How good is the lucky reforge?
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- čas přidán 17. 05. 2024
- Just in case you wanted more math
I didn't check every single boss like I did in the defense video, but I feel like a pretty clear pattern established itself quickly.
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i like lucky because it tickles my brain to see bigger flashing number
Big flashy number go up
Makes us happy
Funi big boi number
Me hepi
Humanity is doomed.
You can reforge all you want
But u cant reforge a better life for yourself
(Mad bc they know their lives are nothing) ⬇️
@@RafelJaggai average human reaction when another human enjoys something
You are right...but why do you say it like this 😭😭😭
If Spazmatism has 28 defense, does that mean that he has 7 warding accesories equipped?
The real questions being asked now
It could also mean that it has armor, perhaps of the hallowed variety, as it drops hallowed bars. The hallowed hood provides 27 defense, that with a single hard accessory would fit the bill.
if spaz starts minmaxing his defence we're DONE
@@dieseldan2562or the almighty shackle
Except they're all step stools and that vine rope thing
Nah you guys are all wrong, Quick is the best
Actually I do use quick, for a builder set that is
@@nathanflinchum1153 that actually sounds kinda good, I always put warding on the builder set but I wonder how Quick does with it.
if move more fast than boss boss no hit = no need defense? Checkmate sorbet cafe
@@finnishamerican me running away from moon lord
I think we all sleeping on arcane fr
OK! OK! Let's reforge these accessories, let's reforge these accessories with Movement Speed!
Facts, Quick is the best.
Egg people in my terraria video comments? More likely then you think.
Unironically movement speed is super good for certain calamity/infernum bosses I found.
Let's not get it twisted, bro just locked in!!
I wish quick modified top speed, with boots it just modifies acceleration, and when you have any form of dodge it's useless. and even without dodge, Magiluminescence exists.
"Wife said it was her or the dodge crit build."
"God I miss her."
“I may have a 60% chance to dodge bullets but not a 60% chance to dodge alimony, that’s a 100% hit rate.” - Grouse
The part at the end about essentially using your health to be more aggressive and deal more damage in a fight is why I like the Magic Cuffs/Celestial Cuffs so much when playing as mage.
It's fun to spend your health in exchange for mana without needing to use mana potions or waiting a second to regenerate mana (At least in Pre-Hardmode).
Anyways this was a great analysis!
I never liked mana potions and preferred mana regen or magic/celestial cuffs, so I can agree.
This is especially relevant considering mana potions actively decrease your DPS!
i just stack up on mana regen potions and i have mana regen band, the regen is pretty goddamn good
@@Ptoki1 Yeah, Mana Regen is insanely strong. You stop firing for a second and your Mana is already half-restored.
Mans out here utterly destroying over a decade of misconceptions from the community about how the game works.
@@Meowlegend7 You're just projecting honestly they literally said that maximising defense isn't as fun in the last video which implies you should just play however you like but be aware that statistically it's good to go into defense sometimes.
@@Meowlegend7 That's just your perception of it. Objectively speaking this is entirely just math. He never tells you to NOT go for lucky or menacing. Just tells you what the math says is better.
@@Meowlegend711:38 “it’s PERFECTLY FINE to use menacing and lucky reforges”
@@Meowlegend7 Uuh, nah. The video just explains the game's mechanics... Although the game itself being designed in a way that favours grindy boring playthroughs kinda sucks lol.
@Meowlegend7 that's a very typical and ironic response to people who enjoy doing things this way. The creator even pointed out they don't usually tank cause its not their personal taste, and these videos are actually combating the common "max balanced dmg and crit or bad" narrative. So yeah, on 3 different levels, the way you took it is very misplaced. If you still can't change your perception you might have a complex
I never thought of treating health like an expendable damage increaser. I should do a melee-only (or even just melee-focused) run.
can confirm. i did a true melee run and the entire strategy is managing your health like that. it's pretty fun
im doin a spear only run of calamity and yeah im half dead all the time just to make sure im still doing damage
I've played enough magic to be aware
TBH this applies to a lot of other games as well. In Dark Souls and Elden Ring, you'll get marginal damage increases from pumping up your damage stats early on. Even end game you might roughly double your damage with a maxed out damage stat. That's not insignificant, but by pumping up your HP stat instead you can get 4 or 5 times the HP. And the longer you survive, the more damage you'll be able to deal. In theory, surviving 4x as long should mean doing 4x as much damage. Now, it's different in Souls games compared to Terraria. Terraria lets you kill faster because you can face tank and spam attacks, while in Souls games face tanking isn't really viable, but just living longer gives you more chances to attack.
