When 1.4.4 releases, you should do an invisible world challenge. The world would be covered with the new echo coating, and only blocks you placed will be visible. That'll be a fun challenge. Edit: Of course TEdit also needs to be updated with the ability to coat the world in echo coating, which it hasn't yet. I'll probably be creating a world for the workshop once I'm able to create an entire echo coated world.
@@thisguy.-. Hmmm, maybe not quite. Echo blocks act like they aren't even visible, so he can't even use the pathetic spelunker glowstick potion to look for ores... Additionally, enemies would probably be fully visible with even a smidgen of lighting since they ought to show up anywhere... Actually there's a lot of bizarre behaviors that could end up happening with this one lol
i feel like the key of night could turn him into dark chester (adds an extra row of storage) and the key of light into snow chester (no effect as of now because food spoilage isn't a thing in terraria)
While you were testing the cultist myth, it looked like whenever you hit a fake one, the real cultist would take the exact same spot during the next cycle. Maybe you could test that?
I think that it might be that it picks the spot "furthest away" from you. When standing still, the attack spawns directly above you, and therefore he picks the top. If the number isn't odd, he'll shift to the left or right because there's no directly-above-you spot open.
8:10 i actually really love the negative paint inverted video!!! having the light colors inside everything makes it feel like a storybook or something, where only the edges of things are colored in and you can see the ‘paper’ and unfurl more of the world as you mine into it
I'd definitely like to see a one projectile run, no projectiles seems like it would just be contact damage from bosses and true melee which doesn't sound too fun, unless I'm missing something. One projectile on the other hand has a whole bunch of interesting possibilities!
10:00 this is actually very important to know for expert and master eater of worlds, since he spawns so many projectile npcs that you can easily bounce way up into the sky and potentially despawn it or die of fall damage
On the flail: I think it matters what flail you're using. I was playing recently with a flaming mace, and if you throw it upwards while falling, it keeps extending until the length caps and it immediately returns. However, throwing a blue moon while falling doesn't have the same effect for some reason, it just retracts normally
10:33 - Alright that was a REALLY good edit. Really had the attention to detail there; the only discrepancy was the cursor teleporting, and I had to look hard for where it was spliced. Even took care to sync the animations. Very impressive. EDIT: Oh wait, the stack of light keys too!
I like the idea of a one projectile run a lot more than none. Journey expert/master mode would be pretty nice as most bosses will only really deal contact damage, so that could be fun? I’d be a lot better if you chose the difficulty of the run as I don’t have a huge of an understanding of Terraria as you do.
Several enemies in the game use the same AI. That includes casters, as they're called Fire imp, goblin sorcerer, dark caster, Tim, rune wizard, diabolist, ragged caster and necromancer all use the same AI
Putting a key into chester and turning him into his separate forms would be cool. In don't starve, if you put 9 blue gems into chester, he'll become "ice" chester on a full moon, and if you put 9 nightmare fuel into him, he'll become "shadow" chester. Would probably just be a cosmetic change in Terraria but it would be so cool
9:45 If they’re NPC’s, have health, and can be “killed,” I wonder if you could get them to drop a biome key, biome dependent yo-yo, a soul, or if they would be affected by the lucky coin- if there’s no practical way to test it, no worries, but it came to mind
drops like those (that can drop from any npc, such as biome keys, goodie bags, souls, etc) have an extra condition usually it's something like: "must must drop coins", "must have non-zero defense", "must have non-zero attack stat", and/or "must have at least x hp" (this is used for dungeon spirits) burning spheres and the like have 1hp, no defense, and drop no money, so it is highly unlikely
Hello all, I'm absoluteAquarian, a mod developer for tModLoader. I just wanted to further confirm/bust some of the myths tested in this video. "Do fishing rods also self-reel or disappear after 10 minutes?" - CONFIRMED - Self-reeling only happens once the bobber gets too far away from the player. Furthermore, the AI for the bobber projectiles constantly sets the "timeLeft" counter -- the variable responsible for automatically despawning projectiles -- to 60 (1 second), meaning the bobbers can never despawn. However, you CAN force all bobbers to despawn by going to sleep in a bed! "Since the 'projectiles' shot by the dark caster, goblin sorcerer, and fire imp are actually NPCs, you can bounce on them with a slime mount or gelatinous pillion" - CONFIRMED - The only things in the game that can take damage are entities with health stats. This includes NPCs and