Terraria Modifiers That Give Ranged Dmg

This page was last edited on 4 November 2019, at 15:53. Content is available under CC BY-NC-SA 3.0 unless otherwise noted. Game content and materials are trademarks and copyrights of their respective publisher and its licensors. Dec 19, 2015  Since most items in the game tend to give more damage bonuses than critical strike chance, that means that Lucky will actually tend to be the best prefix for you. That's unless, of course, you're using summoner gear, in which case you want to go. I'm using +4 def on all mine, although I'm thinking of changing it to damage or crit with spectre armor or vampire knives. Def will probably be better but I'd like to kill a bit faster and with their heals scaling with damage dealt it might make up part of the difference at least. Most hits' damage deviates from this average number. Damage inflicted by player-wielded weapons is categorized into five different types: melee, ranged, magic, summon, and throwing. Accessories, buffs, and other damage-boosting or damage-decreasing effects often only affect one of these damage types. A few weapons as well as all other damaging entities are not categorized into any of the five types.

Damage is the amount of health points subtracted from an entity's current health. It can be inflicted by a multitude of entities, most prominently weapons, enemies, and NPCs (and all related projectiles). Furthermore, it can be caused by environmental hazards (such as thorny bushes, traps, or lava) and game mechanics (such as fall damage, drowning, or debuffs). Damage can generally only be inflicted on entities with a health statistic, i.e., players, most enemies, and NPCs. Most damage sources additionally inflict knockback on the damaged entity.

Regardless of these, I assume Horseman's Blade is reforged to legendary, giving it 15% damage, 10% speed and 5% crit. In DAMAGE mode, your DPS against non-armored foe is 654 and against armored foe 582. In SPEED mode your DPS against non-armored is 641 and against armored foe 561. The difference in damage is 2%. Most hits' damage deviates from this average number. Damage inflicted by player-wielded weapons is categorized into five different types: melee, ranged, magic, summon, and throwing. Accessories, buffs, and other damage-boosting or damage-decreasing effects often only affect one of these damage types. A few weapons as well as all other damaging entities are not categorized into any of the five types.

When an entity receives damage, several calculations increasing or decreasing the amount of damage (depending on several factors; see below) are performed before the actual damage is applied to the entity. Therefore, the damage statistic of any damaging entity is usually only the average damage it inflicts. Most hits' damage deviates from this average number.

Terraria

Damage inflicted by player-wielded weapons is categorized into five different types: melee, ranged, magic, summon, and throwing. Accessories, buffs, and other damage-boosting or damage-decreasing effects often only affect one of these damage types. A few weapons as well as all other damaging entities are not categorized into any of the five types.

  • 1Damage types
  • 2Invincibility Frames and Piercing

Damage types[editedit source]

Melee[editedit source]

Melee weapons are used in close- to medium-ranged combat. Their defining trait is the fact that they do not consume ammunition or mana upon use. They are roughly categorized into swords, spears, flails, boomerangs, and yoyos. There are several other melee weapons not fitting any of these types.

In total, there are currently 159 unique melee weapons.

Nov 16, 2013  let me explain. If you got 2 times this support gem (one lev 5 one lev 15)r u able 2 cast when 800 dmg taken and 2000 dmg taken?! I linked it with molen shell, immortal call and enduring cry. If someone knows the answer pls post some comment. Enduring cry not working with cast on dmg taken on iphone. No, they're saying it doesn't scale with cast speed, so Attackers aren't penalized over Casters, but it does have a cast time, check the screen of Abyssal Cry: 0.25 sec cast time. Submitted 4 years ago by CMusky. It's been a few months since I've played and I just updated one of my builds for the new expansion and my enduring cry does not appear to be linking with cast on damage taken. It is within the supported level of the trigger gem but still is just being used as a manually cast curse. Rallying Cry has the property 'Warcry' and is not actually a spell anymore. This means is cannot be cast from trigger spells like Cast on Damage Taken and Cast on Melee Kill. It is manual cast only and also has a global 4 second cooldown. Totems have their own special 'Totem' property as well, and also do not work with 'Cast on X' support gems. Sep 01, 2017  Both of those don't activate enduring cry when the total damage has been taken. The skills are definitely linked. In the skills display on the bottom right of the screen it doesn't have the symbol indicating that the support gem is active on the skill gem. I can get it to work with skills like molten shell and warlords mark no problem.