Solar Armor literally incentivizes you to take damage and kiss the boss😂
the answer being "functionally identical" is actually really fun, it means you can actually just pick which FEELS better.
Or don't pick at all. Save yourself coin/time and just stick with whatever 4% crit/damage buff you get.
Only real big thinking point would be getting armor pen or not and that is a case by case thing as well.
Except that they are not. Here is the summary of my comment:
1. The math is screwed up in places
2. The damage calculation steps is lacking a citation
3. High attack speed/low damage weapons are not accounted for
4. Ichor and Besty's Wrath not accounted for.
@@TheFireMouseYT
1. Too vague to comment on
2. The wiki page for Damage
3 + 4: 4:23 "This is just one example" defense is accounted for and including all sorts of situations would only make the video longer than it should
@@TheFireMouseYT "you didn't cite your calculation" this ain't PoE brother, this is real simple shit. you could do this in your head if you wanted
@@TheFireMouseYT I think you missed the point... firstly, the damage calc steps are literally how the game calculates the damage... it's straight from the official wiki, or you could just try it yourself to see if it matches, or read the game's code. Secondly, the high attack speed low damage scenario is literally just one specific scenario, and in this case, it's pretty easy to see that it would look like a bellcurve, where menacing outperforms in most cases, but on either fringe, lucky pulls ahead again. Finally, the last point is the same as the other point, such as enemy with zero defense, or while using armor pen... it helps lucky pull ahead more. This was said in the video.
I remember that time I got into a big argument about Menacing Vs. Lucky, and a concerning amount of people kept suggesting that Lucky is better just because reaching 100% crit chance will "double" your DPS. I know almost nothing about math and even I was embarrassed at those arguments.
Correct me if I am wrong or understanding you wrong, but I feel like you were too agressive in those arguments. I really don't think people thinking "%100 crit chance doubles your DPS" is this or was that serious.
@@Meowlegend7 Believe me when I say a lot of those people genuinely believed a magic spell would happen upon reaching 100% crit chance. Some of them would basically dismiss anything I say and just go "but 100% crit chance". And also, where and when was I too aggressive in those arguments?
"crits double your damage so 100% crit is double damage"
@@yoshimaste6588 I said DPS, not raw damage per hit.
Mmmm always fun. So, crit does double damage, so if you have 100 damage, 24% of the time you get 100 damage, or...... you average out 24 damage a hit. Which is yup, the same as menacing. Math is fun.
I'm just the kind of person who takes menacing, warding, or lucky, whichever pops up first.
This guy has no enemies
This guy has no enemies
He just like me fr
screw the goblin tinkerer, he aint getting a cent from me if i already have one of these reforged
Welcome to the world of freedom. How does it feel?
I think the Calamity mod, and maybe other bullet hell-style games, may have caused people to think of Terraria bosses as a challenge to "gamer skills" and maneuvering around the boss's attacks instead of an obstacle in a sandbox that you can overcome through intelligent use of the world around you and the resources it gives. Obviously both methods will get you through the game, and you can't really have one without the other, but the creative puzzle-solving side of Terraria seems to have gotten kind of lost in favor of optimizing theoretical DPS and trying to bumrush the next boss.
Or maybe I'm just not watching enough Terraria videos. Idk
You can really see that in most gameplay showcases. I think aside from frame 1 kills, the only times I've seen more tools used aside from possibly heart statues (if that) in an arena was this femboy right here
Developers' fault for making the game feel you like an utter badass imo
Nah, you're probably watching *too many* Terraria videos. That's where the hyper-optimized no-hit bossrushers live, most people don't play like this I believe. Sorbet kinda acknowledges this when he provides example builds that a "more casual" player would be using without nearly as many obscure buffs.
in calamity warding is buffed just making it straight up miles better than menacing or lucky since it scales over the course of the game. by the time you've killed wall of flesh your getting 5 defense instead of 4 and by the time you've beat the DOG your at +7 per accessory which is insane. Combined with other defensive powerhouses in the calamity mod its worth it
@@undeniablySomeGuy if you don't show optimized builds, it will be disregarded by experienced players for not being applicable to how they play. If you don't show unoptimized builds, it'll be disregarded by casual players for not being applicable to how they play. I never use that many damage bonuses unless I'm specifically showing how something behaves with optimized damage bonuses.
thank you dancepad terraria/hollow knight/lovecraft femboy
Wait he is femboy/gay
I felt my defense drop by 90 when I was watching that video.
