So, what fits people the most is often reliant on how skilled they are. Some people will die regardless of the damage boost they will have if they have the bonus damage. And no, this is not a rhetorical question. So, it comes down to either 42% damage reduction or 24% bonus damage? Pick your preference. Now, if we add in 24 defence from Warding, that negates it to 25 damage. That's a large figure to suffer consistently. With Titanium Melee and some buffs, 60 defence ish. To take an example, Destroyer's Probe laser does 88 damage. At the same time, it reduces weak and spammy attacks such as Destroyer Probe lasers and Plantera seeds to a more manageable amount. To elaborate for the purpose of this thread, Warding (or otherwise more defence) is useful to reach the threshold where you can 'infinitely' survive the boss and therefore are able to take it out trivially regardless of how much health they have. I guess you didn't understand anything about the whole 'depends on playstyle' bit I wrote about. You're saying that like what you think is purely fact and what I think is false. So, some times, a violent could greatly increase the DPS of a sword, sometimes could be useless, it needs some calculation to see whether a violent is useful.Īs for quick and arcane, I don't think they are useful, especially when you and not a mage and have a wing. This is how to calculate it, note this melee speed only works on any melee weapons can have a speed modifier, like swords and shortswords.Īnd it also increases the velocity of sword beams and boomerang, and could increase the range of some melee weapons(this seems constant). In a conclusion, I normally treat them the same, as to save the money for reforge.įor the violent, the situation is more difficult, the melee speed is highly inconstant, and depending on the weapon's basic use time and modifier. Finally, if a mob's health is much more than your weapon's damage, but less the twice of it, then lucky may be a better choice for the pathetically mob. Then due to the damage is round up, sometimes lucky is better, as the menacing may failed to increase the damage of a weapon due to its low damage. Normally, this is true, especially in hardmode and you are not a heavy-armored melee character or you are good at dodge.įor DPS increasing, the menacing is slightly better than lucky consider the defense of mobs.īut, the average DPS is count by X (1+Crit chance %), all need a round up, so, as the damage and crit chance are multiply relation, sometimes changing a Menacing to Lucky may increase the damage(depends on many factors though).
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