 дней назад +4

      I've played enough magic to be aware

    • @Greywander87
      @Greywander87 14 дней назад +6

      TBH this applies to a lot of other games as well. In Dark Souls and Elden Ring, you'll get marginal damage increases from pumping up your damage stats early on. Even end game you might roughly double your damage with a maxed out damage stat. That's not insignificant, but by pumping up your HP stat instead you can get 4 or 5 times the HP. And the longer you survive, the more damage you'll be able to deal. In theory, surviving 4x as long should mean doing 4x as much damage. Now, it's different in Souls games compared to Terraria. Terraria lets you kill faster because you can face tank and spam attacks, while in Souls games face tanking isn't really viable, but just living longer gives you more chances to attack.

    • @nkosiezikalala5267
      @nkosiezikalala5267 14 дней назад +2

      Solar Armor literally incentivizes you to take damage and kiss the boss😂

  • @lucasramey6427
    @lucasramey6427 10 дней назад +9

    "Wife said it was her or the dodge crit build."
    "God I miss her."

  • @Jaybug58
    @Jaybug58 14 дней назад +132

    I'm just the kind of person who takes menacing, warding, or lucky, whichever pops up first.

    • @juxoq
      @juxoq 14 дней назад +36

      This guy has no enemies

    • @randomstudios7758
      @randomstudios7758 14 дней назад +15

      This guy has no enemies

    • @pierreaoun9600
      @pierreaoun9600 14 дней назад +6

      He just like me fr

    • @ChannelMiner
      @ChannelMiner 14 дней назад +6

      screw the goblin tinkerer, he aint getting a cent from me if i already have one of these reforged

    • @Flont40
      @Flont40 14 дней назад +6

      Welcome to the world of freedom. How does it feel?

  • @reginaldmeta2762
    @reginaldmeta2762 14 дней назад +125

    I think the Calamity mod, and maybe other bullet hell-style games, may have caused people to think of Terraria bosses as a challenge to "gamer skills" and maneuvering around the boss's attacks instead of an obstacle in a sandbox that you can overcome through intelligent use of the world around you and the resources it gives. Obviously both methods will get you through the game, and you can't really have one without the other, but the creative puzzle-solving side of Terraria seems to have gotten kind of lost in favor of optimizing theoretical DPS and trying to bumrush the next boss.
    Or maybe I'm just not watching enough Terraria videos. Idk

    • @undeniablySomeGuy
      @undeniablySomeGuy 14 дней назад +13

      You can really see that in most gameplay showcases. I think aside from frame 1 kills, the only times I've seen more tools used aside from possibly heart statues (if that) in an arena was this femboy right here

    • @circclegd6710
      @circclegd6710 14 дней назад +11

      Developers' fault for making the game feel you like an utter badass imo

    • @noahtekulve2684
      @noahtekulve2684 14 дней назад +23

      Nah, you're probably watching *too many* Terraria videos. That's where the hyper-optimized no-hit bossrushers live, most people don't play like this I believe. Sorbet kinda acknowledges this when he provides example builds that a "more casual" player would be using without nearly as many obscure buffs.

    • @jackpullen
      @jackpullen 14 дней назад +1

      in calamity warding is buffed just making it straight up miles better than menacing or lucky since it scales over the course of the game. by the time you've killed wall of flesh your getting 5 defense instead of 4 and by the time you've beat the DOG your at +7 per accessory which is insane. Combined with other defensive powerhouses in the calamity mod its worth it

    • @sorbetcafe
      @sorbetcafe  14 дней назад +49

      @@undeniablySomeGuy if you don't show optimized builds, it will be disregarded by experienced players for not being applicable to how they play. If you don't show unoptimized builds, it'll be disregarded by casual players for not being applicable to how they play. I never use that many damage bonuses unless I'm specifically showing how something behaves with optimized damage bonuses.

  • @NekuZX
    @NekuZX 14 дней назад +35

    "noticeably worse" *literally one (1) singular point of differece*

    • @cinnamoncat8950
      @cinnamoncat8950 14 дней назад +9

      also epic femboy: *only* a 7% increase

    • @TRak598
      @TRak598 14 дней назад +1

      ​@@cinnamoncat8950Agree. 7% may not be much versus surviving longer with Defense (I'm still skeptical about soaking hits with Ranged and Mage builds, but being tanky with Melee and Summoner does indeed go a long way)...
      ...But if you are minmaxing your DMG coef by distributing Menacing and Lucky reforges, 7% is huge. You are not letting go of anything for it (other than your money, that is). You just deal more damage.

    • @sorbetcafe
      @sorbetcafe  14 дней назад +33

      The "only 7%" part was moreso speaking about how it was not reaching a 28% bonus because it's still additive with other crit boosts. As in, "it's only 7%, not 17%." There were people that were under the mistaken impression that lucky would achieve that, because it scales multiplicatively with damage.
      and the "noticeably worse" part was like that because I wanted to find a number that kept menacing at 84 while showing lucky being disproportionately affected by defense, and felt that was more important than just showing lucky having a lower number. It's more about showing the ignored factors that make lucky worse than going "this is where lucky is worse." The example where it is noticeably worse was later in the video.