Don’t EVER think you’re safe when you have a blind spot
@@clcasiisclqadir czcams.com/users/liveIV1gIEIA3s0?si=pFFE48u4zAsQcmxG
@@clcasiisclqadirhe is a femboy, proud one
@@OnlyTAS soo my sus on him was right
You know I really do appreciate channels like these that split terraria wide open like this. It’s such an interesting game and its meta is so poorly understood and highly variable that channels like these that break apart misconceptions and test the untested are so fascinating. Keep doing what your doing, champion
I think Ichor is worth mentioning. It decreases armor by 15, so essentially a 7 damage increase, and is easily accessible on melee and summoner (although summoner can't crit omegalul) with flasks and still relatively easy with golden shower and ichor ammo (eg. hit with an ichor bullet then switch to bow with holy arrows). Also Betsy Wrath with it's whopping 40 armor penetration.
I don't know the exact math and don't have the time to do it rn, but I imagine that these would make a difference, particularly with melee's ease of access to it.
ichor would help reduce the amount that defense hurts crit builds, yeah
it would help but i wouldn't see it being enough of a change to make it a stand out
Don't forget about Besty's Wrath, y'all
you are going to use two extra weapons, repeatedly, just for a little bit more damage?
@@xenopsychologist4943 i would, it can be alot of fun to stack debuffs on a target, and if you have a teammate, the defense lowering effect of ichor can be worth alot, secondary weapon can inflict ichor, primary weapon can use whatever ammo type that does the most damage, maybe venom arrows for your bow, ichor bullets for your gun, i would still do it even if i found out that it has a lower dps, because it is just fun sometimes
I made a fun desmos sheet once to help optomize my lucky to menacing ratio, and I can firmly state that it's a clear case of the best setup is entirely dependant on your gear and enemy, maybe ill re-build it better one day.
I did a deep dive into the damage calculations a couple years ago and found the method to optimise your damage output was to always have your damage boosts higher than your crit chance for the exact amount needed to compensaye for defense.
As an example, let's say you have a weapon that deals 100 damage and you're fighting a boss with 20 defense. To compensate for the defense of the boss, you'd need a 10% damage boost (only half of enemy defense is counted in calculations). After this boost you want to split your damage and crit 50/50, so if you have 60% increased damage, you'd want to have 50% crit.
Instead if you have a weapon that deals 50 damage and are fighting a boss with 40 defense, you'd want your damage to be exactly 40% higher than your crit chance.
As is mentioned in the video though, most bosses don't have just one solid amount of defense, and the actual difference in kill times will be minimal in all but the extreme edge cases.
sounds interesting, did you do the math on how much armor penetration would affect this too? on avreage how much of a diffence would a stinger necklace have on this in a boss fight? what about outside of boss fights? is the stinger necklace worth considering in the late game?
@@jackflican6037 Armor penetration essentially just subtracts that amount from the enemies defense, so in the case of a stinger necklace which has 5 armor penetration, an enemy with 10 defense would be treated as having 5. If works out to a +2.5 flat damage bonus so I wouldn't really suggest using it over other late game options that boost damage or crit percents. There are a few edge cases where it may make sense, such as the chain gun which has low (31) base damage - but insanely high speed.
@@jackflican6037 The math is extremely straight forward in that regard... you can do it yourself. Like the comment said, every point in defense the enemy has (or technically, rather 2 points), you want to make up first in menacing or any other +damage%. Then have an even split of crit and damage from there. With armor penetration, just subtract it from how much defense the enemy has. If we use their example too, 100 damage on a boss with 20 defense, then if you use a stinger necklace that has 5 armor pen, just subtract 5 from the 20. 15 defense, and enemies reduce damage by half of their defense. Now you just need 7.5 damage before you start doing a 50/50 split between damage and crit. Since this example uses a weapon with base 100, you need 7.5% damage before you start to split 50/50.
This basically means the stinger necklace is not really worth it late game, because most weapons have a base damage high enough to where adding an extra 2.5 damage per hit will always be worse than just slotting in another damage or crit chance accessory. If you are playing modded, you will have to do the math yourself. Basically, think of armor penetration as adding a flat amount of damage to your attacks, half the amount of penetration. This is only not true in the case that they have less armor than you have penetration (you get them to 0 defense), or in the case where they have so much armor that your armor penetration does not reduce it enough for your weapon to deal more than 1 damage.