players, but not projectiles. Therefore, since these "projectiles" were designed to be able to be destroyed by the player, it was just easier to make them be NPCs. As a side note, friendly NPC projectiles (e.g. the arrow from the Guide's bow) can also destroy these "projectile NPCs" just like the player can. "You can successfully store a key of light/night in the deerclops chest pet without it turning into a biome mimic" - BUSTED - To make a long story short, the Chester "projectile" (yes, it's a projectile) is considered the same as the Flying Piggy Bank "projectile", since both open the player's Piggy Bank inventory when right clicked. In order for an "inventory" to be turned into a biome mimic, it MUST be a placed chest in the world. Specifically, the tile ID that the inventory is tied to must be one of the two tile IDs for the chest types. "If the player stands still in the Lunatic Cultist fight, the real cultist will always appear at the top of the ritual circle and the decoys will appear on either side" - CONFIRMED - This... was quite the doozy. Let's break it down into a few parts. 1) The boss creates some number of points around the circle for itself and the decoys. 2) The boss finds the point that is closest to the player. With the first circle shown in the video, this is the bottom-right point. The topmost point is at index 0 and the index increases clockwise around the circle. The logic goes from index 0 to the last index and checks if the point is strictly GREATER than the current "closest" point. Therefore, since point 1 is closer than point 0 and is at the same distance as point 2 -- meaning point 0 > point 1, point 1 = point 2 -- the chosen point is point 1. 3) The boss then takes this point and -- for some reason -- performs the following calculation: index = (index ≥ totalPoints / 2) ? index - totalPoints / 2 : index + totalPoints / 2 "index" is 1, "totalPoints" is 3 and "totalPoints / 2" is 1 due to integer division. Therefore, the final index is 1 - 1 = 0, which corresponds to the topmost point. 4) The real boss moves to the calculated point and the decoys spawn at / move to every other point. There are no checks for if the boss was hit, only these distance checks. The only reason why the boss didn't appear at the top after hitting one of the decoys was because its position while it was spawning the circle was to the right of the player. If you guess correctly, get the boss to teleport directly above the player again, then have it spawn the circle, it will be at the top of the circle once more. "If the projectile limit is one under the max, Zenith has only one Sword" - CONFIRMED - This also applies to virtually all projectile spawning. If there are 1000 projectiles active in the world (such as 999 beach balls and 1 Zenith sword), it finds the "oldest" projectile that isn't considered "netImportant" -- another variable used to keep a projectile alive for netcode purposes -- and replaces it. Note that whether a projectile is "old" or not is determined by that same "timeLeft" variable that I mentioned in the first confirmation. Whichever projectile has the smallest "timeLeft" variable is replaced. The Zenith swords use the default value of 3600 and never modify it directly, but isn't considered "netImportant". The Beach Ball balls set their "timeLeft" to 10, but are considered "netImportant", meaning they can never be replaced by spawning projectiles. Therefore, the game only finds 1 projectile to replace -- the existing Zenith sword -- and replaces it with a new projectile. This is also the case for bullets and the Clentaminator projectiles. As for the other weapons that seemingly broke, I'll give a brief explanation as to why. - The Terrarian: it spawns a projectile which overwrites the yoyo projectile - North Pole, Gastly Glaive: the spear is a projectile - Phantasm, Phantom Phoenix: the held bow is a projectile (due to items not being able to have animations). The item spawns the bow projectile, which then spawns 1 arrow. In the next game tick, the bow projectile no longer exists, so the item can spawn another bow projectile. Repeat ad infinitum.
Myth: If you are using the luck mod bosses will drop the most amount possible of a item that has a random amount of a drop. For example Eye of Cthulhu will drop 90 of the evil ore and 3 evil seeds. This could also affect the number of Servants of Cthulhu that will spawn as the Wiki says it will spawn 3-4 in Classic mode but this might be harder to test. Other bosses you could try it on would be Queen Bee with 26 Bee Wax and 30 Beenades and Moon Lords 90 Luminite.
One projectile, if you had 0 it wouldn't be fun because you would only be able to use basic swinging swords. With 1 projectile, it would be really interesting fighting bosses like moon lord with his beam, and wof with the lasers.
I knew about the projectile myth with the slime mount because in master mode I use the slime mount to bounce on the eater of worlds and it’s vile spit and it’s really fun.
I think you should do a run with slightly more than one projectile slot. Maybe 5 or 7? That way most weapons are not nearly as good, but it would be much more balanced, and probably more fun.