    • @cinnamoncat8950
      @cinnamoncat8950 14 дней назад +1

      @@sorbetcafe makes sense, i didnt remember the context of when you said only 7% so i wasnt trying to be serious about it, hence "epic femboy".
      love the vids, always love seeing the kind of analysis that break long running myths and confusion.

  • @dry90125
    @dry90125 13 дней назад +6

    You know I really do appreciate channels like these that split terraria wide open like this. It’s such an interesting game and its meta is so poorly understood and highly variable that channels like these that break apart misconceptions and test the untested are so fascinating. Keep doing what your doing, champion

  • @nimajneb8897
    @nimajneb8897 14 дней назад +44

    I think Ichor is worth mentioning. It decreases armor by 15, so essentially a 7 damage increase, and is easily accessible on melee and summoner (although summoner can't crit omegalul) with flasks and still relatively easy with golden shower and ichor ammo (eg. hit with an ichor bullet then switch to bow with holy arrows). Also Betsy Wrath with it's whopping 40 armor penetration.
    I don't know the exact math and don't have the time to do it rn, but I imagine that these would make a difference, particularly with melee's ease of access to it.

    • @sorbetcafe
      @sorbetcafe  14 дней назад +44

      ichor would help reduce the amount that defense hurts crit builds, yeah

    • @theirishviking9278
      @theirishviking9278 14 дней назад +3

      it would help but i wouldn't see it being enough of a change to make it a stand out

    • @TheFireMouseYT
      @TheFireMouseYT 14 дней назад +2

      Don't forget about Besty's Wrath, y'all

    • @xenopsychologist4943
      @xenopsychologist4943 14 дней назад

      you are going to use two extra weapons, repeatedly, just for a little bit more damage?

    • @jackflican6037
      @jackflican6037 14 дней назад +4

      @@xenopsychologist4943 i would, it can be alot of fun to stack debuffs on a target, and if you have a teammate, the defense lowering effect of ichor can be worth alot, secondary weapon can inflict ichor, primary weapon can use whatever ammo type that does the most damage, maybe venom arrows for your bow, ichor bullets for your gun, i would still do it even if i found out that it has a lower dps, because it is just fun sometimes

  • @ChiefLogan_
    @ChiefLogan_ 14 дней назад +25

    I did a deep dive into the damage calculations a couple years ago and found the method to optimise your damage output was to always have your damage boosts higher than your crit chance for the exact amount needed to compensaye for defense.
    As an example, let's say you have a weapon that deals 100 damage and you're fighting a boss with 20 defense. To compensate for the defense of the boss, you'd need a 10% damage boost (only half of enemy defense is counted in calculations). After this boost you want to split your damage and crit 50/50, so if you have 60% increased damage, you'd want to have 50% crit.
    Instead if you have a weapon that deals 50 damage and are fighting a boss with 40 defense, you'd want your damage to be exactly 40% higher than your crit chance.
    As is mentioned in the video though, most bosses don't have just one solid amount of defense, and the actual difference in kill times will be minimal in all but the extreme edge cases.

    • @jackflican6037
      @jackflican6037 14 дней назад +1

      sounds interesting, did you do the math on how much armor penetration would affect this too? on avreage how much of a diffence would a stinger necklace have on this in a boss fight? what about outside of boss fights? is the stinger necklace worth considering in the late game?

    • @ChiefLogan_
      @ChiefLogan_ 13 дней назад +1

      @@jackflican6037 Armor penetration essentially just subtracts that amount from the enemies defense, so in the case of a stinger necklace which has 5 armor penetration, an enemy with 10 defense would be treated as having 5. If works out to a +2.5 flat damage bonus so I wouldn't really suggest using it over other late game options that boost damage or crit percents. There are a few edge cases where it may make sense, such as the chain gun which has low (31) base damage - but insanely high speed.

    • @john_titor1
      @john_titor1 13 дней назад +1

      @@jackflican6037 The math is extremely straight forward in that regard... you can do it yourself. Like the comment said, every point in defense the enemy has (or technically, rather 2 points), you want to make up first in menacing or any other +damage%. Then have an even split of crit and damage from there. With armor penetration, just subtract it from how much defense the enemy has. If we use their example too, 100 damage on a boss with 20 defense, then if you use a stinger necklace that has 5 armor pen, just subtract 5 from the 20. 15 defense, and enemies reduce damage by half of their defense. Now you just need 7.5 damage before you start doing a 50/50 split between damage and crit. Since this example uses a weapon with base 100, you need 7.5% damage before you start to split 50/50.
      This basically means the stinger necklace is not really worth it late game, because most weapons have a base damage high enough to where adding an extra 2.5 damage per hit will always be worse than just slotting in another damage or crit chance accessory. If you are playing modded, you will have to do the math yourself. Basically, think of armor penetration as adding a flat amount of damage to your attacks, half the amount of penetration. This is only not true in the case that they have less armor than you have penetration (you get them to 0 defense), or in the case where they have so much armor that your armor penetration does not reduce it enough for your weapon to deal more than 1 damage.
      For example, technically speaking, if you have a modded late game weapon with a really low base damage, say 10 damage per hit, but hits extremely fast, it will become better to use armor penetration if that armor penetration will reduce their defense to less than 20. But since many modded late game enemies tend to have more than 20-30 defense, you will probably need something with more than 5 penetration a stinger necklace provides before you even see a difference. This is still true of menacing though but since every point of damage is worth 2 points of defense on an enemy, with +50% damage from say menacing or something, 15 damage will be able to break through

