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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Комментарии • 498

  • @dachigobeja8490
    @dachigobeja8490 Год назад +1563

    Oh cool
    *Continues to use only warding*

    • @0.5bobux4
      @0.5bobux4 Год назад +144

      @carrot defense is underrated tho

    • @aixrynx
      @aixrynx Год назад +121

      @@0.5bobux4 it's overated. The underated one is dmg reduction.

    • @heliogonzalezsanchez8227
      @heliogonzalezsanchez8227 Год назад +215

      @@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

    • @0.5bobux4
      @0.5bobux4 Год назад +7

      @@heliogonzalezsanchez8227 true

    • @garretbobbyferguson9672
      @garretbobbyferguson9672 Год назад +14

      I thought I had to mention endurance potion but that isn’t a accessory

  • @FrostTheChill
    @FrostTheChill Год назад +1216

    Me when doing summoner playthrough : Doesn't seem to affect to me anyway

    • @schmingbeefin4473
      @schmingbeefin4473 Год назад +55

      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.

    • @joseandre4603
      @joseandre4603 Год назад +5

      @@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

    • @schmingbeefin4473
      @schmingbeefin4473 Год назад +12

      @@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.

    • @esbernhawkins5912
      @esbernhawkins5912 Год назад +4

      @@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).

    • @schmingbeefin4473
      @schmingbeefin4473 Год назад +2

      @@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.

  • @SpritePony
    @SpritePony Год назад +462

    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.

    • @Lunarcreeper
      @Lunarcreeper Год назад +5

      even then damage reduction usually works better than defense in certain situations

    • @outspade
      @outspade Год назад +27

      @@Lunarcreeper okay but where is the damage reduction modifier i dont see it

    • @SupaThePotato
      @SupaThePotato Год назад +27

      @@Lunarcreeper ah yes, the damage reducing summoner, the one that uses beetle armor

    • @dylanwickam-white5629
      @dylanwickam-white5629 Год назад +3

      @@outspade it isn't a thing that's why. DR is given from things like beetle armor, paladin's shield, endurance potions

    • @blxckdreadful7419
      @blxckdreadful7419 Год назад +3

      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

  • @leo-um3pj
    @leo-um3pj Год назад +897

    well crit is basically a multiplier; 70% crit increases dps by x1.7 on average

    • @qunas101
      @qunas101 Год назад +67

      Yes, but if you think of it that way, you should keep in mind that it can't be bigger than 100% or x2

    • @duckified.
      @duckified. Год назад +27

      you'll still always have x2 base damage on average if you go above 100%

    • @boliveto
      @boliveto Год назад +75

      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

    • @leo-um3pj
      @leo-um3pj Год назад +1

      yup

    • @blahybris608
      @blahybris608 Год назад +3

      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)

  • @blanky6739
    @blanky6739 Год назад +232

    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)

    • @thatonemailbox
      @thatonemailbox Год назад +4

      how did you do the math?

    • @DeitySkullKid
      @DeitySkullKid Год назад +104

      @@thatonemailboxArabic numerals, most likely
      That and some applied algebra would be my best bet

    • @bennyworm1234
      @bennyworm1234 Год назад

      Ten

    • @rohansingh1057
      @rohansingh1057 Год назад +29

      @@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.

    • @blanky6739
      @blanky6739 Год назад +1

      i have an interactive desmos link but i think it gets autoblocked oh well

  • @fundfart4831
    @fundfart4831 Год назад +52

    Pro tip: avoid the problem, go summoner and get an equal balance between warding and menacing.

    • @hydratedoxygen4872
      @hydratedoxygen4872 Год назад +1

      ditch the warding and replace it with quick

    • @jkeebla
      @jkeebla Год назад +7

      @@hydratedoxygen4872 ditch quick and replace it with warding

    • @the1necromancer
      @the1necromancer Год назад

      @@jkeebla
      Ditch quick and warding and replace it with lucky.

    • @timelesspoultry8849
      @timelesspoultry8849 Год назад

      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

    • @UltrasoundingOfficial
      @UltrasoundingOfficial Год назад +1

      but then you have an even worse problem, you have to play summoner

  • @RackaGack
    @RackaGack Год назад +199

    How i reforge for each class:
    Melee: Full warding
    Ranger and mage: either lucky or menacing whichever comes first
    Summoner: Full menacing

    • @Neopolitan_Illusion
      @Neopolitan_Illusion Год назад +3

      I go arcane for mage

    • @Gokuless
      @Gokuless Год назад +5

      So...no damage run as Summoner?

