You've been reforging accessories wrong.
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- Опубликовано: 5 ноя 2022
- Let's be honest. Everyone reforges their accessories to Menacing or Warding. Today we will be taking a look at why Menacing isn't that good by itself and how you can optimize your setup to deal maximum damage.
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Oh cool
*Continues to use only warding*
@carrot defense is underrated tho
@@0.5bobux4 it's overated. The underated one is dmg reduction.
@@aixrynx because there isn't enough items that give you dmg reduction, the most significative is the worm scarf and the bettle armor and that's it
@@heliogonzalezsanchez8227 true
I thought I had to mention endurance potion but that isn’t a accessory
Me when doing summoner playthrough : Doesn't seem to affect to me anyway
Me getting hundreds of crits as summoner: I don't play by the game's rules.
(Combination of Morning Star and Shinobi Armor, giving Lightning Auras a pretty good crit chance.)
By the way, Monk and Shinobi armor are criminally underrated for Summoner.
@@schmingbeefin4473 you only get like 12% crit chance with endgame whips, and the old one army's armors aren't that good for minion count
@@joseandre4603 With Shinobi Armor you get another 25% crit chance with Lightning Auras, so it's about 35% crit chance.
Also the armor is super underrated. It surpasses, or at least comes close to spooky armor in most cases (Due to giving higher summon damage, faster whip speed, and bonus sentry slots, with of course the huge buffs to Lightning Aura.).
It even outperforms Stardust Armor in dps, using Moon Lord's Sentries.
Monk Armor isn't half bad, either. I use it over Hallowed Armor. Because when you get good with getting bosses in the the Lightning Auras, it's so satisfying.
Not to mention it has high defense, too! What you lose in minion slots, you gain in defense and damage.
@@schmingbeefin4473 I've always wanted to try those two sets, but OoA is so boring to grind. Monk/Shinobi armor's melee speed buff affects whips, doesn't it? Lightning Aura sentries have a lot to gain from the fact that sentries work with summon tag now, so I'd imagine stacking summon tags while wearing the Shinobi armor could make for a pretty cracked build. You'd have high whip damage, defense piercing, and you'd even have above average defense because OoA armor is balanced around being hybrid class armor rather than pure summoner (for reference, Monk has 46, Shinobi has 54, Stardust has... 38).
@@esbernhawkins5912 It's not that boring now honestly.
Since you can skip the wait time, use banners to make enemies weaker, the crystal is stronger on expert and master (So less chance of failing and starting over because of something stupid. I swear Betsy could near instakill the crystal on Master before 1.4.4.), and the armor/sentries cost less now, so less attempts needed.
Also of course like you said, sentries getting tag buffs. That makes them so much stronger when doing the event as Summoner.
Don't forget the War Table gives +1 Sentry as well. Doesn't change much about the event itself, but just in case you didn't know.
The unfortunate thing about this is that it does NOT apply to those playing Summoner. Your whips, turrets, and minions CANNOT deal Critical Hits without using end game whips. Even with those whips, taking Lucky modifiers does not affect Tag Crits at all, thus Menacing for DPS or Warding for survival is always going to be better on Summoner.
even then damage reduction usually works better than defense in certain situations
@@Lunarcreeper okay but where is the damage reduction modifier i dont see it
@@Lunarcreeper ah yes, the damage reducing summoner, the one that uses beetle armor
@@outspade it isn't a thing that's why. DR is given from things like beetle armor, paladin's shield, endurance potions
how is that unfortunate? that actually makes playing Summoner a more straightforward build because you don't need to decide whether to balance for Lucky or Menacing. You can go full Menacing if you have the dodging skills, or add in a few Warding just for comfort
well crit is basically a multiplier; 70% crit increases dps by x1.7 on average
Yes, but if you think of it that way, you should keep in mind that it can't be bigger than 100% or x2
you'll still always have x2 base damage on average if you go above 100%
The thing is, armor. If you can go for 100% crit or 100% flat damage (menacing), they'll perform the same on the dummie but on any enemy the menacing will be better
he didnt even showed the equips he was using for the full menacing one
Still, if you can go 50% damage 50% crit you would have 1.5 * 1.5 damage which is 2.25, 25% higher than either full crit or menacing
yup
For early game: definitely true
For late game: depends on enemy and build
Using the example of the videos builds and considering most bosses around 50 amor which scales 1 to 1 as a flat damage reduction in mastermode, this means the average damage of the crit and the optimized build drops by 100 damge per hit and the damage optimzed build drops by at least 57 (considering zeniths base crit rate, leaving out any other crit bonus he might have on his equipment)
The optimized is still the clear winner, but full crit is last now.