Ranged[editedit source]

Ranged weapons are used in long-ranged combat. Their defining trait is the requirement of ammunition in order for the weapon to operate. They are roughly categorized into bows, repeaters, guns, and launchers. Note that Terraria classifies boomerangs as melee weapons and consumables as thrown weapons.

In total, there are currently 83 unique ranged weapons.

Magic[editedit source]

Magic weapons are used in medium- to long-ranged combat. Their defining trait is the consumption of mana upon every use. Due to their unusual and unique forms of attack, the majority of magic weapons can hardly be categorized into distinct types.

In total, there are currently 68 unique magic weapons.

Summon[editedit source]

Summoning weapons do not inflict any damage themselves when used. Instead, using them spawns a secondary character which will aid the player in battle by automatically attacking enemies. The summoned character is either mobile, i.e. following the player around (minion), or stationary, i.e. remaining at the location it was summoned at (sentry).

In total, there are currently 29 unique summon weapons.

Throwing[editedit source]

Throwing weapons are used in medium-ranged combat. Their defining trait is the fact that they are generally consumed upon use. They stack in a player's inventory, with one unit being removed from the stack every time it is used to attack, leaving the slot empty when the last has been used. Many throwing weapons have a chance of being retrievable after being used.

In total, there are currently 20 unique throwing weapons.

Throwing is only considered a separate damage type on the Desktop version, Console version, and Mobile version. Throwing weapons deal ranged damage instead on the Old-gen console version and version.

Invincibility Frames and Piercing[editedit source]

Player Invincibility[editedit source]

After being damaged, the player gets a period of time called an 'invincibility frame' during which they cannot be damaged again. By default this is 2/3 of a second (40 ticks[1]), but various equipment can extend this:

  • Use of a Cross Necklace or any of its upgrades will add another 2/3 of a second (40 ticks) after receiving any attack. (The Cross Necklace does not stack with its upgrades.)
  • If a Black Belt (or its upgrade the Master Ninja Gear, but the two do not stack) is worn, a successful dodge (10% chance) will trigger an invincibility frame and add another 2/3 seconds (40 ticks) to it.Verify It also prevents damage from the attack (but not any debuffs associated with it). If combined with the Cross Necklace, this extends the invincibility to a full 2 seconds (120 ticks).
  • Titanium armor similarly provides the Shadow Dodge buff; this is triggered by attacking an enemy, and when active, the next time the player would have taken damage, they instead get 2 seconds (120 ticks) of invincibility. This also stacks with the effects of the Cross Necklace and Black Belt, potentially granting 3 and 1/3 seconds (200 ticks) of invincibility.

Piercing Attacks against Enemies[editedit source]

Enemies get a similar but more limited effect from 'piercing' and continuous attacks: Any damage source that can strike an enemy, and then remain able to cause damage afterwards.

After being struck by such an attack, the enemy cannot take damage from another such attack for a brief period, usually 1/6 of a second (10 ticks[1]). Thus, when in lava or when pierced by a persistent weapon such as a Vilethorn, they can take damage at most 6 times a second. However, for multi-segmented enemies (usually worm types), this resistance applies to each segment separately, so such attacks can still strike multiple segments of a single enemy. (Note that worm-type enemies are immune to lava in any case.)

This also applies to almost any missile, beam, or other attack which can pass through an enemy to strike other enemies behind it. This can sharply limit the effects of rapid-fire guns and bows, and those which fire multiple projectiles. Most minions are considered to have piercing attacks, which can also hinder the efficiency of piercing weapons used alongside them. This problem is remarkably present with the Spider and the Stardust Dragon Staves.A few advanced weapons have special behavior:

  • The Last Prism can attack 12 times per second instead of only 6.
  • Luminite Bullets do not cause such invulnerability frames, but do respect them when caused by other attacks.