I saw in a speedrun guide that the real cultist always spawns on the top anytime he is facing the right side of the screen, and it’s only when he’s facing left that he might spawn in a different location. This holds up watching your testing in the video, and also to my own limited testing.
Myth: Since some projectiles are actually NPCs, hitting them influences the DPS Meter. I noticed when the cultists didn't spawn on top, the actual circle was to the side. For the zenith myth, try a burst weapon like the clockwork assault rifle.
how the clentaminator works when there are 999 projectiles gives me an idea for a ranged weapon: it uses clentaminator solutions as ammo, you have to charge it up, and the longer you charge it (maximum of 1.5 seconds), the more damage it does. on impact with either an enemy or the ground, the fuel explodes outward, with the explosion doing less damage than the impact. however, the explosion size varies depending on how long you charge the weapon, and the explosion can purify/corrupt/mushroomize your world, depending on the solution used and the biome (if you can't mushroomize the biome using the clentaminator, you can't mushroomize it using this weapon).
From the Cultist fight, it seems that the cultist is always in a direct line between you and the center of the circle, and the cultist is always on the opposite side of the circle right on that line. If you stand still and let him teleport above you, then he'll always be on the opposite side of that line, therefore directly above you. Hitting a decoy makes him change his position in a way that the line between you and the circle's center is not perpendicular to the floor, so he can't be above you. 12:11 He's on the opposing side to your position. 12:51 Again, opposing side. Hope that makes sense lol. It's done like this intentionally to make you shoot a decoy on accident since there's always going to be one in your way (except for whenever there's an odd amount of cultists around the ring... but that's because you're expected to move around.)
6:15 the reason for hooks having a timer is probably to prevent fully afk farms, as being hooked counts as "moving" , letting enemies like chaos elementals to spawn
Bosses take up more and more projectiles as you progress (moon lord shoots a bajillion lazers while EoC shoots none) so what if you start with zero projectiles and add one every time you defeat a boss?
1 projectile run sounds really funny. And in some cases you might be able to completely cripple a boss if you manage to consume the projectile limit. As for the cultist myth. I've been testing it out, and there is something strange. When I just stand still and let them multiply, he always spawns on top. But when I destroy a copy, the ring gets moved to the right, and he's always on the right top side. Until the roster is filled again, then after 1-- a few rounds he seems to return to the top. Could take a look at it.
Great video!. Thanks for your time. It would be really cool to see a run with only one projectile. Witouth projectiles its litereally a true melee playtrough
One projectile sounds awesome, and the idea of running Phantom Phoenix or Phantasm with a melee armor to give more defense could make it super powerful.
11:18 I specifically remember answering this a very long time ago on one of your challenge runs and it was Hearted... the memories but goddamn it's a little annoying, as it's not hard to test at all for the average player, just bonk the cultists and sit still for a few minutes with max defence Edit: just to clarify what i said before, the Main Cultist will ALWAYS try to be the furthest away no matter what, when the animation plays, it'll see your position from the start of the animation and attempt to be there, so that's why sometimes he is near, because the player flies towards him mid animation.
So For the Cultists, they Reappear on the opposite most side of where you are, When the ability starts, not when the circle actually appears, this is why It can be a bit confusing at times, the best way to check this is to stand still and wait for the cultist to start, then to try flying over top, and he will appear right under you, The ability officially starts when he disappears (Atleast from what I've seen.)
I thought the Moon Lord Bones would despawn as soon as they were off screen. I laughed out loud at the bones falling through the underworld. You had me fooled with the Chester one. If they weren't finished adding stuff to 1.4.4, I'd so ask for that. XD
its interesting to me that in every example shown of the cultist myth, the times it wasnt directly above you were times when his little circle also wasnt directly above you, but he was sort of still in a direct line in the direction his emblem thing appeared? Maybe that's another myth.
The randomisement in the cultist fight is dependant on the players actions, thats how it can create random outcomes every time, because you wont be making the exact actions every time, this is a neat trick used for randomising
The cultist seems to always pick the spot on the opposite side of the summoning circle to the player. So when you were standing still, the circle always spawned above you and thus he could only go to that appt. Then once you killed a fake, it spawned to the side and still picked the furthest, which was no longer at the top. I propose if you go onto of the circle, the cultist would spawn at the bottom
You should do a challenge run with the negative paint and inverted colors except you can only use armors from the opposite class of your weapons (melee weapons with summoner armor, mage weapons with ranger armor, etc). It could be a fun, albeit easy, limitation. Imagine the eye strain though
The slime mount is very useful for jumping on Eater of World’s vile spit. He basically can’t hit you from below when you have the mount, so just stay above him
a 1-projectile run sounds a lot more interesting than a 0-projectile run! how would you maintain it over the whole game, though? do the beach balls despawn at any point?