For example, technically speaking, if you have a modded late game weapon with a really low base damage, say 10 damage per hit, but hits extremely fast, it will become better to use armor penetration if that armor penetration will reduce their defense to less than 20. But since many modded late game enemies tend to have more than 20-30 defense, you will probably need something with more than 5 penetration a stinger necklace provides before you even see a difference. This is still true of menacing though but since every point of damage is worth 2 points of defense on an enemy, with +50% damage from say menacing or something, 15 damage will be able to break through
@@john_titor1 yeah, that is true, i was gonna bring up the honeyed buff when hit, but i realised that an accesory that provides extra defense would somewhat close that gap, anch shield providing 4 defense reducing damage taken on hit by 2 in normal, 3 in expert and 4 in master, defensively there still is an argument for the stinger necklace, but unless you are using a really low damage weapon, or just need anything you can get for your last slot, stinger necklace is problably not gonna be the best option late game, tho with the lightning aura rod+monk/shinoby armor set, maybe it could be worth it? Depending on what minion summon you use it may be better, the dagger summon could scale somewhat well with it due to how it ignores armor, same thing with lightning aura, using the special armor sets for the lighning aura would also allow it to crit along with attacking faster, making it more viable
@@john_titor1 in a majority of late game cases, stinger necklase does remain a rather weak and outdated option tho, just like you said
Finally, another like-minded person seeing health as a resource. I gained this mentality from playing Slay The Spire mostly, but it applies in a lot of games.
These are awesome videos friend
That’s it
I’m going full Arcane build
+140 Mana is the future
Nah, dont go full arcane. 2 arcane accessories would be enough combined with your magic armor and accessory.
@@Meowlegend7 I'll do what I want!!
you should consider using accesories that increase your max mana natrually, like mana regeneration band, and especially celestial cuffs, use those with accesories that reduces mana usage for even more of an ability to keep fireing before you need to use mana potions or wait for mana to regenerate
@@Meowlegend7says the person who said arcane was good
@@Yetiisbored what does this has to do with anything?
I'm absolutely not a min/max Terraria player, and the only utility this video gave was that I shouldn't reforge away from lucky (always thought straight damage was way better). But I love nerdy, mathy deep dives. A+ vid :D
You greatly underestimate the power of the brisk reforge. I can’t believe you didn’t mention it.
He clearly forgot to consider what happens if I reforge all my weapons to Shameful!
Do you guys know how strong Zenith gets when it has the "broken" reforge? Its pure chaos.
The copper shortsword becomes sooo good when it has the "arcane" reforge
fishing for another reforge analysis video, eh?
@@Meowlegend7its so broken bro
the health is a resource at the end really changed my perception of playing. Saving it up as a failsafe for bad luck or a skill issue or expending it for higher DPS is something i never thought about
Between lucky and menacing I always use whichever reforge I get first from the tinkerer to save money, I’m glad to be vindicated here lol
I really liked this breakdown. I did not know how little difference there was with lucky and menacing 👍
bro is PASSIONATE about his internet arguments holy moly
for funsies sake, you should show how defense stacks up against menacing in Calamity >3
Lucky lucky horseshoe😊
Lucky lucky coin😊
Deadly deadly sphere staff
@@chriszg2332 man why cant we have the broken broken hero sword
Does demonic demon bow count?
Arcane Arcane Flower!!!!
I am loving these nerdy mathy deep dives into the relative qualities of terraria’s damage scaling! Great work!
Very thorough consideration of builds and a solid case.
I like this, now I can tell my friends that lucky and menacing are almost neck in neck, so they don't need to reforge for everything menacing
These are lovely videos. You’re a great presenter and editor. Much love.
Haven't seen the video yet, but still grateful for the video, hope your channel still grows, great content
After watching your defense video a few days ago, I decided to start a new character and going for full defense has made master mode SO much easier. Playing as summoner.
Seeing the Eye only deal ONE damage felt so satisfying lol. And I already beat brain twice.
Whenever i plays summoner i go melee speed
Man you really did put my English hearing skills to the test. First time hearing a person with rhothacism speak for this long.
Great video! And great exercise for me, both in maths and speaking.
Huh, I've always thought crits were calculated before enemy defense and, therefore, scaled particularly well with low-damage weapons or high defense enemies. But I can see now, that the 2 damage crits on DG suggests it has never been this way.
Combined with the fact I thought damage reduction applied before defense, I've really learned a bunch in only two black screens. (Has it always been this way? I have convinced myself I heard something about damage reduction proccing before defense back in 1.1 or 1.2.)
i can only speak about 1.2 and above but if you noticed, hits deal a minimum of 1 dmg and crits deal a minimum of 2 as seen by people killing dungeon guardians. thats kinda how i deduced crits come after damage reduction effects
@@yoshimaste6588 Yeah, that is what I mentioned the 2 damage crits on DG.