    • @RackaGack
      @RackaGack Год назад +34

      @@Neopolitan_Illusion Id rather get better damage with mage bc there are tons of options for generating mana

    • @CloutmasterPhluphyy
      @CloutmasterPhluphyy Год назад +7

      For me, I do
      Not summoner: half lucky, half menacing, or 3 lucky 4 menacing in hm master
      Summoner: full menacing

    • @CloutmasterPhluphyy
      @CloutmasterPhluphyy Год назад +8

      @@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

  • @MrGForce
    @MrGForce Год назад +49

    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

    • @ostadpapa
      @ostadpapa Год назад +13

      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.

    • @MrGForce
      @MrGForce Год назад +1

      @@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.

    • @r.s.7929
      @r.s.7929 Год назад +2

      @@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.

    • @r.s.7929
      @r.s.7929 Год назад +2

      @@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.

    • @inreisen
      @inreisen Год назад

      @@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.

  • @rubbyy
    @rubbyy  Год назад +26

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    • @serverhell1882
      @serverhell1882 Год назад +1

      sorry, i dont buy sponsors, its more of a repel for me.

  • @kaylaa2204
    @kaylaa2204 Год назад +17

    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

  • @JayTheOtt
    @JayTheOtt Год назад +12

    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

    • @Frousted
      @Frousted 11 месяцев назад

      ruclips.net/video/YWXld3gf06c/видео.html

    • @5on7YT
      @5on7YT 7 месяцев назад +1

      bro really said 🤓

    • @Ptoki1
      @Ptoki1 5 месяцев назад

      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?

    • @JayTheOtt
      @JayTheOtt 5 месяцев назад +1

      @@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.

    • @Ptoki1
      @Ptoki1 5 месяцев назад

      @@JayTheOtt thanks

  • @nebulous9280
    @nebulous9280 Год назад +19

    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).

  • @smallbob7984
    @smallbob7984 Год назад +17

    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.

    • @jeeBisOkay
      @jeeBisOkay Год назад +1

      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.

    • @Shyguymask
      @Shyguymask Год назад +19

      @@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.

    • @jeeBisOkay
      @jeeBisOkay Год назад +2

      @@Shyguymask >:(

    • @JessicaMorgani
      @JessicaMorgani Год назад

      @@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.

  • @cvf4ever
    @cvf4ever Год назад +5

    me as a melee only using violent:

  • @majickman
    @majickman Год назад +31

    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

    • @packediceisthebestminecraf9007
      @packediceisthebestminecraf9007 Год назад +15

      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.

  • @timelesspoultry8849
    @timelesspoultry8849 Год назад +5

    In short: Get your crit chance as close to 100% as you can, then go apeshit with raw damage to maximize your DPS

    • @Dima666Air
      @Dima666Air 11 месяцев назад

      Like it wasn't obvious

  • @BennyCocoPop
    @BennyCocoPop Год назад +27

    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

    • @Zenith07
      @Zenith07 Год назад +4

      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

    • @Shyguymask
      @Shyguymask Год назад +14

      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.

    • @BennyCocoPop
      @BennyCocoPop Год назад +3

      @@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

    • @Zenith07
      @Zenith07 Год назад

      @@Shyguymask i actually agree on that, I usually go for Damage earlier since its alot more easier to get

  • @bandiddums
    @bandiddums Год назад +6

    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

  • @willsmich506
    @willsmich506 Год назад +60

    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

    • @magica3526
      @magica3526 Год назад +2

      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

    • @cyanaquamarine
      @cyanaquamarine Год назад +1

      @@magica3526 Yoyos get increased range from higher melee speed, that is quite a benefit imo.

    • @silverstar1614
      @silverstar1614 Год назад +7

      @@cyanaquamarine but its useless when you have an yoyo with basically full screen reach

    • @magica3526
      @magica3526 Год назад +3

      @@cyanaquamarine it's not nothing, but it's pretty easy to make up for medium range yoyos by just getting closer

    • @KikinCh1kin
      @KikinCh1kin Год назад

      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)

  • @frankphillips5884
    @frankphillips5884 Год назад

    Fantastic experiment! This was actually very eye opening for me, thank you!

  • @Shyguymask
    @Shyguymask Год назад +37

    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.

  • @dozezoze
    @dozezoze Год назад +9

    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.

  • @azekilldiablo9315
    @azekilldiablo9315 Год назад +3

    Me, a warding reforger: ah yes, interesting.