    • @jackflican6037
      @jackflican6037 13 дней назад

      @@john_titor1 yeah, that is true, i was gonna bring up the honeyed buff when hit, but i realised that an accesory that provides extra defense would somewhat close that gap, anch shield providing 4 defense reducing damage taken on hit by 2 in normal, 3 in expert and 4 in master, defensively there still is an argument for the stinger necklace, but unless you are using a really low damage weapon, or just need anything you can get for your last slot, stinger necklace is problably not gonna be the best option late game, tho with the lightning aura rod+monk/shinoby armor set, maybe it could be worth it? Depending on what minion summon you use it may be better, the dagger summon could scale somewhat well with it due to how it ignores armor, same thing with lightning aura, using the special armor sets for the lighning aura would also allow it to crit along with attacking faster, making it more viable

    • @jackflican6037
      @jackflican6037 13 дней назад

      @@john_titor1 in a majority of late game cases, stinger necklase does remain a rather weak and outdated option tho, just like you said

  • @See_eyeSSSSS
    @See_eyeSSSSS 14 дней назад +28

    Lucky lucky horseshoe😊

  • @camogamere1571
    @camogamere1571 14 дней назад +21

    I made a fun desmos sheet once to help optomize my lucky to menacing ratio, and I can firmly state that it's a clear case of the best setup is entirely dependant on your gear and enemy, maybe ill re-build it better one day.

  • @Stockfeesh-xp5jn
    @Stockfeesh-xp5jn 14 дней назад +80

    You greatly underestimate the power of the brisk reforge. I can’t believe you didn’t mention it.

    • @Redddragon
      @Redddragon 14 дней назад +37

      He clearly forgot to consider what happens if I reforge all my weapons to Shameful!

    • @Meowlegend7
      @Meowlegend7 14 дней назад +27

      Do you guys know how strong Zenith gets when it has the "broken" reforge? Its pure chaos.

    • @Palemis
      @Palemis 14 дней назад +18

      The copper shortsword becomes sooo good when it has the "arcane" reforge

    • @xenopsychologist4943
      @xenopsychologist4943 14 дней назад +1

      fishing for another reforge analysis video, eh?

    • @PencilNova
      @PencilNova 13 дней назад

      ​@@Meowlegend7its so broken bro

  • @rajanslee
    @rajanslee 14 дней назад +8

    Between lucky and menacing I always use whichever reforge I get first from the tinkerer to save money, I’m glad to be vindicated here lol

  • @LeDoctorBones
    @LeDoctorBones 14 дней назад +22

    Huh, I've always thought crits were calculated before enemy defense and, therefore, scaled particularly well with low-damage weapons or high defense enemies. But I can see now, that the 2 damage crits on DG suggests it has never been this way.
    Combined with the fact I thought damage reduction applied before defense, I've really learned a bunch in only two black screens. (Has it always been this way? I have convinced myself I heard something about damage reduction proccing before defense back in 1.1 or 1.2.)

    • @yoshimaste6588
      @yoshimaste6588 14 дней назад +5

      i can only speak about 1.2 and above but if you noticed, hits deal a minimum of 1 dmg and crits deal a minimum of 2 as seen by people killing dungeon guardians. thats kinda how i deduced crits come after damage reduction effects

    • @LeDoctorBones
      @LeDoctorBones 14 дней назад +1

      @@yoshimaste6588 Yeah, that is what I mentioned the 2 damage crits on DG.

    • @yoshimaste6588
      @yoshimaste6588 13 дней назад

      @@LeDoctorBones mb, i skimmed past that part

    • @tzorfireis425
      @tzorfireis425 4 дня назад

      I always thought that DG didn’t really indicate either way since it’s defence is so insanely high (9999 or 9000 iirc) that there’s just nothing that can actually get past that damage threshold even with crits

    • @LeDoctorBones
      @LeDoctorBones 4 дня назад +1

      @@tzorfireis425 Crits get 2 damage instead of 1 on DG, which indicates that crits trigger after defense. Otherwise, you would deal 1 damage since DG's defense is so high that crits wouldn't matter.

  • @RachelJade70
    @RachelJade70 14 дней назад +8

    I'm absolutely not a min/max Terraria player, and the only utility this video gave was that I shouldn't reforge away from lucky (always thought straight damage was way better). But I love nerdy, mathy deep dives. A+ vid :D

  • @gerferies
    @gerferies 11 дней назад +1

    Man you really did put my English hearing skills to the test. First time hearing a person with rhothacism speak for this long.
    Great video! And great exercise for me, both in maths and speaking.

  • @hyperfreeze2714
    @hyperfreeze2714 3 часа назад

    the health is a resource at the end really changed my perception of playing. Saving it up as a failsafe for bad luck or a skill issue or expending it for higher DPS is something i never thought about

  • @ammonbergevin5302
    @ammonbergevin5302 11 дней назад +1

    I like this, now I can tell my friends that lucky and menacing are almost neck in neck, so they don't need to reforge for everything menacing

  • @specs.weedle
    @specs.weedle 13 минут назад +1

    oh cool
    if I may ask, what made you able to get so many people into a server together? it looks so fun and chaotic to see multiplayer terraria with so many people

  • @grottosstuff
    @grottosstuff 14 дней назад +21

    That’s it
    I’m going full Arcane build
    +140 Mana is the future

    • @Meowlegend7
      @Meowlegend7 14 дней назад

      Nah, dont go full arcane. 2 arcane accessories would be enough combined with your magic armor and accessory.