Nope, they never despawn as far as I know, though it would be nicer to have a mod or tweak that does it so we don't have the chat and sound effects going crazy the whole time. I haven't checked if that exists yet, but it sounds plausible.
1 projectile run would be a really cool way to see how the game works with bosses like queen bee and destroyer who use projectiles a ton, and who knows how it will work trying to share with a boss
Adding onto the bouncing on projectiles thing, the reason why these "projectiles" are actually entities, especially entities with 1 Health, is so they can be "parried" by the player. Swinging just about any weapon or tool at them will kill them. Kinda like Ghast fireballs, except they disappear upon being hit instead of going back the way they came.
Myth: cultist spawns opposite of your position ( if you're left of the circle when it spawns, it'll spwan on the right). This would explain why cultist kept appearing at the top at first. When it wasn't at the top, the circle was off north-east, and it spawned north-east.
One projectile run sounds way more fun than zero, and usually it will be taken by a boss anyways, so I vote for that.
everywhere I go I see their face
@@HouseofBricksStudios We are everywhere, and you cannot stop us from spreading
@@cobaltchromee7533 WHERE DID YOU COME FROM?! TELL MEEEEEE! or so help me I will kidnap you're older brothers, titanchromeE and AdamchromeE!
@@cobaltchromee7533 due to similar shape what does that make me? a cousin from france?
@@HouseofBricksStudios I'd say that you're that one cousin who everyone knows, but nobody is allowed to talk about outside of the family circle
I love how one guy asking "what if you throw 1000 beach balls" created an entire subgenre of myths related to the projectile limit
We love happy accidents 😂
Legend
666th like 💀
The father of the projectile limit
@@babygaga821 the father of modern terraria science (terrarology)
When 1.4.4 releases, you should do an invisible world challenge. The world would be covered with the new echo coating, and only blocks you placed will be visible. That'll be a fun challenge.
Edit: Of course TEdit also needs to be updated with the ability to coat the world in echo coating, which it hasn't yet. I'll probably be creating a world for the workshop once I'm able to create an entire echo coated world.
invisible boulders? jesus christ man
I don't know if removing the block removes the coating, since it's like an in between of paint and actuators
@@joshgouin1436 it does because coating is paint but you can use other paint on top of it.
It would be very similar to the shadow world in too many ways, unless you make random pits there really is no danger and thus no content
@@thisguy.-. Hmmm, maybe not quite. Echo blocks act like they aren't even visible, so he can't even use the pathetic spelunker glowstick potion to look for ores... Additionally, enemies would probably be fully visible with even a smidgen of lighting since they ought to show up anywhere...
Actually there's a lot of bizarre behaviors that could end up happening with this one lol
the key of light/night in chester could be a fun easter egg to change his sprite to a mini biome mimic in future updates though
specifically dark chester exists
@@zixvirzjghamn737 and snow chester
or as a fun post mech miniboss
i feel like the key of night could turn him into dark chester (adds an extra row of storage) and the key of light into snow chester (no effect as of now because food spoilage isn't a thing in terraria)
@@NovasNewGroove true true that would be awesome
1 projectile run--I think the whole "Mom said it was my turn to have the projectile" vibe would be hilarious.
The fact they've had the projectile most of the time anyways makes it so much better
One projectile run sounds very interesting!
While you were testing the cultist myth, it looked like whenever you hit a fake one, the real cultist would take the exact same spot during the next cycle. Maybe you could test that?
I think that it might be that it picks the spot "furthest away" from you. When standing still, the attack spawns directly above you, and therefore he picks the top. If the number isn't odd, he'll shift to the left or right because there's no directly-above-you spot open.
@@Starfloofle yeah, that seems to be it. It calculates the closest position opposite to your current one it seems.