  • @Aj-py8en
    @Aj-py8en Год назад +2

    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)

  • @steepslopesmm2
    @steepslopesmm2 Год назад +4

    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

  • @BaloopaOLD
    @BaloopaOLD Год назад +1

    What was you build for the max av dmg? (All items and referoges)

  • @angusheath5321
    @angusheath5321 Год назад +2

    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.

  • @b0ne_r3aper78
    @b0ne_r3aper78 Год назад +3

    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.

    • @b0ne_r3aper78
      @b0ne_r3aper78 Год назад

      The higher the difficulty and the higher your defense the less of an impact damage reduction has on damage taken.

  • @half_chub
    @half_chub Год назад +3

    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

  • @TerrariaTree1
    @TerrariaTree1 Год назад +3

    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

  • @A_pers0n
    @A_pers0n Год назад

    i bet your real sponsor was the goblin tinkerer after he saw that everyone was using shimmer now

  • @MightyWeeks
    @MightyWeeks Год назад

    great experiment. thanks for sharing

  • @CruisM
    @CruisM Год назад +6

    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

    • @connortodd4538
      @connortodd4538 Год назад

      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.

  • @talwarsrightnut
    @talwarsrightnut 7 месяцев назад +1

    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

  • @gumbarius
    @gumbarius Год назад +2

    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

  • @manasyuu
    @manasyuu Год назад +1

    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

  • @mondragx9538
    @mondragx9538 Год назад

    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?

  • @cubaca470
    @cubaca470 Год назад +1

    DEFENSE IS THE CORRECT WAY

  • @zoot_the_axolotl8095
    @zoot_the_axolotl8095 Год назад +3

    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.

    • @connortodd4538
      @connortodd4538 Год назад +5

      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.

    • @be7256
      @be7256 Год назад

      @@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

  • @YouAreNoted
    @YouAreNoted Год назад

    What was the build for maximum dmg and reforges?

  • @thomasdevlin5825
    @thomasdevlin5825 Год назад +2

    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

    • @FinalStar123
      @FinalStar123 Год назад

      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.

    • @TheAstralWitch
      @TheAstralWitch Год назад

      Honestly, would've loved to have some sort of crit overflow for _massive_ damage. Then again, meh. Balancing is hell.

  • @torstonvodesil6709
    @torstonvodesil6709 Год назад

    Thankyou for this

  • @-ionutcontrabas-6069
    @-ionutcontrabas-6069 Год назад +2

    Another reason to hate goblin thinkerer.

  • @TurquoiseIcy
    @TurquoiseIcy Год назад

    I have been doing this for years, amazing that no one has ever compiled it down.

  • @mietekdebussy
    @mietekdebussy Год назад +2

    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

  • @AlexeyGusakov
    @AlexeyGusakov Год назад

    Thank you!

  • @Mr_Zaturn
    @Mr_Zaturn Год назад +2

    Me in a corner reforging my accesories to defensive:

  • @rasmodii
    @rasmodii Год назад +2

    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

    • @CloutmasterPhluphyy
      @CloutmasterPhluphyy Год назад

      And menacing is basically ur only option if ur running full summoner

  • @nathanlamberth7631
    @nathanlamberth7631 Год назад +1

    Don’t forget to take into account defense

  • @nguyentandung42
    @nguyentandung42 Год назад

    It basically depends on what the money grubber give you first

  • @Bliger29
    @Bliger29 Год назад

    pov: you only use Warding like every normal peapole

  • @enzobarbosa2897
    @enzobarbosa2897 Год назад

    Can we get a ranged and mage build?

  • @lucadinatale9261
    @lucadinatale9261 Год назад

    I’d love to know how melee speed reforged compare to this? Anybody know?

  • @Nova-ly7tx
    @Nova-ly7tx Год назад

    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

  • @openthevoid1064
    @openthevoid1064 Год назад +1

    *laughs in summoner*

  • @neoselket562
    @neoselket562 Год назад +1

    *Laughs in warding*

  • @ollie3427
    @ollie3427 Год назад

    "menacing or lucky?" warding.

  • @bygon135
    @bygon135 Год назад

    oh, dude, you'd opened my eyes

  • @somedude4087
    @somedude4087 Год назад +1

    oh so thas why shy guy mask+ did that

  • @Pyrodiac
    @Pyrodiac 5 месяцев назад +2

    And then ShyGuyMask said let there be truth.

  • @laurensmuina
    @laurensmuina Год назад

    _Violent enchant had left the chat_

  • @harrylts
    @harrylts Год назад

    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

  • @goostav8235
    @goostav8235 Год назад

    What about attack speed?