Calculations[editedit source]

The damage that a player-wielded weapon deals upon hit is determined cumulatively:

  • Step 1: Apply weapon modifier
step1 = BaseDamage * (1 + WeaponModifier/100)
  • Step 2: Round to the nearest number
step2 = round(step1)
  • Step 3: Apply all other mods (Armor , Accessories, Accessory Modifier, Buffs) added up
step3 = step2 * [1 + (Head + Chest + Legs + Set bonus)/100 + (Accessory1 + Accessory2 + . + Accessory5 + AccMod1 + AccMod2 + . + AccMod5)/100 + (Buff1 + Buff2+ .)/100]
Note, for ranged weapons the calculation is slightly different, the Arrow/Bullet/Rocket damage is multiplied with other mods (round down after each calculation), so it will be like this:
step3 = (step2 + Arrow/Bullet/Rocket) * [1 + (Head + Chest + Legs + Set bonus)/100 + (Accessory1 + Accessory2 + . + Accessory5 + AccMod1 + AccMod2 + . + AccMod5)/100 + (Buff1 + Buff2+ .)/100]
  • Step 4: Round down
WeaponDamage = roundDown(step3)
  • Step 5: For Bows and Repeaters, the Archery Potion will additionally add 20% damage of them (round down after calculation).
WeaponDamage = roundDown(1.2*step4)


For example, GodlyDao of Pow with Turtle Armor, MenacingWarrior Emblem, Menacing Avenger Emblem, Menacing Destroyer Emblem, Menacing Mechanical Glove and Menacing Celestial Stone equipped, Well Fed active:

step1 = 63 * (1 + 14/100) = 71.82

step2 = round(71.82) = 72

step3 = 72 * [1 + (6+8+0+0)/100 + (15+12+10+12+10+4+4+4+4+4)/100 + (5)/100] = 72 * [1.98] = 142.56

WeaponDamage = roundDown(142.56) = 142

Careful: Only use the modifiers which have an influence on the specific weapon (e.g. don't use magic damage bonus for a melee weapon).


Damage done to an enemy is depending on the enemies defense and whether there is a related banner nearby.

EnemyDamageReduction = roundUp(EnemyDefense * 0.5)

So,

DamageDealtToEnemy = WeaponDamage - EnemyDamageReduction without a banner;
And DamageDealtToEnemy = 1.5*WeaponDamage-EnemyDamageReduction with a banner in normal mode,
Or DamageDealtToEnemy = 2*WeaponDamage-EnemyDamageReduction with a banner in Expert mode,
Terraria modifiers that give ranged dmg 2

Damage dealt is always at least 1.

In addition the outgoing damage is modified by a random factor, 0.85~1.15, (but some types of damage, like the Slime Mount, will not be affected by this), The damage is rounded to the nearest whole number. So you can compute the minimal and maximal damage dealt to an enemy with your weapon:

MinDamage = round(WeaponDamage * 0.85 - EnemyDamageReduction)
MaxDamage = round(WeaponDamage * 1.15 - EnemyDamageReduction)

At critical hits you are dealing double damage

CriticalMinDamage = MinDamage * 2
CriticalMaxDamage = MaxDamage * 2

Footnotes[editedit source]

  1. 1.01.1A tick is a time unit countable by the software. Most of Terraria's updating logic happens every tick. A tick has the length of 1/60th of a second, hence there are 60 ticks in a second and 3600 ticks in a minute.
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< Modifiers

{

-! Effect !! Modifier !! Change !! Tier !! Value

- rowspan='4' Defense Hard +1-+10.25%

- Guarding +2+1+21.00%

- Armored +3+1+32.25%

- Warding +4+2+44.00%

- rowspan='2' Critical strike chance Precise +2%+1+21.00%

- Lucky +4%+2+44.00%

- rowspan='4' Damage Jagged +1%-+10.25%

- Spiked +2%+1+21.00%

- Angry +3%+1+32.25%

- Menacing +4%+2+44.00%

- rowspan='4' Movement speed Brisk +1%-+10.25%

- Fleeting +2%+1+21.00%

- Hasty +3%+1+32.25%

Weapon Modifiers Terraria

- Quick +4%+2+44.00%

- rowspan='4' Melee speed Wild +1%-+10.25%

- Rash +2%+1+21.00%

Terraria Ranged Guide

- Intrepid +3%+1+32.25%

Terraria Modifiers That Give Ranged Dmg 1

- Violent +4%+2+44.00%

- Mana Arcane +20+1+32.25% }

Terraria Modifiers That Give Ranged Dmg Download

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