@@Starfloofle don’t believe cultist ever creates an even number of copies (including itself)
@Norangia hear me out, a resource pack where all the textures are erased
About Zenith: I think it is also possible to increase melee speed so only the Zenith projectile sprite will appear
Imagine a true "melee"-esque run with the bows.
good idea
"you'd have to share the projectile limit with bosses" MOM SAID IT'S MY TURN ON THE PROJECTILE
*pulls out a true melee sword*
Hey man! Focus on your studies, just remember we're are here and love your content no matter what you do! Much love and keep going!!
8:10 i actually really love the negative paint inverted video!!! having the light colors inside everything makes it feel like a storybook or something, where only the edges of things are colored in and you can see the ‘paper’ and unfurl more of the world as you mine into it
I'd definitely like to see a one projectile run, no projectiles seems like it would just be contact damage from bosses and true melee which doesn't sound too fun, unless I'm missing something. One projectile on the other hand has a whole bunch of interesting possibilities!
Death Sickle>
Magic Missile>
ayy another myth busters! love this series! cant wait until you do myth busters on labor of love! (also 1 projectile sounds way better)
Amazing to see another myth buster video! And that 1 projectile run sounds really cool.
10:00 this is actually very important to know for expert and master eater of worlds, since he spawns so many projectile npcs that you can easily bounce way up into the sky and potentially despawn it or die of fall damage
On the flail: I think it matters what flail you're using. I was playing recently with a flaming mace, and if you throw it upwards while falling, it keeps extending until the length caps and it immediately returns. However, throwing a blue moon while falling doesn't have the same effect for some reason, it just retracts normally
10:33 - Alright that was a REALLY good edit. Really had the attention to detail there; the only discrepancy was the cursor teleporting, and I had to look hard for where it was spliced. Even took care to sync the animations. Very impressive. EDIT: Oh wait, the stack of light keys too!
I like the idea of a one projectile run a lot more than none. Journey expert/master mode would be pretty nice as most bosses will only really deal contact damage, so that could be fun? I’d be a lot better if you chose the difficulty of the run as I don’t have a huge of an understanding of Terraria as you do.
One projectile sounds much more interesting than a glorified true melee run.
I’ve just realized that fire imps, dark casters(i think thats the name), and the goblin summoners are very similar
They are the same thing basically
Several enemies in the game use the same AI. That includes casters, as they're called
Fire imp, goblin sorcerer, dark caster, Tim, rune wizard, diabolist, ragged caster and necromancer all use the same AI
Putting a key into chester and turning him into his separate forms would be cool. In don't starve, if you put 9 blue gems into chester, he'll become "ice" chester on a full moon, and if you put 9 nightmare fuel into him, he'll become "shadow" chester. Would probably just be a cosmetic change in Terraria but it would be so cool
9:45 If they’re NPC’s, have health, and can be “killed,” I wonder if you could get them to drop a biome key, biome dependent yo-yo, a soul, or if they would be affected by the lucky coin- if there’s no practical way to test it, no worries, but it came to mind
I highly, highly doubt they would
drops like those (that can drop from any npc, such as biome keys, goodie bags, souls, etc) have an extra condition
usually it's something like: "must must drop coins", "must have non-zero defense", "must have non-zero attack stat", and/or "must have at least x hp" (this is used for dungeon spirits)
burning spheres and the like have 1hp, no defense, and drop no money, so it is highly unlikely
@@dadmitri4259 Oh, thanks! I appreciate the information :D
Hello all, I'm absoluteAquarian, a mod developer for tModLoader.
I just wanted to further confirm/bust some of the myths tested in this video.
"Do fishing rods also self-reel or disappear after 10 minutes?"
- CONFIRMED -
Self-reeling only happens once the bobber gets too far away from the player.
Furthermore, the AI for the bobber projectiles constantly sets the "timeLeft" counter -- the variable responsible for automatically despawning projectiles -- to 60 (1 second), meaning the bobbers can never despawn.
However, you CAN force all bobbers to despawn by going to sleep in a bed!
"Since the 'projectiles' shot by the dark caster, goblin sorcerer, and fire imp are actually NPCs, you can bounce on them with a slime mount or gelatinous pillion"
- CONFIRMED -
The only things in the game that can take damage are entities with health stats. This includes NPCs and players, but not projectiles. Therefore, since these "projectiles" were designed to be able to be destroyed by the player, it was just easier to make them be NPCs.
As a side note, friendly NPC projectiles (e.g. the arrow from the Guide's bow) can also destroy these "projectile NPCs" just like the player can.