  • @iceicicle3046
    @iceicicle3046 Год назад +2

    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

  • @photonic083
    @photonic083 Год назад

    Finally someone makes a video about this

  • @SkunkfapGaming
    @SkunkfapGaming Год назад +1

    I've always reforged my accessories to lucky, I don't think ive ever gone full damage

  • @notjustagirl461
    @notjustagirl461 Год назад

    "What's better, damage or critical chance?"
    me who plays summoner:

  • @Sleksin
    @Sleksin Год назад

    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.

  • @DragonShadow32
    @DragonShadow32 Год назад

    what about attack speed? max out the Crit, Damage and attack speed altogether. will average damage improved or worsen?

    • @CloutmasterPhluphyy
      @CloutmasterPhluphyy Год назад

      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

    • @jacobverner321
      @jacobverner321 Год назад

      @@CloutmasterPhluphyyI want to see what flying dragon does

  • @inreisen
    @inreisen Год назад

    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).

  • @minatic1148
    @minatic1148 Год назад +1

    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.

  • @mynameis5593
    @mynameis5593 Год назад

    What about melee speed?

  • @patrickdino9714
    @patrickdino9714 Год назад

    What accessories did you use to get the 99% crit chance and max damage?

    • @Piggly8w8
      @Piggly8w8 Год назад

      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.

    • @patrickdino9714
      @patrickdino9714 Год назад

      @@Piggly8w8 thanks so much bro

  • @raflidiot
    @raflidiot Год назад

    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%

  • @pearson674
    @pearson674 Год назад +1

    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+

  • @Ofdensen
    @Ofdensen Год назад

    "pew-tread cent"

  • @LoRGaming623
    @LoRGaming623 Год назад

    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.

  • @Femaiden
    @Femaiden Год назад +1

    i don't like glass cannon DPS builds, because i don't like dying in 1 hit. . .

  • @Urkikk
    @Urkikk Год назад +1

    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?

  • @brainofcthulhu1392
    @brainofcthulhu1392 Год назад +4

    Bro straight up using the zenith

    • @slpyOb
      @slpyOb Год назад +5

      It doesn't matter what weapon they use, as the results would lead to the same conclusion.

    • @brainofcthulhu1392
      @brainofcthulhu1392 Год назад +1

      @@slpyOb true👍

    • @funl
      @funl Год назад

      more damage you can do the more accurate results you will get

  • @michakrzyzanowski8554
    @michakrzyzanowski8554 Год назад

    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

  • @aixrynx
    @aixrynx Год назад +3

    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?

    • @TheAstralWitch
      @TheAstralWitch Год назад

      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 :)

  • @zeldaplayergl11
    @zeldaplayergl11 Год назад

    So... my build remains unchanged. Very kewl

  • @MrHatREAL
    @MrHatREAL Год назад +1

    i always reforge my accessories to defense, cuz i compensate my skill issue into taking more punches

  • @Powerate
    @Powerate Год назад +1

    I reforge my accessories to Warding 🛡️

  • @floatthefolf
    @floatthefolf Год назад

    Diminishing returns chart for terraria lmao

  • @nasky5186
    @nasky5186 Год назад

    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

  • @dryrain2728
    @dryrain2728 Год назад

    Music name?

  • @Hensley_Jb
    @Hensley_Jb Год назад

    I realized this in a playthrough I had

  • @georg_blockbuster5745
    @georg_blockbuster5745 Год назад

    Why not get all of them to warding or does that cost to much platinum coins?

    • @manstick3140
      @manstick3140 Год назад

      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

  • @glauberglousger6643
    @glauberglousger6643 Год назад

    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

  • @azueGD
    @azueGD Год назад

    i use lucky build on ranger,melee and mage but menacing for summoner

  • @Thevtoutlaw99
    @Thevtoutlaw99 Год назад +1

    The max melee damage build makes the zenith do 599 damage and 26000dps on a single target

  • @gladius9699
    @gladius9699 Год назад

    If always done the 100% crit thing for my builds its just to good sadly it does not really work for summoner but eh 😅

  • @NEKOSAIKOU.
    @NEKOSAIKOU. Год назад

    Can someone tell me how to get the goggles?

  • @agentlyonardo939
    @agentlyonardo939 Год назад

    DO ITFOR RANGER PLEASE

  • @ivanchik667
    @ivanchik667 Год назад

    Me reforging all accessories to Warding: "Oh no! Anyway..."

  • @aperks
    @aperks Год назад +2

    bruh
    me who reforged everything to warding: ok

  • @ThevenimX
    @ThevenimX Год назад

    Shouldnt it be get to 100% crit or close and then go all damage

  • @FedGrod
    @FedGrod Год назад

    depends on the weapon