Weapons & Equip - More diverse weapon prefixes such that there are multiple "best modifiers" (2024)

So, before I explain what I think could be improved with the system, let me first outline what I really like about the reforge system:
Accessories!
There is no "one best reforge" for accessories. Of course, you always want the +4% over the +1%; but +4% movement speed is valuable for mobility, +4% damage or +4% crit strike is free extra damage, +4 defense turns up in tank builds, and +4% use speed turns up occasionally. This is a really interesting system which means no modifier is "inferior" - just useful in a different context. It's genuinely really interesting to pick and choose which one you might want!

Weapons, on the other hand...

There is only one best prefix for weapons. Legendary/Unreal/Mythical/Ruthless for the four main classes, with other oddballs like Light popping up occasionally for e.g. mining tools. Godly is secondbest, Demonic is never a bad modifier, and Masterful on magic or Rapid on range are always modifiers that are good to have: but you always have the feeling of "it's not as good as it could be." Because the stats are strictly inferior to a Legendary/etc weapon.

Fundamentally, this results in the reforge system for weapons essentially rolling forever till you land that best modifier and then forgetting about reforging it ever again. I think that, even within the statistics that can already be modified, there's room to do just what accessories do: to have multiple viable "best modifiers" that might be good in different situations that reward specialization. This isn't to say the Legendary modifier needs to be removed: it can be kept as a "jack-of-all-trades general excel," but I think there's room for additional specializations. Here are some examples for just the melee class:

  • Massive: +30% size. The larger size could and help out with crowd control, allowing you to hit multiple mobs at once: think using a spear in the Old One's Army. It could also be helpful for extending whip range when a summoner, allowing you to keep a greater distance from your foes.
  • Slow: +100% damage, -50% speed. At first glance, this looks like the same overall DPS but with a tendency to whiff: however, factoring in enemy Defense will mean that such a modifier would allow you to get a higher overall damage output. Quick math: Suppose a weapon does 5 damage every shot and fires once per second. Imagine you're hitting an enemy with 8 DEF, for 4 damage reduction, so you only hit for 1 DPS. With this modifier, you hit for 6 damage every two seconds, which is three DPS, a +200% damage increase. This modifier would also put a higher emphasis on aiming, to make sure you can get the most out of its fewer shots.
  • Rapid: +25% use speed. Significantly speedier than Legendary, this would allow weapons that can stack debuffs (think the Daybreak's stacking) or otherwise have unique mechanics (think the Sleepy Octopod's charge time potentially being reduced by this modifier) to get more value out of what makes them unique.

As an example of some other modifiers other classes could benefit from:

  • Masterful, for magic: -33% mana cost. Modifiers already exist to reduce mana cost, but it's hard to compete with Mythical which comes with -10% mana reduction and has extra damage to boot. By speccing purely into mana reduction, players would be less reliant on mana potions, which allow their overall DPS to increase (as using a mana potion temporarily reduces your damage). Builds that use no mana potions at all (to not suffer the damage penalty) also become more of a possibility.
  • Far-flying, for range: +50% velocity. Velocity is a really intriguing stat, because not only does it increase how far your projectile goes (assuming you're not using bullets), it also removes some of the predicting you have to do when playing range: when you're aiming at a target, you don't just have to aim for where it is, you have to aim for where you think it's going, and increased velocity means less travel time means enemy moves a shorter difference means enemy is less likely to juke your shots. While this would be "less DPS" than an Unreal weapon, the capability to stand at further distances (and get hit less) in addition with more likely to hit (which increases overall DPS) means that this could be a genuinely preferable modifier.

That's just changing the numbers on stats that already exist. If you wanted to go the extra mile, you could implement entirely new modifiers:

  • Velocity, like what range has, but for melee. Besides speeding up the projectiles, it could also increase yoyo move speed, which could be helpful when chasing fast-moving targets that yoyos can sometimes struggle to keep up with (think trying to use yoyos vs The Twins.)
  • Explosive: This modifier could increase the size of area of effect attacks. Think the Solar Eruption's explosion on hit, rockets, etc. This could be useful in situations where crowd control is required, such as the Lunar Pillars. You could think of it like the +size modifier melee weapons have, but for non-melee weapons.
  • Peaceful, for rocket-launching weapons. This would add a unique attribute: no matter what ammo is used, tiles will never be destroyed, allowing you to use Mini Nuke IIs to your heart's content
  • Efficient, for ranged weapons. This would add an additional chance to not consume ammo. Could be useful for players who don't have enough resources to reliably use expensive ammunition like Holy Arrows, Chlorophyte Bullets, or Fallen Stars, although would overall be inferior to a +damage boosting modifier.
  • Far-seeing, for ranged weapons. If applicable, this would add the effects of the Sniper Scope / Binoculars. This allows you to see more of an enemy's movements and react accordingly, and allows you to stay further away (and get hit less) The effect of the scope can sometimes be nauseous as the camera wibbles and wobbles all around, but by being an optional modifier just like how the Sniper Scope is an optional accessory, players who would get nauseous can reroll to a more standard +damage modifier.
  • Long-lasting: The damage output of several weapons (think Razorblade Typhoon) is essentially capped by their projectile lifespan. Outside of increasing the damage potential of homing weapons, this could also be helpful so e.g. you have to replace your Rainbow Staff or Nimbus Rod less frequently, as they'd last longer.