While the example only works for very lategame, considering earlier bosses also have less armor, it will probably still be most sensible to balance damage and crit bonus (though with maybe a little more given to dmg, but that will probably happen naturally through armor)
did the math and its usually best to reforge accessories to half menacing half crit chance at the start of the game(disregarding which accessories you choose) then try to keep damage% the same amount as crit% from all sources
(thanks @magica for correcting me)
how did you do the math?
@@thatonemailboxArabic numerals, most likely
That and some applied algebra would be my best bet
Ten
@@thatonemailbox use calculus, write an expression for dmg in terms of dmg bonus and percentage of crit rate. Differentiate the eqn wrt crit chance and equate it to 0 to find the maxima.
That results in a 50-50 investment in crit and dmg bonus as our best build.
i have an interactive desmos link but i think it gets autoblocked oh well
Pro tip: avoid the problem, go summoner and get an equal balance between warding and menacing.
ditch the warding and replace it with quick
@@hydratedoxygen4872 ditch quick and replace it with warding
@@jkeebla
Ditch quick and warding and replace it with lucky.
Ye but doesn't violent make your whip better
And like HydratedOxygen said maybe slide in a bit of quick so you can actually dodge
but then you have an even worse problem, you have to play summoner
How i reforge for each class:
Melee: Full warding
Ranger and mage: either lucky or menacing whichever comes first
Summoner: Full menacing
I go arcane for mage
So...no damage run as Summoner?
@@Neopolitan_Illusion Id rather get better damage with mage bc there are tons of options for generating mana
For me, I do
Not summoner: half lucky, half menacing, or 3 lucky 4 menacing in hm master
Summoner: full menacing
@@Neopolitan_Illusion imo, less dmg, crit, or defense is not worth it for like 140 extra mana at most. Especially considering that mana is capped at 400 anyways
I've been playing mastermode for the first time. The only modifier I use is warding. Every enemy does a stupid amount of damage, but also player armour is more effective, so every armour point counts
While true, after playing only master mode since their release, I've come to realize that a dps build can outperform a defensive build in boss fights especially.
Higher dps means less time spent in a boss fight, which in turn means less chances for getting hit. Master mode bosses already deal 1/3 or 1/4 of your health per attack so I don't think 28 extra defense does anything.
@@ostadpapa I'm gonna try the DPS setup some time, but in my experience, 28 extra points of armour is a whole hell of a lot. I squeeze out every point of defense, and most bosses and events are very doable to get through. Almost made me forget I was even playing mastermode, especially once you obtain the terra blade.
@@MrGForce Yeah man same. The main appealing point of melee for me is the TANKING. It feels so good when Moon Lord laser only does 60 dmg, or when Golem only does 15 contact dmg (pre-labor of love update) LOL. Combine that with the tankiest looking vanity with a big shield, a big cape, shoulder plates, and a badass helmet, and you get to feel like a formidable heavy armored knight. Plus, for some reason I'm really pleased in seeing my defense icon with such a high number lol. They added Aegis fruit in the recent update btw so that's another 4 defense hahahaha.
If I wanted DPS, I would have just chosen range or mage instead.
@@MrGForce Also, my friends and I engaged in pvp in our master mode playthrough, and there was one guy who went full warding. All of us just did like 8-10 dmg on him while he utterly destroyed our HP with a fiery greatsword. I was so confused why it turned out that way when I was a DPS build, and then I checked the defense mechanics on the wiki. 1 point of defense reduces exactly one point of dmg (1:1 ratio) on master mode. If you had 50+ def pre-hardmode and all other mage/range weapons available at the time only do up to 40 dmg max, then no wonder why the dmg was so little. Ever since I learned that, I switched completely to melee for the rest of the playthrough and went full warding, thus becoming my team's tank. The other guy mentioned earlier switched to menacing eventually (probably cause I didn't tell him the secret of def in master mode), and when we fought again in pvp, I shredded him with a Paladin's hammer coated in venom flask. Meanwhile, he only did 30 dmg to me total lol.