    • @noahtekulve2684
      @noahtekulve2684 14 дней назад +4

      @@Meowlegend7 I'll do what I want!!

    • @jackflican6037
      @jackflican6037 14 дней назад +1

      you should consider using accesories that increase your max mana natrually, like mana regeneration band, and especially celestial cuffs, use those with accesories that reduces mana usage for even more of an ability to keep fireing before you need to use mana potions or wait for mana to regenerate

    • @Yetiisbored
      @Yetiisbored 14 дней назад +2

      ​@@Meowlegend7says the person who said arcane was good

    • @Meowlegend7
      @Meowlegend7 14 дней назад

      @@Yetiisbored what does this has to do with anything?

  • @angeloid_
    @angeloid_ 14 дней назад +8

    bro is PASSIONATE about his internet arguments holy moly
    for funsies sake, you should show how defense stacks up against menacing in Calamity >3

  • @pokethelily
    @pokethelily 14 дней назад +73

    >over 4k hours in mediumcore alone
    >post video explaining the value of defense
    >guy with 300 hours "erm actually you forgot lucky exists checkmate"

    • @kapharjr
      @kapharjr 14 дней назад +34

      I don't really think the amount of hours spent in a game reflects the amount of knowledge/skill you have.
      Best example I have is Happy Days, another Terraria RUclipsr that has thousands of hours spent in the game, but has what I would consider a very mediocre knowledge pool (and I won't even talk about his game skills).
      Idk where you pulled the 4k hours in mediumcore for Sorbet, but the reason I trust his guides isn't the amount of hours spent, but rather the amount of knowledge you can perceive from most of his videos.

    • @Marx_D._Soul
      @Marx_D._Soul 14 дней назад +18

      ​@@kapharjr seconded. The difference between someone who just sorta mindlessly plays vs someone who actively hunts down the code is readily apparent.

    • @Palemis
      @Palemis 14 дней назад

      How do you know he has 4k hours IN MEDIUMCORE? also are those steam hours or in-game hours?

    • @AziSlays
      @AziSlays 14 дней назад +4

      I commented about Lucky and have 2k+ hours. That and you can have a lot of time in a game and still be dumb as bricks.

    • @wuttut3276
      @wuttut3276 14 дней назад +2

      You should see the people who play MOBA's and have thousands of hours in it but are still bronze in ranked. Hours doesn't equate to knowledge or experience.

  • @blossom.ch4
    @blossom.ch4 13 дней назад +1

    I liked the ending sentiment. Very formal and educated presentation of the data, on top of having an assertive and personal opinion on what you think the data ACTUALLY means in real play. I look forward to any future content ❤ cheers!

  • @alexskv4644
    @alexskv4644 14 дней назад +4

    I really liked this breakdown. I did not know how little difference there was with lucky and menacing 👍

  • @jsj0520
    @jsj0520 14 дней назад +1

    After watching your defense video a few days ago, I decided to start a new character and going for full defense has made master mode SO much easier. Playing as summoner.
    Seeing the Eye only deal ONE damage felt so satisfying lol. And I already beat brain twice.

  • @electricfall
    @electricfall 14 дней назад +72

    What about arcane? People absolutely need you to compare all of that with arcane

    • @Meowlegend7
      @Meowlegend7 14 дней назад +2

      Arcane is good when you play Mage, I generally get 2 arcane modifiered accessories and use warding/menacing/lucky on others.

    • @froglord9213
      @froglord9213 14 дней назад +35

      @@Meowlegend7 no its not lol

    • @Meowlegend7
      @Meowlegend7 14 дней назад +1

      ​​​@@froglord9213sorry but I like less mana usage.

    • @VadidLawrence
      @VadidLawrence 14 дней назад +25

      @@Meowlegend7 first thing, arcane doesn't reduce mana usage just increases mana pool, second of all if you do the maths (or google terraria arcane vs menacing and have someone do the maths for you) you see that with mana pots, you're just better to have more damage than increased mana, or even reducing mana use (e.g nature's gift). I really suggest you look it up to stop this misconception, it's just not good

    • @Meowlegend7
      @Meowlegend7 14 дней назад

      ​@@VadidLawrenceso? If it increases mana pool thats basically reducing mana usage. Having more mana means your mana will end slower.
      And just let me play the game however I enjoy brother, this is not that deep.

  • @Sunnywastakentoo
    @Sunnywastakentoo 14 дней назад +2

    These are lovely videos. You’re a great presenter and editor. Much love.

  • @terraSpark902
    @terraSpark902 14 дней назад

    I was extremely impressed with this video, especially at the end. Extremely well done. I'm hesitant to ask if you're going to make a video covering the old ones' army mixed summoner builds (and sometimes even without old ones' army armor) because I already know they're the best builds and I don't want relogic to nerf them 😭 but I'm sure you've experienced the pure dopamine releaseing optimization that those builds provide.. (Maybe if not that, you could make a video about the Gi) I it's better than the molten breastplate for dps. I even wear it with a titanium helmet and mythryl greaves for the first Mechanical bosses. Despite it's low defense, you can still tank the hits you need with it, no problem.