"You can successfully store a key of light/night in the deerclops chest pet without it turning into a biome mimic"
- BUSTED -
To make a long story short, the Chester "projectile" (yes, it's a projectile) is considered the same as the Flying Piggy Bank "projectile", since both open the player's Piggy Bank inventory when right clicked.
In order for an "inventory" to be turned into a biome mimic, it MUST be a placed chest in the world. Specifically, the tile ID that the inventory is tied to must be one of the two tile IDs for the chest types.
"If the player stands still in the Lunatic Cultist fight, the real cultist will always appear at the top of the ritual circle and the decoys will appear on either side"
- CONFIRMED -
This... was quite the doozy. Let's break it down into a few parts.
1) The boss creates some number of points around the circle for itself and the decoys.
2) The boss finds the point that is closest to the player. With the first circle shown in the video, this is the bottom-right point.
The topmost point is at index 0 and the index increases clockwise around the circle. The logic goes from index 0 to the last index and checks if the point is strictly GREATER than the current "closest" point.
Therefore, since point 1 is closer than point 0 and is at the same distance as point 2 -- meaning point 0 > point 1, point 1 = point 2 -- the chosen point is point 1.
3) The boss then takes this point and -- for some reason -- performs the following calculation: index = (index ≥ totalPoints / 2) ? index - totalPoints / 2 : index + totalPoints / 2
"index" is 1, "totalPoints" is 3 and "totalPoints / 2" is 1 due to integer division. Therefore, the final index is 1 - 1 = 0, which corresponds to the topmost point.
4) The real boss moves to the calculated point and the decoys spawn at / move to every other point.
There are no checks for if the boss was hit, only these distance checks.
The only reason why the boss didn't appear at the top after hitting one of the decoys was because its position while it was spawning the circle was to the right of the player.
If you guess correctly, get the boss to teleport directly above the player again, then have it spawn the circle, it will be at the top of the circle once more.
"If the projectile limit is one under the max, Zenith has only one Sword"
- CONFIRMED -
This also applies to virtually all projectile spawning. If there are 1000 projectiles active in the world (such as 999 beach balls and 1 Zenith sword), it finds the "oldest" projectile that isn't considered "netImportant" -- another variable used to keep a projectile alive for netcode purposes -- and replaces it.
Note that whether a projectile is "old" or not is determined by that same "timeLeft" variable that I mentioned in the first confirmation. Whichever projectile has the smallest "timeLeft" variable is replaced.
The Zenith swords use the default value of 3600 and never modify it directly, but isn't considered "netImportant". The Beach Ball balls set their "timeLeft" to 10, but are considered "netImportant", meaning they can never be replaced by spawning projectiles.
Therefore, the game only finds 1 projectile to replace -- the existing Zenith sword -- and replaces it with a new projectile. This is also the case for bullets and the Clentaminator projectiles.
As for the other weapons that seemingly broke, I'll give a brief explanation as to why.
- The Terrarian: it spawns a projectile which overwrites the yoyo projectile
- North Pole, Gastly Glaive: the spear is a projectile
- Phantasm, Phantom Phoenix: the held bow is a projectile (due to items not being able to have animations). The item spawns the bow projectile, which then spawns 1 arrow. In the next game tick, the bow projectile no longer exists, so the item can spawn another bow projectile. Repeat ad infinitum.
Myth: If you are using the luck mod bosses will drop the most amount possible of a item that has a random amount of a drop.
For example Eye of Cthulhu will drop 90 of the evil ore and 3 evil seeds. This could also affect the number of Servants of Cthulhu that will spawn as the Wiki says it will spawn 3-4 in Classic mode but this might be harder to test. Other bosses you could try it on would be Queen Bee with 26 Bee Wax and 30 Beenades and Moon Lords 90 Luminite.
The one projectile run: “mom said it’s my turn on the projectile slot!”
myth: the slime mount won't bounce off of enemies that you can't deal damage to, like the dungeon traps
This guy is so dedicated to answering people's myth even if it takes a hour
One projectile, if you had 0 it wouldn't be fun because you would only be able to use basic swinging swords. With 1 projectile, it would be really interesting fighting bosses like moon lord with his beam, and wof with the lasers.
2:12
I knew about the projectile myth with the slime mount because in master mode I use the slime mount to bounce on the eater of worlds and it’s vile spit and it’s really fun.
One projectile run seems much much more fun than a no projectile run, worst case, do both!
I am all for the 1 projectile run! :D
Because you showcased that some weapons become then super interesting!
Based on current observation, it looks like the real Lunatic Cultist always appears on the opposite side from the player.