@@ostadpapa After playing Calamity Mode on Infernum difficulty I only use Quick because movement is everything for dodging attacks. If I have enough movement speed I go for class spesific reforges(Silent for Rogue, Warding for Warrior, Menacing for Mage and Summoner, Lucky for Ranger). I always played Terraria with these reforges and I dealt enough damage.
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This is really useful
If your crit chance is about 100, reforge some of your gear to put some of those unnecessary crit buffs into actual damage. That's just efficient. Good idea, I like it
Unfortunate oversight I want to mention.
Your tests applied to enemies with 0 defense.
In the case enemies have non 0 defense things change, as crit damage is calculated after enemy damage redux is applied.
Lets say an enemy has 100 defense (enemy redux is defense/2 (rounded up) to they'd have 50 damage redux)
Zenith hits for 190 damage, with a 14% chance to crit which effectively doubles damage. Zenith also has a 30 use time
DPS formula is (Damage-EnemyRedux)*(1+CritChace)*60/UseTime
At base, no defense you got a dps of:
(190-0)*(1+.14)*60/30=433.2
Using an enemy with 100 defense we get
(190-50)*(1+.14)*60/30=319.2
Already a huge downgrade.
If we stack 6 Lucky accessories we get a +24% Crit Chance on top of Zenith's base 14% giving us 38%. Let's plug that in real quick:
At base, no defense you got a dps of:
(190-0)*(1+.38)*60/30=524.4
Using an enemy with 100 defense we get
(190-50)*(1+.38)*60/30=386.4
Huge shift in dps when factoring in defense. Let's see how badly raw Damage factors in. With a 24% damage increase we go from 190 to 235.6:
At base, no defense you got a dps of:
(235.6-0)*(1+.14)*60/30=537.168
Using an enemy with 100 defense we get
(235.6-50)*(1+.14)*60/30=423.168
ruclips.net/video/YWXld3gf06c/видео.html
bro really said 🤓
what would you say is the best to go for, more damage (4:1), more crit (1:4), about equal, just damage, or just crit?
@@Ptoki1 With 4:1 damage to luck accessories ratio you get a total dps of 402.144
By going all damage you get a dps of 405.84.
So all damage accessories would be mathematically superior, however the difference is so miniscule you'd hardly notice a difference.
@@JayTheOtt thanks
I normally go all Lucky, but if I ever cap out my Crit Chance I dump the rest into Menacing (Which is especially easy to do in Modded Terraria). Although, I think it'd be cool to see a sort of "Super-Crit" mechanic where going above 100% Crit Chance gives you an additional chance to Crit twice, tripling your damage instead of doubling it. (I would say quadruple, but that would make it greatly superior to Menacing and would be fairly annoying to balance).
Terraria: Ninjas Play Free
I’m pretty sure when calculating DPS using damage and crit chance, damage will be applied before defense and crits will be applied after, making damage over crits possibly better against higher defense enemies. Including defense multiplier buffs on expert and master.
That logic kind of falls apart when it comes to enemies like the Dungeon Guardian, because their defense is so high that no matter what you do to increase your damage, you'll always just deal 1 per hit. In those scenarios, maxing out crits is better because you'll get 2 damage on crits.
@@jeeBisOkay That's literally the only exception in the entire game and it's not a real "fight". It should not be taken into account.
@@Shyguymask >:(
@@Shyguymask Is he correct? Do they interact with armor differently? I have been using the 4% damage enchant for months because I also realized that.
me as a melee only using violent:
Violent + hasty builds rise up
With Zenith the base damage is high enough for this to be irrelevant but earlier on menacing may be better vs high defense enemies since the crit damage multiplies damage after reduction from defense
Yeah, only testing the most powerful melee weapon in the game on a single "enemy" that doesn't have any defense is not fully testing something.