  • @tembieg5434
    @tembieg5434 12 дней назад +1

    I am unsure as to what mod adds this feature (It's probably Calamity but I couldn't find it on the wiki) but the lucky modifier also gives a 0.05% increase in luck which has a multiplicity of effects on the game. Lucky is something I mainly use for my fishing loudout so I can make the most of the added luck. A lucky summoner build sounds completely useless but its good for when I'm trying to fish and don't wanna deal with enemies and maximize my luck. It usually becomes a bit redundant though once I get into the later hardmode and can use potions and candles to drastically reduce enemy spawns when fishing. It's also something I use on nondamage oriented accessories like the greedy ring for when I'm trying to farm money and item drops.

  • @Sushou
    @Sushou 14 дней назад +1

    Debunking long-standing myths is very much appreciated, always love your vids. I do wonder how good the melee swing speed reforges are when compared to these, especially on the weapons that have per-hit interactions.

  • @minireg8802
    @minireg8802 14 дней назад

    Haven't seen the video yet, but still grateful for the video, hope your channel still grows, great content

  • @viniciuspessoa8628
    @viniciuspessoa8628 6 дней назад

    Hey, loving all the "guides" and explanations for terraria! I usually play normal, but i would love to play expert mode, would you do a guide of what to do? Like, farms to make before hardmode, setups you usually do, how (and if it is really needed) to contain biome spread... Thanks in advance!

  • @damnthisisabadname
    @damnthisisabadname 14 дней назад +3

    incase anyone is wondering why there is no reforge damage boost at 2:21, this is because the damage boost from the reforge is multiplicative (with both critical strike chance and dps) and not additive with other sources of damage bonuses

    • @damnthisisabadname
      @damnthisisabadname 14 дней назад +1

      he ended up mentioning this later, i wasnt that far in

    • @olixx1213
      @olixx1213 14 дней назад +1

      Crit chance from the reforge is additive

    • @olixx1213
      @olixx1213 14 дней назад

      Crit chance from the reforge is additive

  • @SkyanUltra
    @SkyanUltra 14 дней назад +1

    i dont think that when people say “dont get hit” they dont mean it literally and just mean “dont die” but yeah i do agree and as much as i prefer menacing anyways for having fun and having that little bit of extra damage i did learn that lucky actually scales nicely from this video, will definitely be experimenting with it a little more in setups (that arent summoner LOL)

  • @Dario__
    @Dario__ 8 дней назад

    Welcome to "that reforge you sometimes take when it apears when your reforging everything for a little boost for your dps". Thanks for you awesome content.

  • @HiroTeaShi
    @HiroTeaShi 14 дней назад

    Very thorough consideration of builds and a solid case.

  • @TheChainOfGame
    @TheChainOfGame 14 дней назад

    I am loving these nerdy mathy deep dives into the relative qualities of terraria’s damage scaling! Great work!

  • @Keleksos
    @Keleksos 14 дней назад

    The randomization in damage applying before defense is an additional point in favor of menacing (though it only matters when you're using low base damage vs. high defense)
    The use I have for full lucky is to get as far away from 50% crit chance as I can, since DPS is at its least consistent at 50% crit chance

  • @rod0fdiscord
    @rod0fdiscord 14 дней назад +2

    playing with damage optimization in mind simply is more fun for me, and that's exactly what i said after watching the defense video when one of my friends sent it to me

    • @Brandon-rt9ei
      @Brandon-rt9ei 13 дней назад

      This was my exact thought, I understand the point of going full warding but IMO it makes terraria less fun. You just stand there and holding down your mouse as you watch the boss do nothing to you and you just kill it after 5 mins. There’s no tension there’s no thrill or skill building. You don’t learn anything besides I can just body a boss and say I beat it.

    • @9y404
      @9y404 13 дней назад

      @@Brandon-rt9ei sorbet said basically that in the warding video, doesn't really apply in master or legendary mode tho

  • @xenopsychologist4943
    @xenopsychologist4943 14 дней назад

    since ive been playing modded, ive switched to using the "path of modifiers" mod, which entirely changes the reforge system. but having good analysis on vanilla game functions is still very handy.

  • @timbtw3656
    @timbtw3656 14 дней назад +1

    another very informative vid. thanks sorbet

  • @Gamer__Panda
    @Gamer__Panda 10 дней назад

    Finally, another like-minded person seeing health as a resource. I gained this mentality from playing Slay The Spire mostly, but it applies in a lot of games.
    These are awesome videos friend

  • @jackflican6037
    @jackflican6037 14 дней назад +1

    finally someone mentioned the healt bas as a resource bar, this is one of the best explanations i have ever seen of why the amount of health left is not always an indication of skill, or lack there of. Speaking of health, can you analyse ways to make defensive builds that don't use warding? like using worm scarf, anch shield and other accesories to make up for a low defense on armor sets, while still using reforges that specialise in damage? it could be interesting to compare that to the same thing with a wading setup

    • @sorbetcafe
      @sorbetcafe  14 дней назад

      It doesn't make sense to use offensive reforges and defensive accessories, you'd use warding with offensive accessories. Just, inherently, the number values don't make sense, it takes 4 menacing reforges to equal one emblem and 2 warding reforges to equal one berserker's glove