Just the first part of this video was the reason I love this series so much
Definitely the 1 projectile run, I think it'd be a lot more fun to see you explore the ups and downs of the mechanics
I think you should do a run with slightly more than one projectile slot. Maybe 5 or 7? That way most weapons are not nearly as good, but it would be much more balanced, and probably more fun.
I saw in a speedrun guide that the real cultist always spawns on the top anytime he is facing the right side of the screen, and it’s only when he’s facing left that he might spawn in a different location. This holds up watching your testing in the video, and also to my own limited testing.
Myth: Since some projectiles are actually NPCs, hitting them influences the DPS Meter.
I noticed when the cultists didn't spawn on top, the actual circle was to the side.
For the zenith myth, try a burst weapon like the clockwork assault rifle.
Watching you and enemies competing for a single projectile slot sounds super fun, do it, please.
Just one projectile sounds more interesting. No projectile would just be a true melee run for you, and all of your enemies.
One projectile run sounds amazing! I would happily watch it
Myth: You can create an artificial jungle, desert, etc.
a run with one projectile sounds fun to watch
"We'll start by shoving 999 beach balls up this moon's nose" has to be the greatest sequence of words I've ever encountered in a RUclips video.
"Mom said it's my turn with the projectile!"
I love how majesticallu the beach balls fly away when you release them
I love how the beach balls all float off into space instead of falling when you released them
Actually you can store key of light/night in a chest if you put more than one in it
I vote for 1 projectile.
I really love the way you test beyond the basic myths.
17:48 Boss: "Hey! Mom said it's my turn with the projectile!"
Wand of Sparking: "Haha weapon go brrr."
how the clentaminator works when there are 999 projectiles gives me an idea for a ranged weapon: it uses clentaminator solutions as ammo, you have to charge it up, and the longer you charge it (maximum of 1.5 seconds), the more damage it does. on impact with either an enemy or the ground, the fuel explodes outward, with the explosion doing less damage than the impact. however, the explosion size varies depending on how long you charge the weapon, and the explosion can purify/corrupt/mushroomize your world, depending on the solution used and the biome (if you can't mushroomize the biome using the clentaminator, you can't mushroomize it using this weapon).
After 2 weeks, finally a new video 🎉
From the Cultist fight, it seems that the cultist is always in a direct line between you and the center of the circle, and the cultist is always on the opposite side of the circle right on that line. If you stand still and let him teleport above you, then he'll always be on the opposite side of that line, therefore directly above you. Hitting a decoy makes him change his position in a way that the line between you and the circle's center is not perpendicular to the floor, so he can't be above you.
12:11 He's on the opposing side to your position.
12:51 Again, opposing side.
Hope that makes sense lol. It's done like this intentionally to make you shoot a decoy on accident since there's always going to be one in your way (except for whenever there's an odd amount of cultists around the ring... but that's because you're expected to move around.)
I love how all the beach balls just fly away as they're let free
I love the secret message at 16:46
Myth with the right setup you can go to the sky limit without wings or flying mount
From what I'm seeing the cultist seems to spawn on the opposite side of the group from where you are, at least it looks that way.
I think that one projectile run would be fun to watch
6:15 the reason for hooks having a timer is probably to prevent fully afk farms, as being hooked counts as "moving" , letting enemies like chaos elementals to spawn
i was just binging all your mythbusters vids and then this one dropped, so happy
Myth: your grave can create vine rope when wearing guide to fiber plant cordage.
so now that the wand of frosting exists, will the wand of sparking slightly more capable younger brother get any love on your channel
Bosses take up more and more projectiles as you progress (moon lord shoots a bajillion lazers while EoC shoots none) so what if you start with zero projectiles and add one every time you defeat a boss?
"All mostly useless information, but I find it interesting." That's pretty much the tagline for this entire series
I would like a no projectiles run more but the best would be of you made both.
1 projectile run sounds really funny. And in some cases you might be able to completely cripple a boss if you manage to consume the projectile limit.
As for the cultist myth. I've been testing it out, and there is something strange. When I just stand still and let them multiply, he always spawns on top. But when I destroy a copy, the ring gets moved to the right, and he's always on the right top side. Until the roster is filled again, then after 1-- a few rounds he seems to return to the top. Could take a look at it.
Great video!. Thanks for your time.
It would be really cool to see a run with only one projectile. Witouth projectiles its litereally a true melee playtrough
I didn't know you still made these, great work! The music you use is great too.