In short: Get your crit chance as close to 100% as you can, then go apeshit with raw damage to maximize your DPS
Like it wasn't obvious
I've for a long time always said to go full lucky until late hardmode, as in late hardmode you actually start getting equipment that buffs crit chance such as Destroyer Emblem and high crit Endgame Armor (Post-Golem old ones gear and shroomite is a good example)
Menacing is borderline useless compared to lucky early game as most weapons will barely benefit by a point or two due to their low base damage, and your crit chance will more than likely be less than 70% until at least post plantera, but after your crit chance hits around 60-70% your running right into diminishing returns and focus should definitely be put more towards raw damage output instead
This is literally what ive been saying to most people preferring Menacing in Vanilla Terraria since Damage points aren’t that high, the damage multipliers aren’t that high as well
Great example is giving a weapon that does 1 damage 50% Menacing compare to 1 damage with 50% crit chance
Menacing is on the absolute contrary great for weapons with low base damage early game. Say you have a weapon that goes from 10 damage to 12 damage. That's a 20% damage increase, in fact it's MORE than that because higher base damage lets weapons be less affected by enemy defense, leading to even higher increased damage output in specific.
@@Shyguymask that actually is a really good point, if the weapon's base damage is really low to the point where defense is a huge factor in damage menacing would definitely perform better
@@Shyguymask i actually agree on that, I usually go for Damage earlier since its alot more easier to get
I don't really think about the modifiers on my accessories but personally for early game until hardmode I'd choose Lucky over Menacing since the damage of the weapons available to you at the stage is generally quite low. Once I get into hardmode I'll change them all to Menacing since the weapons get quite powerful really quickly and the existence of other crit boosting equipment. Don't ask me about the other 3 modifiers though as my brain doesn't have enough capacity for that kind of complexity lol
I do believe for the maximum damage output you’ll want to try and make your crit, damage, and attack speed equals since they all multiply each other, so the reforges will heavily depend on your armor, buffs, weapons and accessories
the only problem there is how many melee weapons are unaffected by melee speed. Yoyos & many beam weapons, for example, only slightly benefit from increased melee speed
@@magica3526 Yoyos get increased range from higher melee speed, that is quite a benefit imo.
@@cyanaquamarine but its useless when you have an yoyo with basically full screen reach
@@cyanaquamarine it's not nothing, but it's pretty easy to make up for medium range yoyos by just getting closer
The attack speed modifiers arent large enough to make a huge difference unless you are wearing obsidian armor or using pre-1.4 fetid. The attack speed simply doesnt make a large enough difference to affect the damage the same as a crit or damage boost. On paper it should, but it just dont. (Source: over 1000 hours playing terraria, and trying the experiment myself)
Fantastic experiment! This was actually very eye opening for me, thank you!
This video is bad and should be retracted & deleted as it is misleading and refuses to address two huge elephants in the room. First, Lucky doesn't even affect minions, so Menacing is BY DEFAULT better when either player Summoner or even using support Minions in a hybrid build, and hybrid builds are arguably the meta. Secondly, WHAT ABOUT ENEMY DEFENSE? Increasing the base damage of weapons through Menacing will make them affected less by defense, leading to higher DPS relative to Lucky. This applies especially more to weapons that hit rapidly with lower base damage.
F to this video 💀
For more specifics, you want to increase damage or crit chance based on which of those is lower-
if you have 50% increased damage from armor, accessories, and buffs and only 40% crit chance, it's better to increase crit chance. If the crit chance was higher than the damage increase, then it's better to increase damage.
note, however, crit chance gets hurt twice as much by defense, so provide a little wiggle room to that rule depending on the enemy.
Me, a warding reforger: ah yes, interesting.
The best would be to go for equal increases to damage, crit chance, and attack speed.
Within a category the increases stack linearly (3 menacing reforges is only 12% more) but with different categories they stack multiplicatively (1 reforge of each is 12.4% more). The 4% extra damage is doubled 4% of the time, and you deal that 4% extra damage 4% faster.