    • @jackflican6037
      @jackflican6037 14 дней назад

      @@sorbetcafe yeah, tho i tend to use the worm scarf and frozen shield, sometimes using those with class emblem and all menacing prefixes, i am just kinda woundering if this is the best way to go about it, or if it may fit my playstyle more if i commit to either offense or defense, either way, i should problably start considering to use lucky a bit more, unless it would fit my playstyle more to use focus on being tanky, this becomes even more complicated when i play as a mage because i also have to consider if i want archane prefix so that i can spend less time being distracted by my mana bar and more time avoiding hits that are easy to evade

  • @ar1lluz
    @ar1lluz 6 дней назад

    I have never been so thoroughly convinced of anything ever

  • @schmingbeefin4473
    @schmingbeefin4473 14 дней назад +1

    I always have sharktooth in pre-hm, ichor in hm, and betsy's wrath in late game, so I generally see a good impact with crits as, while yes defense is doubly worse for crits, but piercing is doubly effective.

  • @Crivicus
    @Crivicus 9 дней назад

    Great videos!
    Okay I am seeing plenty of comments already about Movement Speed instead so my question is would it be faster to complete the game with a maxed out movement speed or would you lose enough time to dying to bosses and random mobs due to the lower defence that it would be pointless?
    I realise this would be very subjective on skill level so it would be a challenge to know but was wondering if you could work something out.

  • @leoofontebasso
    @leoofontebasso 14 дней назад

    I love your explainations even more How you show the things are not what they appears to be
    I Wonder How movement speed could do something but I doubt you gonna do a video about It, same for knockback

  • @Riinkz
    @Riinkz 11 дней назад

    I love the way you handle numbers

  • @kingcloudian2997
    @kingcloudian2997 14 дней назад +1

    After so many years, we finally have a video explaining crit and %dmg

  • @leoperd3487
    @leoperd3487 14 дней назад +1

    Very good video (especially with the Monster Hunter cameo!), but you seem to have failed to mention that having a crit chance above 100 is super funny

  • @Armchair.extraordinaire-bo5mv
    @Armchair.extraordinaire-bo5mv 12 дней назад

    Good video. Is there any hidden values to lucky?. Like say increased drop rate for certain things from regular mobs?

    • @sorbetcafe
      @sorbetcafe  11 дней назад

      nope, it’s just crit chance. I think some mods might add luck but not vanilla terraria

  • @deejayf69
    @deejayf69 11 дней назад +1

    The average Menacing/Lucky fan:😭
    The average movement speed enjoyer: 🗿

  • @mb654bloopers
    @mb654bloopers 14 дней назад

    I know this is talking about vanilla terraria. But I want to talk about calamity's interesting ways of making crit builds more rewarding. There are weapons like the tyranny's end that have special effects when getting a crit. There are also weapons like the soma prime that benefits from supercrits if crit chance is over 100%.

  • @RE0XY
    @RE0XY 14 дней назад +2

    Zenith with 100% critical chance is kinda funny

  • @TwilightKnight1001
    @TwilightKnight1001 8 дней назад

    What i learned in this video:
    1) My comment was used in a video (poggers)
    2) I was wrong with my understanding of Lucky/Menacing. I was under the impression Lucky was MUCH better than Menacing (at least early game), thank you for the very informative video Sir Sorbet o7

  • @themanwhospeaksinclams
    @themanwhospeaksinclams 14 дней назад

    Can't wait for the Quick reforge video!

  • @MagicianStevey
    @MagicianStevey 14 дней назад +2

    3:22
    Is that spearmaster from hit indie game rain world holy flip

    • @TRak598
      @TRak598 14 дней назад

      Not many mouthless, fat-porcupine-tailed purple creatures out there.

  • @seedlesswatermelon566
    @seedlesswatermelon566 14 дней назад +2

    Bad video clearly ignores the best modifier: arcane

  • @ignreviewer2294
    @ignreviewer2294 14 дней назад

    I typically use an attack speed build on my melee being able to spam projectiles to the max is fun as all heck and from what i can tell those same projectiles dont harm my dps at all

  • @raff4874
    @raff4874 14 дней назад +2

    i wonder if any of this will change in 1.4.5, my only wish for accesory reforges was for relogic to make them have any value from 1-5 instead of 1-4 to see how much just 1% would change things, and if they would ever add a mega critical chance if it's above 100% which would really benefit the lucky forge a lot

    • @fligugigu_
      @fligugigu_ 14 дней назад +1

      a part of me wants relogic to heavily nerf warding and buff the damaging reforges lowkey, i like how calamity punishes you for taking damage. maybe they could add a similar thing to vanilla? but at the same time, some folks do genuinely enjoy tank builds, so im not sure.

    • @surytrap
      @surytrap 14 дней назад +5

      @@fligugigu_ a demon possesed me to write this:
      "calamity punishes you for taking damage because its a mod aimed towards players who already have pretty considerable experience with the game, its intricacies and can reliably avoid damage or learn to do so
      vanilla is more laid back and more unbalanced and isn't trying to be geared towards players with considerable experience (by default
      the only time it gets close to that is for drunk worlds such as getfixedboi which is very clearly not the intended experience
      basically what im trying to say is vanilla shouldnt become like a mod geared towards more skilled players, if the devs werent fine with us tanking damage using certain builds they wouldve nerfed those builds by now
      hope this helps!"