Ofc 1 projectile is more fun!
One projectile sounds appealing. Good luck with uni!!
Can't wait for "Moonlord said it's my turn with the projectile" the run.
that edit actually got me (when he was putting the key of light into chester)
One projectile sounds awesome, and the idea of running Phantom Phoenix or Phantasm with a melee armor to give more defense could make it super powerful.
11:18 I specifically remember answering this a very long time ago on one of your challenge runs and it was Hearted...
the memories but goddamn it's a little annoying, as it's not hard to test at all for the average player, just bonk the cultists and sit still for a few minutes with max defence
Edit: just to clarify what i said before, the Main Cultist will ALWAYS try to be the furthest away no matter what, when the animation plays, it'll see your position from the start of the animation and attempt to be there, so that's why sometimes he is near, because the player flies towards him mid animation.
Another wand of sparking video, my days now 1000% better already
So For the Cultists, they Reappear on the opposite most side of where you are, When the ability starts, not when the circle actually appears, this is why It can be a bit confusing at times, the best way to check this is to stand still and wait for the cultist to start, then to try flying over top, and he will appear right under you, The ability officially starts when he disappears (Atleast from what I've seen.)
I thought the Moon Lord Bones would despawn as soon as they were off screen. I laughed out loud at the bones falling through the underworld.
You had me fooled with the Chester one. If they weren't finished adding stuff to 1.4.4, I'd so ask for that. XD
its interesting to me that in every example shown of the cultist myth, the times it wasnt directly above you were times when his little circle also wasnt directly above you, but he was sort of still in a direct line in the direction his emblem thing appeared? Maybe that's another myth.
The randomisement in the cultist fight is dependant on the players actions, thats how it can create random outcomes every time, because you wont be making the exact actions every time, this is a neat trick used for randomising
Fishing can take very long so Relogic decided to let it never disappear
I honestly think that a one projectile run would be more fun than none
The cultist seems to always pick the spot on the opposite side of the summoning circle to the player. So when you were standing still, the circle always spawned above you and thus he could only go to that appt. Then once you killed a fake, it spawned to the side and still picked the furthest, which was no longer at the top. I propose if you go onto of the circle, the cultist would spawn at the bottom
Wand of sparking: releases a new video
My brain:you know what to do
You should do a challenge run with the negative paint and inverted colors except you can only use armors from the opposite class of your weapons (melee weapons with summoner armor, mage weapons with ranger armor, etc). It could be a fun, albeit easy, limitation. Imagine the eye strain though
That chester part legitimately got me lol
The slime mount is very useful for jumping on Eater of World’s vile spit. He basically can’t hit you from below when you have the mount, so just stay above him
14:54 really cool that he captured copper shortsword for the thumbnail
A 1 projectile run where you can only deal damage with projectiles would be much more interesting. A 0 projectile run would just be true melee.
One projectile run, definitely. The unpredictability would be interesting.
a 1-projectile run sounds a lot more interesting than a 0-projectile run! how would you maintain it over the whole game, though? do the beach balls despawn at any point?
Nope, they never despawn as far as I know, though it would be nicer to have a mod or tweak that does it so we don't have the chat and sound effects going crazy the whole time. I haven't checked if that exists yet, but it sounds plausible.
One projectile run would be more fun than none
one projectile run really does sound very interesting!
one projectile run sounds very cool
Myth: The fall speed from the portal gun, and the fall speed from the slimy saddle both can stack
1 projectile run would be a really cool way to see how the game works with bosses like queen bee and destroyer who use projectiles a ton, and who knows how it will work trying to share with a boss
Can I just say your videos are so nice to listen to with the music you put into them. Keep up the great work!
Adding onto the bouncing on projectiles thing, the reason why these "projectiles" are actually entities, especially entities with 1 Health, is so they can be "parried" by the player. Swinging just about any weapon or tool at them will kill them. Kinda like Ghast fireballs, except they disappear upon being hit instead of going back the way they came.
I would like to see 1 projectile more then one. Great video as usual!
Myth: cultist spawns opposite of your position ( if you're left of the circle when it spawns, it'll spwan on the right). This would explain why cultist kept appearing at the top at first. When it wasn't at the top, the circle was off north-east, and it spawned north-east.
Myth: because the projectiles shot by dark caster, gob sorcerer and imp are npcs they will not get spawned when the npc limit is reached