What's the most optimal set of reforges, accessories, and armor to get the maximum benefits? So 100% crit chance and equal swing speed and damage (or equal all 3 if it's below 300% total)
this makes a lot of sense considering damage and crit increases are basically just two multipliers
like imagine you had 100% that you could distribute between the two
if you put it all in damage, it's 2*1=2x damage, where in crit it's 2*1=2x as well, but if you do 50% in each that's 1.5*1.5=2.25x damage (better)
the same applies for any other combination, though it's a bit less significant earlier on; if you have 20% to distribute, it would be 1.2x vs 1.21x, a much smaller difference that can arguably just be ignored
so as you progress through the game this slowly matters more and more; at endgame optimized setups have a much larger difference
What was you build for the max av dmg? (All items and referoges)
When testing against a dummy, damage and crit bonuses have identical effects. When you consider enemy defence, the damage bonus becomes slightly better, as it is calculated before defence, where the crit bonus is calculated after defence due to multiplying a lower damage number. To be optimal, damage and crit bonuses should be relatively equal, with a slight bias to damage bonuses.
Warding is a very valid option in my opinion, it's more effective the higher the difficulty.
Fun fact: the brain of confusion is objectively better than the worm scarf in blocking damage.
BoC has a 1 in 6 chances to block all damage and gives you a small buff and confuses near by enemies.
WS reduces damage taken by 17%.
In calculations both accessories prevent about 1/6th of all damage taken during the time there used.
Because the WS damage reduction is only calculated after defense has already been calculated from the damage the DR isn't as effective as if you completely negate the damage by dodging it with BoC.
If you take 100 damage and you have 100 defense the calculations would look like this:
(100 - (100 × 0,5)) × 1,17 = 58,5
In all the WS saved you from an extra 8,5 dmg per a 100 dmg hit. So if you are hit 6 times to compensate for the BoC dodge chance, the WS would save an incredible 51 dmg out if 600 dmg.
While the BoC would save 100 dmg out of 600 dmg, because defense has no effect on it.
So in terms of pure numbers the brain of confusion is better than the worm scarf, but in practice they do pretty much the same thing. Except that the usefulness of the WS drops as your defense goes up.
If the WS reduces dmg by 51 out of 6 100 dmg hits at 100 defense, it would save 76,5 damage if you have only 50 defense.
So at 10 def you save 96,9 dmg,
At 50 def you save 76,5 dmg,
At 100 def you save 51 dmg,
At 150 def you save 25,5 dmg and
At 200 def you save 0 dmg because your defense already negates all the damage before the WS gets even calculated.
Now all these calculations were done using the 0,5 defense multiplier in normal mode. If you are in expert mode the multiplier is 0,75 and in master it's 1, so the higher the difficulty is the more useless the worm scarf becomes. For example a 300 damage hit from a jungle tortoise in early hardmode with let's say 50 defense. The WS would save you 255 dmg from 6 hits, an average of 42,5 damage saved per hit. Now doing the same calculation with 100 def is a save of 204 dmg in 6 hits and an average of 34 damage saved. But in the same situation the BoC can save 300 dmg in 6 hits and an average of 50 dmg per hit. Making it technically better.
In conclusion the worm scarf is only a good defensive accessory that falls off hard after entering hardmode in expert or master mode, and is good pretty much through out the game on normal mode.
The brain of confusion is at worst a bit better than the worm scarf because it blocks the same amount of dmg but it gives you a buff, and at best it's way WAY better than the worm scarf, since it doesn't lose effectiveness when your defense gets higher.
The higher the difficulty and the higher your defense the less of an impact damage reduction has on damage taken.
this is why i balance everything. give myself like 2 movement speed accessories to help for dodges and then the rest are the best of attack speed, crit, and damage. depending on how early in the playthrough i am i give myself some warding ones as well. once its late game and specializing is more viable is when i go for really increasing dps
But you have to remember that crit chance is basically useless to the summoner class due to minions never dealing crits without the help of the endgame whip example the kaleidoscope if you're playing summoner focus more on the menacing modifier than any other ones and warding is overrated defense doesn't really matter when you're good at dodging attacks and if you're reforging you're accessories warding or lucky that's a mistake if you played summoner since summoner is known to have the lowest defense and crits are useless for minions the summoner class is a glass cannon increasing you're defense in the summoner class is almost useless since always you're getting one shot or two shot when you're lucky
i bet your real sponsor was the goblin tinkerer after he saw that everyone was using shimmer now
great experiment. thanks for sharing
You should do videos on best end game builds for each class, I've been looking everywhere for a good video on it for 1.4.x but I can't find any. Would ne cool since we have 3 preset slots now
one of the problems with end game now is zenith deals more damage as a full mage setup than last prism. The weapon is so good it outclasses every other weapon.