@@LeDoctorBones mb, i skimmed past that part
I always thought that DG didn’t really indicate either way since it’s defence is so insanely high (9999 or 9000 iirc) that there’s just nothing that can actually get past that damage threshold even with crits
@@tzorfireis425 Crits get 2 damage instead of 1 on DG, which indicates that crits trigger after defense. Otherwise, you would deal 1 damage since DG's defense is so high that crits wouldn't matter.
Debunking long-standing myths is very much appreciated, always love your vids. I do wonder how good the melee swing speed reforges are when compared to these, especially on the weapons that have per-hit interactions.
finally someone mentioned the healt bas as a resource bar, this is one of the best explanations i have ever seen of why the amount of health left is not always an indication of skill, or lack there of. Speaking of health, can you analyse ways to make defensive builds that don't use warding? like using worm scarf, anch shield and other accesories to make up for a low defense on armor sets, while still using reforges that specialise in damage? it could be interesting to compare that to the same thing with a wading setup
It doesn't make sense to use offensive reforges and defensive accessories, you'd use warding with offensive accessories. Just, inherently, the number values don't make sense, it takes 4 menacing reforges to equal one emblem and 2 warding reforges to equal one berserker's glove
@@sorbetcafe yeah, tho i tend to use the worm scarf and frozen shield, sometimes using those with class emblem and all menacing prefixes, i am just kinda woundering if this is the best way to go about it, or if it may fit my playstyle more if i commit to either offense or defense, either way, i should problably start considering to use lucky a bit more, unless it would fit my playstyle more to use focus on being tanky, this becomes even more complicated when i play as a mage because i also have to consider if i want archane prefix so that i can spend less time being distracted by my mana bar and more time avoiding hits that are easy to evade
"noticeably worse" *literally one (1) singular point of differece*
also epic femboy: *only* a 7% increase
@@cinnamoncat8950Agree. 7% may not be much versus surviving longer with Defense (I'm still skeptical about soaking hits with Ranged and Mage builds, but being tanky with Melee and Summoner does indeed go a long way)...
...But if you are minmaxing your DMG coef by distributing Menacing and Lucky reforges, 7% is huge. You are not letting go of anything for it (other than your money, that is). You just deal more damage.
The "only 7%" part was moreso speaking about how it was not reaching a 28% bonus because it's still additive with other crit boosts. As in, "it's only 7%, not 17%." There were people that were under the mistaken impression that lucky would achieve that, because it scales multiplicatively with damage.
and the "noticeably worse" part was like that because I wanted to find a number that kept menacing at 84 while showing lucky being disproportionately affected by defense, and felt that was more important than just showing lucky having a lower number. It's more about showing the ignored factors that make lucky worse than going "this is where lucky is worse." The example where it is noticeably worse was later in the video.
@@sorbetcafe makes sense, i didnt remember the context of when you said only 7% so i wasnt trying to be serious about it, hence "epic femboy".
love the vids, always love seeing the kind of analysis that break long running myths and confusion.
Welcome to "that reforge you sometimes take when it apears when your reforging everything for a little boost for your dps". Thanks for you awesome content.
Hey, loving all the "guides" and explanations for terraria! I usually play normal, but i would love to play expert mode, would you do a guide of what to do? Like, farms to make before hardmode, setups you usually do, how (and if it is really needed) to contain biome spread... Thanks in advance!
another very informative vid. thanks sorbet
After so many years, we finally have a video explaining crit and %dmg
I was extremely impressed with this video, especially at the end. Extremely well done. I'm hesitant to ask if you're going to make a video covering the old ones' army mixed summoner builds (and sometimes even without old ones' army armor) because I already know they're the best builds and I don't want relogic to nerf them 😭 but I'm sure you've experienced the pure dopamine releaseing optimization that those builds provide.. (Maybe if not that, you could make a video about the Gi) I it's better than the molten breastplate for dps. I even wear it with a titanium helmet and mythryl greaves for the first Mechanical bosses. Despite it's low defense, you can still tank the hits you need with it, no problem.
I love the way you handle numbers
i dont think that when people say “dont get hit” they dont mean it literally and just mean “dont die” but yeah i do agree and as much as i prefer menacing anyways for having fun and having that little bit of extra damage i did learn that lucky actually scales nicely from this video, will definitely be experimenting with it a little more in setups (that arent summoner LOL)
Very good video (especially with the Monster Hunter cameo!), but you seem to have failed to mention that having a crit chance above 100 is super funny
Can't wait for the Quick reforge video!