  • @acardboardbox29
    @acardboardbox29 13 дней назад

    the defence video and this one make me really curious about how reforges perform in calamity and modded terraria in general, since in calamity I would assume the defence damage would quite heavily nerf optimized builds even with the higher general defence you get in calamity and if menacing and lucky aren't giving too much of an advantage and are basically the same buff, I have legitimately no idea what would be worth running at that point other than half and half of damage and defence or just full quick reforges

  • @Posexe1
    @Posexe1 6 дней назад

    Honestly, this video just vindicates my thought process on that optimizing your reforges is not really needed unless you are actively being stomped by the fight you are attempting.
    Just roll it until you get either of the good affixes, and you are good to go.
    You will be replacing that accessory soon enough anyway.

  • @ismael8926
    @ismael8926 5 дней назад

    Question: does this mean that in calamity mod, where in end game you yave weapons scratching the 100% crit chance or even a little over that, menacing is better basically always?

  • @masterslayerable
    @masterslayerable 9 дней назад

    This is so true for normal terraria, but I feel like defense in Calamity high diff modes is significantly nerfed, especially early game because every boss has multiple hits that deal 100+ damage while you have maybe 30-50 defense on a defense focused build + you lose armour because of the defense shred mechanic.

  • @Elf0911
    @Elf0911 12 дней назад

    Nah I just started playing terraria again and just yesterday I thought of this exact question. The RUclips algorithm is crazy and you’re crazy for timing it

  • @Waiter1986
    @Waiter1986 3 дня назад

    So if im trying to maximize my melee dps (let's say specifically on the Zenith), should I have 2 menacing, 2 lucky, and 2 violent (+4% melee speed) (or 2, 2, 1 on normal difficulty?). Or should I do 3 lucky and 3 menacing? (3 lucky 2 menacing on normal)

  • @SoylentGamer
    @SoylentGamer 13 дней назад

    I remember going specifically for lucky reforges when I was making attempts at killing the Dungeon Guardian with the piranha gun. I did it without an arena either, I just flew around and used ninja tabi.

  • @oscarnieves6451
    @oscarnieves6451 5 дней назад

    any noticeable change when you factor in the luck mechanic? or does doubling crit chance balance out both sides?

  • @Zeldrake
    @Zeldrake 13 дней назад

    "let's use melee because mage is a headache with spectral armor set bonuses"
    I completely applaud Sorbet Cafe's capability to go in great detail on something and also to point out when something really doesn't need to go further

  • @WomanSlayer69420
    @WomanSlayer69420 14 дней назад

    On the topic of getting hit, that is one very hot, but very based take. It's why I don't do no hits on bosses unless it does ridiculous damage that can't even be offset by going defensive (such as day eol) a modded boss that has a specific reward for no hits, or has like 80 debuffs that punish you by gimping your damage if you do get hit. Personally I run a damaging build with hallowed dodge and a tank build simultaneously (since 1.4.4 lets you swap loadouts at the push of a button) If I proc my dodge I just go in with the tank build until my dodge comes back up. The damage build shaves a few seconds off the fight and the tank build ensures my survival.

  • @AngelPandaSpace
    @AngelPandaSpace 12 дней назад

    This is a guy who 100% subscribed to the idea that the only hit point that *really* matters is the last one.

  • @damnthisisabadname
    @damnthisisabadname 14 дней назад +3

    🙏 some people genuinely believe you should max out crit before going menacing

    • @Meowlegend7
      @Meowlegend7 14 дней назад +8

      Its kinda funny when you get red digits in every hit though

    • @Redddragon
      @Redddragon 14 дней назад

      @@Meowlegend7 this is so true

  • @Trisbit
    @Trisbit 10 дней назад

    genuinely asking, but how do Quick reforges stack up against Warding vs. Menacing/Lucky? movement speed is incredibly important in a bullet hell situation and allows for an easier time avoiding attacks, effectively boosting your survivability. is there any place for a movement speed build over a defensive one?

  • @billy65bob
    @billy65bob 13 дней назад

    I've always maintained that a a mix of both gets you best results in the early game, but lucky gets decimated later on by enemies having defence.
    Seems the decimation was less than I expected, I must've done the math for menacing wrong...
    I graphed it with "(0.24 - x * 0.04)" vs "(x * 0.04)", so the idea being was that x = 0 represents 0 lucky and 6 menacing, and x=6 the opposite.

  • @ijneb1248
    @ijneb1248 14 дней назад +1

    I just reforge until I either get menacing, warding, or lucky. I typically treat all 3 identically

  • @LunarBloodRose27
    @LunarBloodRose27 13 дней назад

    Whenever I would play melee I would split my accessories between violent and lucky. It was really fun seeing the funny big numbers appear so often

  • @bweach7393
    @bweach7393 13 дней назад

    There is one exception to this (as far as I know I havent done the math) but the sniper rifle isnt hard to get to 100% crit chance using some lucky modifiers and shroomite armor. Slap menacing on the rest and it will ALWAYS deal double damage

  • @Lemony123
    @Lemony123 14 дней назад +8

    Holy fudge, I'm early to a Sorbet's Upload

  • @randomnumbersandlettersbec7175
    @randomnumbersandlettersbec7175 14 дней назад +2

    I just use whatever I get first, either warding, lucky, or menacing.