So actual "end game" is melee or summoner only.
In that case, this video actually serves as a build guide.
I personally try and keep my crit chance around 80%, since the returns will be proportionally diminishing, I'd imagine above that raw damage would be better than more crit
The secret behind crit builds is, that you only really need 1% crit chance and should dump the rest into raw damage
If you cannot crit consistently with 1% crit chance, that's a skill issue
to be fair, having this kind of setup is highly impractical when it comes to basically doing anything in the game, so warding with a combination of menacing will still probably be better for everything other than just specifically maximizing dps. but it was a cool experiment to see how much crit chance really can improve damage
also this dude is like so underrated what lol
Can someone suggest which is better terraria with mod or without mod?
Can i still enjoy the game if i play moded version where materials can be multiplied?
DEFENSE IS THE CORRECT WAY
I crank Warding, ik defence is next to useless in mastermode, but seeing that shield icon display high numbers feels good.
It's important to note that I'm playing Melee rn, because new update.
Yeah, I feel like warding, dmg reduction, doge chance, and regen all get bashed by people who say "Just dodge the attack" because they can just focus on dps.
It's not reasonably in truth to say you can just dodge everything. Defense is underrated alongside the aforementioned stats for this reason imo.
@@connortodd4538 its not underrated as much as bosses just doing so much damage in master mode that they dont care how high your defense is
What was the build for maximum dmg and reforges?
I wonder if there's a perfect blend where you can reach maximum crit chance and damage at the same time, or if prioritizing one over the other will always be better
There's probably a formula for it out there but there is a good rule of thumb to follow in games that has a critical chance.
In this case crit damage is double damage but crit chance itself not a easy stat to obtain so for every % of damage increase after base values you would want an equal % of cri chance. E.G 50% damage increase you would want 50% crit chance until you hit the cap on crit chance.
Generally speaking you would want to have equal crit chance to your crit damage multiplier for the maximum amount of effective dps but since crit damage is fixed in Terraria we can simply try to max our crit chance until we cap out. Obviously its much easier to build your character towards end game when you have both the money and accessories to build it along with potions and whatnot.
Again, keep in mind this is a very rough principle to follow but a lot of critical strike mechanics end up following this rule at its core.
Honestly, would've loved to have some sort of crit overflow for _massive_ damage. Then again, meh. Balancing is hell.
Thankyou for this
Another reason to hate goblin thinkerer.
I have been doing this for years, amazing that no one has ever compiled it down.
full menacing is better in every scenario except when you're hitting no armor enemies like target dummies with the best weapon in the game
Thank you!
Me in a corner reforging my accesories to defensive:
If you do maths to find out what's better between Menacing and Lucky, you find out that they give the same damage output. For example, hitting an enemy 100 times with a weapon that deals 100 DMG and has 4% crit chance from a lucky accessory, you'll deal (200*4)+(100*96), which is 10 400.
The same weapon will deal 104 damage with a menacing accessory, and no crit. That's 104*100, the exact same DPS.
BUT if you use minions in addition to your build, these won't get buffed by the +4% crit chance.
So if you don't use minions nor sentries, go for whatever you get first from the tinkerer, menacing or lucky.
If you do use minions, menacing is slightly more optimal.
Thanks for reading
And menacing is basically ur only option if ur running full summoner
Don’t forget to take into account defense
It basically depends on what the money grubber give you first
pov: you only use Warding like every normal peapole
Can we get a ranged and mage build?
I’d love to know how melee speed reforged compare to this? Anybody know?