I am unsure as to what mod adds this feature (It's probably Calamity but I couldn't find it on the wiki) but the lucky modifier also gives a 0.05% increase in luck which has a multiplicity of effects on the game. Lucky is something I mainly use for my fishing loudout so I can make the most of the added luck. A lucky summoner build sounds completely useless but its good for when I'm trying to fish and don't wanna deal with enemies and maximize my luck. It usually becomes a bit redundant though once I get into the later hardmode and can use potions and candles to drastically reduce enemy spawns when fishing. It's also something I use on nondamage oriented accessories like the greedy ring for when I'm trying to farm money and item drops.
incase anyone is wondering why there is no reforge damage boost at 2:21, this is because the damage boost from the reforge is multiplicative (with both critical strike chance and dps) and not additive with other sources of damage bonuses
he ended up mentioning this later, i wasnt that far in
Crit chance from the reforge is additive
Crit chance from the reforge is additive
since ive been playing modded, ive switched to using the "path of modifiers" mod, which entirely changes the reforge system. but having good analysis on vanilla game functions is still very handy.
I love your explainations even more How you show the things are not what they appears to be
I Wonder How movement speed could do something but I doubt you gonna do a video about It, same for knockback
omg, new video from sorbet, also lucky my beloved
What about arcane? People absolutely need you to compare all of that with arcane
@@Meowlegend7 no its not lol
@@Meowlegend7 first thing, arcane doesn't reduce mana usage just increases mana pool, second of all if you do the maths (or google terraria arcane vs menacing and have someone do the maths for you) you see that with mana pots, you're just better to have more damage than increased mana, or even reducing mana use (e.g nature's gift). I really suggest you look it up to stop this misconception, it's just not good
@@VadidLawrenceso? If it increases mana pool thats basically reducing mana usage. Having more mana means your mana will end slower.
And just let me play the game however I enjoy brother, this is not that deep.
@@Meowlegend7 it's not less mana usage, it's +20 mana: a higher mana pool. But mana is theoretically infinite given that you can stack potions to 9999 and have stuff like Celestial Magnet, Mana Regen pots, etc. You're losing out on a chunk of defense, or damage, to cast (for instance) the Razorblade Typhoon like 2 extra times in between pausing for regen/getting potion sickness
@@Meowlegend7 brother, you've stated that "Arcane is good", you can't hide behind subjectivism after that.
playing with damage optimization in mind simply is more fun for me, and that's exactly what i said after watching the defense video when one of my friends sent it to me
This was my exact thought, I understand the point of going full warding but IMO it makes terraria less fun. You just stand there and holding down your mouse as you watch the boss do nothing to you and you just kill it after 5 mins. There’s no tension there’s no thrill or skill building. You don’t learn anything besides I can just body a boss and say I beat it.
@@Brandon-rt9ei sorbet said basically that in the warding video, doesn't really apply in master or legendary mode tho
Great videos!
Okay I am seeing plenty of comments already about Movement Speed instead so my question is would it be faster to complete the game with a maxed out movement speed or would you lose enough time to dying to bosses and random mobs due to the lower defence that it would be pointless?
I realise this would be very subjective on skill level so it would be a challenge to know but was wondering if you could work something out.
Good video. Is there any hidden values to lucky?. Like say increased drop rate for certain things from regular mobs?
nope, it’s just crit chance. I think some mods might add luck but not vanilla terraria
I liked the ending sentiment. Very formal and educated presentation of the data, on top of having an assertive and personal opinion on what you think the data ACTUALLY means in real play. I look forward to any future content ❤ cheers!
I always have sharktooth in pre-hm, ichor in hm, and betsy's wrath in late game, so I generally see a good impact with crits as, while yes defense is doubly worse for crits, but piercing is doubly effective.
The randomization in damage applying before defense is an additional point in favor of menacing (though it only matters when you're using low base damage vs. high defense)
The use I have for full lucky is to get as far away from 50% crit chance as I can, since DPS is at its least consistent at 50% crit chance
3:22
Is that spearmaster from hit indie game rain world holy flip
Not many mouthless, fat-porcupine-tailed purple creatures out there.
I know this is talking about vanilla terraria. But I want to talk about calamity's interesting ways of making crit builds more rewarding. There are weapons like the tyranny's end that have special effects when getting a crit. There are also weapons like the soma prime that benefits from supercrits if crit chance is over 100%.
oh cool
if I may ask, what made you able to get so many people into a server together? it looks so fun and chaotic to see multiplayer terraria with so many people
>over 4k hours in mediumcore alone
>post video explaining the value of defense
>guy with 300 hours "erm actually you forgot lucky exists checkmate"
I don't really think the amount of hours spent in a game reflects the amount of knowledge/skill you have.
