7/9/2023 0 Comments Terraria calamity mod![]() ![]() Having Death Mode active literally forced us into The Destroyer, The Twins, and Skeletron Prime before we were actually ready for it (we were still wearing Statigel garbo when we could have upgraded to Daedalus by then. So typically we go about things a bit slower. Since I also run Fargo's Souls mod, I try to make sure we keep in a "path of progression" of both boss check list and having each enchantment/essence/soul available up to the point we are at. If you are able to farm in the abyss, you can also get some decent stuff to start upgrading pretty quickly. But regardless, I will reserve my opinions about how it needs a buff to stay relevant for another time.). ![]() (still question why the Magnum > Lightning Hawk > Elephant Killer have such a harsh limit of 3 shots per boss when things can do more damage to them once you are able to upgrade the Magnum. There's other good options for ranged at this point, a lot of which actually do more than the Lightning Hawk because they can actually get mods. Regardless, I typically go full summon damage and a bit of ranged damage because I also use things like the Lightning Hawk to get a few good chunks in. (I will digress and also point out I have the extra mods mod as well that can also add some small stat ups as well). I typically focus max damage of whatever type of build I am running. It goes destroyer-> aquatic scourge -> skeletron prime, and I've pretty easily dealt with the destroyer already.Ĭlick to expand.If you are entirely focusing defense, that could be your issue. I tried to mimic their load out, ended up still doing next to 0 damage to them.Įdit: To clarify, in the boss list, the only boss "in the way" of skeletron prime is the aquatic scourge. I've watched old guides to kill SP in this mod and they all seem to do much much more damage to the him when he's only a head. The reason I posted that isn't because I feel like I'm undergeared, but because it seems that SP has been changed somewhat recently (The wiki states that he spits out skulls, which I have not seem him do), and it seems like whatever defense buff they gave him makes it more or less unrealistic to beat him before daytime.įor reference, the only things that I've done out of order so far is old one's army, frost legion, the twins, brimstone elemental and the aquatic scourge. I got all my accessories and stuff specifically to give me as much defense as possible, and I'm fairly sure they almost all provide some kind of advantage in terms of DPS. Not only that, but since it's a boomerang it's able to stay in place, which is very useful for hitting SP when he spins around. I specifically picked the Kelvin Catalyst because it has great damage, releases fairly strong projectiles when it hits something plus it adds a debuff that does damage over time. Maybe when I saw this mount being used on Youtube, the players had speed enhancing items making it not be butt slow, or this mount has been rebalanced since those vids were released.Yeah, that's kind of what I did though. Is there any chance that this config setting could also reset mount speeds back to what they should be? Thank you.Įdit: Hm, this mount still very slow, even when I re-enable the speed bonus for the player in the mod config. Thus, it looks like mounts will be unusable while using this setting (making the setting itself pretty unusable unless you are willing to do a no-mount playthrough). However, turning off the player speed bonus in the config does not take this into account. I am assuming that mount speeds were lowered as a balance fix to account for the increased player speed. Slower than the player, even on vanilla speed. I just got my first mount (the slime mount), and I see that it is EXTREMELY slow. However, this seems to have created an issue. I turned off the movement speed and mining speed increases because although I am enjoying the mod, I didn't want to mess with that aspect of the game. This is my first time playing the Calamity mod. ![]()
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