In pre hardmode cris is in my opinion better since the low damage numbers don´t really increase
My main caracter has a full crit reforge, but also other stuff like the ankh shield, What I find a bit weird is that a destroyer emblem is arround 1k damage worse that the Berserker glove, more attack speed with I´m not sure how it works on Zenith, seems to be better than the extra 8% crit
*laughs in summoner*
*Laughs in warding*
"menacing or lucky?" warding.
oh, dude, you'd opened my eyes
oh so thas why shy guy mask+ did that
And then ShyGuyMask said let there be truth.
_Violent enchant had left the chat_
I watched a video about not reforging all my accessories to warding. thats pretty reasonable
and then 2 months later I get ANOTHER video telling me not to reforge everything to menacing
imma start only using arcane modifier in the future fr
What about attack speed?
Shyguymask made a video about why this video is wrong (I don't actually know if this vid is wrong or not) but I'd love to see your response
Finally someone makes a video about this
I've always reforged my accessories to lucky, I don't think ive ever gone full damage
"What's better, damage or critical chance?"
me who plays summoner:
The way I see it, it's a matter of balancing the two.
Each stats-based source of increasing dps (damage, crit and fire rate/attack speed/cast speed) stacks additively with itself and multiplicatively with each other. Three 50% buffs to one stat will add up to a total 2.5 times total dps (150% increase) but one 50% buff in each is 3.375 times total dps (237.5% increase).
This is before stuff like RNG, defense or whether a given weapon can even use all these stats (like summons can't use crit or attack speed).
Basically: If you have 10 of something and add ten more, that's double. If you have 100 of something and add 10 more, that's only a 10% increase.
Adding more onto the same stat, while having the same absolute increase in dps, will have diminishing returns when compared to each prior iteration. But each stat builds upon the modifiers of the other stats, multiplying their effects.
% damage increases your base damage dealt. % Crit is the chance to double this modified value. % Attack speed is increasing the amount of times this damage is dealt.
what about attack speed? max out the Crit, Damage and attack speed altogether. will average damage improved or worsen?
Probably would be good for tblade considering that it fires the projectile every switch, idk if any other melee weapon would be better to have violent for
@@CloutmasterPhluphyyI want to see what flying dragon does
Okay but how about Rogue, the class comes with Calamity mode. I want to use only Stealth Attack build and I use Silent for all of my accessories which gives 8% stealth generation.
I don't play Vanilla Terraria anymore since Calamity is way better than base game. But this Menacing or Lucky reforges are interesting with Rogue too. I wonder what my dps will be if I use either only Lucky reforges, only Menacing reforges or only Silent reforges.
Your calculations are only for Zenith. You should do for mage weapons and for ranger weapons too. (And for Rogue weapons ofc).
A mic between menacing and lucky is actually the best.
lets say you deal 100 damage with 100 damage each,
2 *Menacing will result in 100 hits of 108 damage meaning an average of 10800 damage.
2 *lucky will increase our crit chance by 8% meaning out of the 100 hits we deal, 8 will have a damage output of 200 instead of hundred. meaning our total damage is 92*100 +200*8 which is 10800 aswell.
So menacing and lucky equals about the same but for the fact that certain damage sources such as minions cannot deal crit hits therefore menacing is slightly stronger.
If we however have one menacing modifier and one lucky we have a base damage of 104 with a 4% crit chance. This means we deal 96 hits with 104 damage and 4 hits with 208 damage on average which is a total of 10816 which is more than the previous 10800.
In conclusion if you are not playing as a summoner you should have half of your accessories reforged to menacing and the other half to lucky to achieve the maximum damage output.
What about melee speed?
What accessories did you use to get the 99% crit chance and max damage?
He had a clip before the text pointing it out, so as long as he’s using relevant footage his equipment should be:
Solar Flare Helmet(+26%), Solar Flare Breastplate, Valhalla Knight’s Greaves(+20%) for the armor.
Celestial Shell(+2% or +4% at night), Avenger Emblem, Mechanical Glove, Warrior Emblem, Solar Wings and Terraspark Boots.
Together with the Zenith’s base 14% crit, that leaves us at 64%.
An extra 4% from Exquisitely Stuffed, an extra 10% from Rage Potion, and an extra 2% from Ale, so now we’re up to 80%.