Best example I have is Happy Days, another Terraria CZcamsr that has thousands of hours spent in the game, but has what I would consider a very mediocre knowledge pool (and I won't even talk about his game skills).
Idk where you pulled the 4k hours in mediumcore for Sorbet, but the reason I trust his guides isn't the amount of hours spent, but rather the amount of knowledge you can perceive from most of his videos.
@@kapharjr seconded. The difference between someone who just sorta mindlessly plays vs someone who actively hunts down the code is readily apparent.
How do you know he has 4k hours IN MEDIUMCORE? also are those steam hours or in-game hours?
I commented about Lucky and have 2k+ hours. That and you can have a lot of time in a game and still be dumb as bricks.
You should see the people who play MOBA's and have thousands of hours in it but are still bronze in ranked. Hours doesn't equate to knowledge or experience.
I typically use an attack speed build on my melee being able to spam projectiles to the max is fun as all heck and from what i can tell those same projectiles dont harm my dps at all
I have never been so thoroughly convinced of anything ever
now we need a video on objectively the best modifier, Quick
Whenever I would play melee I would split my accessories between violent and lucky. It was really fun seeing the funny big numbers appear so often
the defence video and this one make me really curious about how reforges perform in calamity and modded terraria in general, since in calamity I would assume the defence damage would quite heavily nerf optimized builds even with the higher general defence you get in calamity and if menacing and lucky aren't giving too much of an advantage and are basically the same buff, I have legitimately no idea what would be worth running at that point other than half and half of damage and defence or just full quick reforges
Question: does this mean that in calamity mod, where in end game you yave weapons scratching the 100% crit chance or even a little over that, menacing is better basically always?
I remember going specifically for lucky reforges when I was making attempts at killing the Dungeon Guardian with the piranha gun. I did it without an arena either, I just flew around and used ninja tabi.
that last part is damn true. i just feel like why afraid of loosing health if boss still will be dead
i was one of the people that commented about lucky
thank you for this video
you have inspired me to do some experimenting with these things such as menacing and lucky
but in game ^^
edit: you earned my subscribtion with these 2 video's
ty for being so informative
Nah I just started playing terraria again and just yesterday I thought of this exact question. The CZcams algorithm is crazy and you’re crazy for timing it
"let's use melee because mage is a headache with spectral armor set bonuses"
I completely applaud Sorbet Cafe's capability to go in great detail on something and also to point out when something really doesn't need to go further
So if im trying to maximize my melee dps (let's say specifically on the Zenith), should I have 2 menacing, 2 lucky, and 2 violent (+4% melee speed) (or 2, 2, 1 on normal difficulty?). Or should I do 3 lucky and 3 menacing? (3 lucky 2 menacing on normal)
Thanks for this video. Its a question I've had for a while.
Generally I take Menacing and Warding. I started out as a Warding player, swapped to Menacing with the community and gradually have included more Warding back into my accessories as time has gone on. I guess natural selection pressured me into what works best. But Lucky was always the wild card I didn't know how to handle. And Quick was something I always want to experiment with but could never bother undoing all my good reforges to try.
@Sorbet Cafe Do you think tha summoner would be too good if it could crit or do you think that the devs were tripping when they took the crit out of them?
Summons never had crit chance to begin with, so they are balanced around not having them when they tried to make Summoner a real class.
Holy fudge, I'm early to a Sorbet's Upload
Even tho i trust menacing more since it's not dependent on rng i like lucky builds because i just love seeing those big juicy orange crit numbers
i wonder if any of this will change in 1.4.5, my only wish for accesory reforges was for relogic to make them have any value from 1-5 instead of 1-4 to see how much just 1% would change things, and if they would ever add a mega critical chance if it's above 100% which would really benefit the lucky forge a lot
a part of me wants relogic to heavily nerf warding and buff the damaging reforges lowkey, i like how calamity punishes you for taking damage. maybe they could add a similar thing to vanilla? but at the same time, some folks do genuinely enjoy tank builds, so im not sure.
@@fligugigu_ a demon possesed me to write this:
"calamity punishes you for taking damage because its a mod aimed towards players who already have pretty considerable experience with the game, its intricacies and can reliably avoid damage or learn to do so
vanilla is more laid back and more unbalanced and isn't trying to be geared towards players with considerable experience (by default
the only time it gets close to that is for drunk worlds such as getfixedboi which is very clearly not the intended experience
basically what im trying to say is vanilla shouldnt become like a mod geared towards more skilled players, if the devs werent fine with us tanking damage using certain builds they wouldve nerfed those builds by now
hope this helps!"