  • @dgbstudiosscholten9728
    @dgbstudiosscholten9728 12 дней назад

    i was one of the people that commented about lucky
    thank you for this video
    you have inspired me to do some experimenting with these things such as menacing and lucky
    but in game ^^
    edit: you earned my subscribtion with these 2 video's
    ty for being so informative

  • @sage5296
    @sage5296 12 дней назад

    Ngl, I always assumed defense applied after crits, which would definitely make crits better, but it applying before def changes things a fair amount

  • @QuAuod-gp3kc
    @QuAuod-gp3kc 14 дней назад

    omg, new video from sorbet, also lucky my beloved

  • @viperforty8450
    @viperforty8450 13 дней назад

    now we need a video on objectively the best modifier, Quick

  • @neptunia_counseling8419
    @neptunia_counseling8419 14 дней назад

    I Normally play fully crit mage zapinator only that may be the source of my crit biase...however next run I'm definitely adding some more defense in there. That chance to kill in 1 hit can carry in harder difficulties however.

  • @Yamayamauchiman
    @Yamayamauchiman 11 дней назад

    People dying 3 times on half the bosses in the game getting carried by the tanks: "Warding sucks bro!"

  • @YoshiTheMage
    @YoshiTheMage 14 дней назад +1

    I almost chimed in myself about Lucky but decided not to and I'm glad I didn't. I've been playing Terraria for nine years and have always liked to play a damage-optimised (Though not minmaxed) Mage so I'm definitely in the target audience for these breakdowns. I never really understood the math behind any of this, that stuff always flew right over me but your conclusions here have given me a fair bit to think about with regard to reforges.

    • @john_titor1
      @john_titor1 13 дней назад

      You do realize that all the math is just basic addition, subtraction, and multiplication, right? If that's flying over your head... you have bigger things to worry about.

    • @9y404
      @9y404 13 дней назад

      @@john_titor1 maybe they just didn't look into it, u don't have to assume they sat down trying to work it out and failed. besides, figuring out what's overall optimal is a bit of work

    • @john_titor1
      @john_titor1 12 дней назад

      @@9y404 yeah, i was definitely overly aggressive. Just hurts to see people can't be bothered to do basic math these days.

    • @YoshiTheMage
      @YoshiTheMage 12 дней назад +1

      How rude.

  • @potato1341
    @potato1341 14 дней назад

    Lucky I think mostly shines on particular weapons, namely weapons with a high hate rate and lower overall damage and that goes doubly so for pre-hardmode where it's very rare for menacing to add +1 damage to certain weapons. I had a pretty good pre-HM build for ranger that utilised the minishark and quad barrel shotgun with silver/tungsten/party bullets, a 33%~ crit rate and the stinger AND shark tooth necklace, lucky reforges REALLY helped it up its damage, the minishark was consistently hitting 40+ damage per shot pretty reliably even vs Queen Bee. You could pair that build with spiky balls, molotov cocktails and beenades (combined with the hive pack) for tons of super high damage and having like 5-6 lucky reforges to get these weapons up to like 33% crit rate instead of just adding 2-3 damage with menacing (+20% more damage for the minishark is like +1 or 2 damage per bullet when equipping the shark tooth neckcklace and stinger necklace is effectively giving it +5 damage outright) is WELL worth it.

    • @shybandit521
      @shybandit521 14 дней назад

      difference is actually very negligible still

    • @berendberend702
      @berendberend702 14 дней назад +2

      well actually 🤓menacing is more effective than lucky on weapons with a high fire rate and low damage (if you ignore rounding like you mentioned), because enemy defense will have less of an impact on the dps

    • @potato1341
      @potato1341 14 дней назад

      Why are the replies I get just the "uhm akchually" meme

    • @r-18altaccount85
      @r-18altaccount85 14 дней назад +1

      because the truth is literally the exact opposite of what you claim. the lower the weapon's base damage relative to the enemy's defense, the worse lucky becomes relative to menacing

  • @amatoyoichi8468
    @amatoyoichi8468 14 дней назад

    that last part is damn true. i just feel like why afraid of loosing health if boss still will be dead

  • @bigayysfromspace2804
    @bigayysfromspace2804 13 дней назад

    I'm struggling to beat the mech bosses using a melee defense build. Can you make a guide for dealing with them?

  • @duduvec5971
    @duduvec5971 14 дней назад

    @Sorbet Cafe Do you think tha summoner would be too good if it could crit or do you think that the devs were tripping when they took the crit out of them?

    • @HotBaraDad666
      @HotBaraDad666 14 дней назад

      Summons never had crit chance to begin with, so they are balanced around not having them when they tried to make Summoner a real class.

  • @CollateralKaos
    @CollateralKaos 4 дня назад

    Melee is the best at this since you can use ichor and sharpening station to reduce enemy defense, as well as huge flat damage boosts, not much for crit buffs.
    100% CC is fairly easy to obtain with ranger so it's not bad to focus on it (get as close as you can without going over) and the others... probably just go Menacing, Summoner for obvious reasons and mage due to getting enough CC as is.
    Do the calcs if you want people, but remember Menacing is the more surefire way, but not always THE best

  • @pacote6734
    @pacote6734 13 дней назад +1

    hear me out. arcane reforge is the best and the most overlooked, sources? the voices in my head