Up to an extra 24% from Lucky modifiers but we wouldn’t need all those so let’s say 5/6, with one being for Menacing.
There you have it. Exactly 100% crit chance, which is what he said in the video a few seconds prior to the onscreen 99%, not sure why it changed.
@@Piggly8w8 thanks so much bro
Well i actually learn this from genshin impact that all you have to do to deal a lot and a lot of damage is to balance the ratio of crit to 60-70% to deal constant dps, the rest for dmg%
you should have tried a 70% crit chance. i normally shoot for a 60+ and then go for all damage and it makes a difference. the chance it doesn’t hit a crit is rare and when it doesn’t the damage is still 600+
"pew-tread cent"
I've try full crit build on a ranger play through using tsunami and holy arrows against master mode Plantera and it reck her in a second and also i thought holy arrow's star doesn't crit but they crit and it's broken not until moonlord.
i don't like glass cannon DPS builds, because i don't like dying in 1 hit. . .
I think the problem with this showcase is that it's using endgame gear for cheap 26% crits rather checking it base on game progression.
It's highly likely that this 100% crits + damage build to be inaccessible without either using endgame gear or cost losing massive damage boosts to negating all the increase DPS.
You may be right about it in the end game, but does it work in the actual progression when not all gear and accessory are accessible?
Also, can you please show your full damage build? you only show crit and mixed one, where's the full damage build display?
Bro straight up using the zenith
It doesn't matter what weapon they use, as the results would lead to the same conclusion.
@@slpyOb true👍
more damage you can do the more accurate results you will get
Where your testing failed is using the dummy. Regural enemies (like Devourer of Gods) have lots of defence. The calculation for damage applies crit after the defence, so in reality the highest damage would do the best against armored opponents
Well I was maybe first one or someone who knew about this before 1.4. I was testing Vortex Set and Sniper Rifle + Luminite Bullet and found that lucky is better than menacing so I started using that way without telling anyone. I thought it will cause controversy between menacing users and lucky users. But summoner only works best with menacing and warding. If you are mage with good dodge exp, Arcane is good for mana and lower the amount of time that cause mana sickness (more mana = more time to recharge mana sickness 25%dmg redu for 5s) giving consistence damage. Why reforging arcane is huge is, menacing only grant 28% more damage in mastermode while dmg reducing if constantly drink mana potion is 50%.
Who care about what melee reforge?
So basically, melee speed good only for melee, rangers go for damage or defense, as well as summoners, and mages go for mana.
Honestly, I always overlook Arcane reforge, since abusing potions of mana is a lifestyle of mine, however your arguments do seem to be reasonable. Might try that out in a couple of next playthroughs... if I don't forget :)
So... my build remains unchanged. Very kewl
i always reforge my accessories to defense, cuz i compensate my skill issue into taking more punches
I reforge my accessories to Warding 🛡️
Diminishing returns chart for terraria lmao
Most weapons have a lower crit chance and armor set bonuses are too juicy to pass up. With all lucky, you cap out your crit chance doubling your damage and with menacing, you have a very high potential damage while also fishing for crits. That was my reasoning to choose menacing all the time. Also, crits don't effect summoners much, which are my favorite class
Music name?
I realized this in a playthrough I had
Why not get all of them to warding or does that cost to much platinum coins?
Technically, it is all down to rng. Getting warding on everything can be very expensive or very cheap. It has the same rarity as menacing, lucky, violent, 4% movement speed ( forgot the name) so on average the prices are the same, just extremely rng dependent
0:44 most powerful... wellllll, sort of
It doesn’t have the most range, and doesn’t do the most damage, but it sure is consistent and easy to use
i use lucky build on ranger,melee and mage but menacing for summoner
The max melee damage build makes the zenith do 599 damage and 26000dps on a single target
If always done the 100% crit thing for my builds its just to good sadly it does not really work for summoner but eh 😅
Can someone tell me how to get the goggles?
DO ITFOR RANGER PLEASE
Me reforging all accessories to Warding: "Oh no! Anyway..."
bruh
me who reforged everything to warding: ok
Shouldnt it be get to 100% crit or close and then go all damage
depends on the weapon