What i learned in this video:
1) My comment was used in a video (poggers)
2) I was wrong with my understanding of Lucky/Menacing. I was under the impression Lucky was MUCH better than Menacing (at least early game), thank you for the very informative video Sir Sorbet o7
I will use this knowledge next time I play classic or expert mode.
Slay the Spire players will understand exactly what you mean when you say that health is more of a resource, because even high level players have to take damage. I would rather fight a boss for longer, making it an endurance test (which arguably takes more skill) and survive instead of attempt to go into a boss fight and tell myself "I just simply won't get hit" and then I have to keep restarting the fight over and over because skill based on reflexes isn't everything in Terraria.
I'm struggling to beat the mech bosses using a melee defense build. Can you make a guide for dealing with them?
any noticeable change when you factor in the luck mechanic? or does doubling crit chance balance out both sides?
The luck mechanic does not influence crit chance at all.
I Normally play fully crit mage zapinator only that may be the source of my crit biase...however next run I'm definitely adding some more defense in there. That chance to kill in 1 hit can carry in harder difficulties however.
On the topic of getting hit, that is one very hot, but very based take. It's why I don't do no hits on bosses unless it does ridiculous damage that can't even be offset by going defensive (such as day eol) a modded boss that has a specific reward for no hits, or has like 80 debuffs that punish you by gimping your damage if you do get hit. Personally I run a damaging build with hallowed dodge and a tank build simultaneously (since 1.4.4 lets you swap loadouts at the push of a button) If I proc my dodge I just go in with the tank build until my dodge comes back up. The damage build shaves a few seconds off the fight and the tank build ensures my survival.
The only time I went out of my way to check the dps of reforges was on console when duke fishron was more or less the final boss and lucky provided a SIGNIFICANT improvenent in kill times. I guess I'll have to repeat my own experiments to make sure they're still accurate now that we have moon lord
Can't wait for the mana and movement speed comparisons 😅
I'm actually curious now but how does melee speed effect your damage? I recall playing the game modded and going from like 40k dps on true melee hits to 60k so I'm interested on if this too is kinda placebo adjacent like other damage stuff or if this actually is a really good damage increase.
it's kind of like having a third multiplicative bonus to your damage, where it increases the rate at which you hit things. It depends HEAVILY on the weapon, some scale incredible with melee speed (terra blade, true excalibur) and some see almost no benefit (flails, pillar weapons, yo-yos)
@@sorbetcafe I don't understand why relogic would nerf melee speed bonuses on specific weapons, like the terra blade and fetid baghnakhs, when that's the case. They don't "work better" with melee speed bonuses than any other weapon that gets decreased use time from melee speed. Although this doesn't take into account armor set bonuses that deal extra damage per hit (orichalcum/titanium), it still doesn't make sense to me why relogic would specifically nerf the terra blade melee speed scaling.
This is why Relogic is serious when balancing these stats to make sure doesn't overlap
I've always maintained that a a mix of both gets you best results in the early game, but lucky gets decimated later on by enemies having defence.
Seems the decimation was less than I expected, I must've done the math for menacing wrong...
I graphed it with "(0.24 - x * 0.04)" vs "(x * 0.04)", so the idea being was that x = 0 represents 0 lucky and 6 menacing, and x=6 the opposite.
Having easier access to +damage increases rather than crit chance is the exact reason why i run Lucky, plus the extra knockback is great.
Bad video clearly ignores the best modifier: arcane
Quick*
A bit sad, but definitely glad that mods create crit-dependent effects (four of a kind from spirit mod in a coop session my beloved)
I just thought of this in the context of the summoner dagger thing they negate most defence of a enemy and since usually even with buffs as well if the defence used is less then it’s a lot less I know the chance isn’t added but maybe in future updates
Also please include ammo types or with Flasks like ichor maybe and do use the weapon known as Betsy’s Wrath it reduces enemy defence by 20!!!
That mini speech at the end was the perfect response to all of the comments from people who didn’t watch the last video, but commented anyways.
I just use whatever I get first, either warding, lucky, or menacing.
So i like crit becuse depending on the class its easier to build and well for ranged its probably the easiest and so i did that. The selling point for me was that i do like having free minions around and so i probably should have a few more menacing to help my minions out without changing my actual dps. However currently im playing calamity and i have an accessory that incentivizes crits by applying a debuff upon crit but even then i dont need EVERY hit to reapply the debuff. Ill probably switch to menacing solely for the minions
Is getting 50% crit with menacing/warding on the rest of accessories viable?
🙏 some people genuinely believe you should max out crit before going menacing
Its kinda funny when you get red digits in every hit though
@@Meowlegend7 this is so true