Finally, I think it's worth noting that negative modifiers don't need to be emphasized. Think of the "Heavy" modifier for melee weapons: +15% knockback, -10% speed. This already isn't a good modifier since knockback is not always the most useful thing in the world, but the -10% speed brings it down even further. But the speed penalty is worse than the listed -10%: when compared to a Legendary weapon (+10% speed), the speed penalty from heavy turns into -20% (or 18%, depending on how you do the math). This means the modifier is just terrible, with no reason to ever pick it. So when looking to give a bonus to existing modifiers, I don't think they need a penalty elsewhere to bring them down, since by missing out on boosting other stats they're already missing out compared to a Legendary weapon.

All of these are hypothetical names & hypothetical numbers, but they illustrate how even within the existing system, I think there's room to diversify the modifiers system so that there isn't just "one best" modifier. Which I think is a goal that would be helpful to the game, as at the moment the weapon reforge system is "reforge to Legendary/Unreal/Mythical/Ruthless and then forget about it forever."

Weapons & Equip - More diverse weapon prefixes such that there are multiple "best modifiers" (2024)

FAQs

What is the best modifier for all weapons in Terraria? ›

Universal modifiers can also be found on all other weapon types. The best universal modifier is Godly or Demonic. The two modifiers only differ in knockback, a stat that is not considered very useful (or even beneficial) in many situations.

What is the best modifier for guns? ›

The best modifier for guns is Unreal, with the exception of guns without knockback.

What is the best modifier for the Terrarian? ›

Its best modifier is Legendary. Although yoyos cannot normally obtain the Legendary modifier, the Terrarian is an exception and receives a unique set of boosts from the Legendary modifier: +17% damage, +8% critical strike chance, and +17% knockback.

How to get weapon modifiers in totk? ›

If you're fortunate, you can come across weapons that already have weapon modifiers on them. However, there's also a way to purposely add modifiers to weapons you already have in your inventory. To add a modifier to a weapon, all you need to do is go to the Death Mountain area and find yourself a Rock Octorock.

How to get 7 accessory slots in Terraria? ›

In Expert Mode a sixth slot is obtainable by consuming a Demon Heart. Ultimately, Master Mode includes a sixth slot by default which, when combined with a Demon Heart, provides seven slots.

What's the most powerful weapon in Terraria? ›

The best Terraria Hardmode weapons are:
  • Palladium Sword.
  • Death Sickle.
  • Seedler.
  • Megashark.
  • Daedalus Stormbow.
  • Staff of the Frost Hydra.
  • Rainbow Gun.
Sep 11, 2023

What is the best modifier for titanium railgun? ›

Its best modifier is Unreal.

What is the best modifier for sentry weapons? ›

Its best modifier is Ruthless. The Mythical modifier presents a wider array of stat bonuses, but most of these apply to the initial summoning, and not to the resulting Ballista. Additionally, minions cannot deal critical hits. The only significant advantage the Mythical modifier has over Ruthless is in knockback.

What is the 25 modifier? ›

Modifier 25 is a way to identify a “significant, separately identifiable evaluation and management service by the same physician or other qualified health care professional on the same day of the procedure or other service,” according to the CPT 2024 code set.

What is the best zenith modifier in Terraria? ›

The Zenith also has a base 14% critical strike chance as opposed to the usual 4%. Its best modifier is Legendary.

Is Moon Lord Cthulhu? ›

– According to the Terraria lore pages, though it was initially theorized (and joked by staff) that the Moon Lord was Cthulhu's brother, it appears that he is Cthulhu itself, or at least is what it implies.

What is the best modifier for summon weapons in Terraria? ›

The best modifier for pre-hardmode minion summon items is generally Mythical, while the best modifier for hardmode minion summon items is generally Ruthless.

What is the best shield in ToTK? ›

The Hylian Shield is a Shield in The Legend of Zelda: Tears of the Kingdom. If you're looking for the top shield in ToTK, then the Hylian Shield is the one you should try to get. Not only does this shield has a 90 base protection, but its defensive capabilities and durability outshine all other shields.

What is the best modifier for magic weapons in Terraria? ›

Weapons that produce magic damage or summon minions can have the Taboo modifier, which will boost them with +10 percent speed and knockback.

How do you get plus 25 weapons? ›

Almost all weapons are found at a base level of 0, and can be upgraded from +1 to +25 (or to +10 with Somber Smithing Stones) using multiple tiers of Smithing Stones from Smithing Stone [1] to Smithing Stone [8], with +25 requiring an Ancient Dragon Smithing Stone.

What is the best modifier in Terraria summon? ›

The best modifier for pre-hardmode minion summon items is generally Mythical, while the best modifier for hardmode minion summon items is generally Ruthless.

What is the best wand modifier in Terraria? ›

The best modifier for wands is generally Mythical.

What is Arkhalis best modifier Terraria? ›

The Arkhalis's unique means of attack is unaffected by any size and speed modifiers. Its best modifier is Godly or Demonic. Both modifiers increase the average damage output by the same amount.

What is the best modifier for mk2 Terraria? ›

Its best modifier is Unreal.

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