![]() ![]() You should be allowed to reach 100% or near 100% crit rate if you want to.įor the sake of options and discussion, I propose this alternate critical hit method: The large orange numbers have a greater impact, enemies get knocked further away, things just die faster. I think that wouldn't work very well, landing crits feels fun. It is extremely powerful though, and some people might see it as "too powerful" and would want to see it "fixed" through means such as reducing critical hit rates or making it cap at a certain number. I'm not necessarily saying this is a massive problem, and I wouldn't say it needs "fixing" either. ![]() The multi-hit nature of weapons such as Flairon, Chain Gun, and Blizzard Staff or even the rapid-fire nature of the Snowman Cannon only serves to put further emphasis on this the more often you hit, the more often you can crit and deal double damage. While this normally would just seem like "you do much more damage a little more often" with the variety of items at our disposal, this can hit upwards of 80% very easily while still stacking damage boosts, causing damage to spiral skywards very quickly. Full Menacing increases your damage by upwards of 20%, while full Lucky increases your critical hit rate by 20%. In Terraria, it is most definitely the latter. Nice when it happens but not worth investing in This particular attack would do either 101 or 202 damage, depending on if it rolls a critical hit.Ĭritting is a staple mechanic in RPGs in this day in age, but much like life steal they seem to only have two polarizing states: 1 if the attack does not crit, 2 if the attack crits.įor example, 100 attack hitting something with 16 defense could possibly look like this: ((100*1.09)-(16/2))*C V is damage variance, anywhere from 0.85x to 1.15xĭ is target's defense, thus divided by 2 since you need 2 Defense to mitigate 1 damageĬ is critical check. Forgive me if my formatting is off I haven't done basic algebra in a long time. Terraria's damage formula, from what I can tell, seems to be this. While building full Lucky is far superior in the endgame phases due to the sheer amount of hits we can put out at once, full Menacing or full Warding is still entirely viable. I would like to preface this by saying I don't feel any changes really need to be made, as it's likely far too late to the party to change basic damage formula interactions in the sake of "balance" as overbalancing a game is far worse to the game than just leaving powerful things in. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |