tModLoader

tModLoader

71 ratings
Dual Classes
   
Award
Favorite
Favorited
Unfavorite
Mod Features: Gameplay Tweaks
Mod Side: Both
tModLoader Version: 1.4.4
Language: English
File Size
Posted
Updated
46.045 KB
4 Oct, 2024 @ 2:00pm
19 Dec, 2024 @ 2:16pm
4 Change Notes ( view )

Subscribe to download
Dual Classes

Description
Dual Classes does as the name suggests: It creates new classes that combine the effects of two other classes. For example, throwable weapons are considered both melee and ranged, beam swords are considered melee and magic, and many more.

Weapons with two classes will receive 75% of the damage and crit chance modifiers for each class, so they will be weaker than a weapon with one class if you only buff that class, but they will be stronger if you buff both classes.

Additional balance adajustments have been put in place to handle these new classes, such as weapons that had the magic class added to them requiring mana.

The class names "Melee", "Ranged", "Magic", and "Summon" have been color coded for readability.

Many summon weapons will now buff the player in some way, creating an incentive to use certain summons for reasons other than their dps.
Originally posted by tModLoader DualClasses:
Developed By Frost Falcon
Popular Discussions View All (2)
7
19 Dec, 2024 @ 1:46pm
Suggestions
Frost Falcon
2
7 Oct, 2024 @ 10:59am
All Balance Changes
Frost Falcon
36 Comments
-NEBULON- 24 Jul @ 12:40pm 
last update 2024 is crazy
MelonTheAnimator 25 Mar @ 3:03am 
maybe let us customize mod weapons!
Rato Artista 8 Mar @ 2:19pm 
What about CALAMITY compatibility?
Doodlinka 5 Jan @ 5:37am 
this is genius! will probably upset the balance of vanilla+ mods too much though...
oi oi, isagi 28 Dec, 2024 @ 9:53am 
So cool mod, i love melee and magic but dont love range and summon. this mod compatibility this class!
Muffintiem 20 Dec, 2024 @ 12:19pm 
What about mod compatibility?
Shyguymask 19 Dec, 2024 @ 1:49am 
This mod is really interesting, I'm playing it right now.
i am a piece of bread 11 Dec, 2024 @ 2:15am 
there should be an option to tweak the amount of mana that sword projectiles use
Frost Falcon  [author] 27 Oct, 2024 @ 2:15pm 
I thought I made an exception for ranged/magic weapons using ranged/magic ammo, but let me double check.
D8alus 24 Oct, 2024 @ 8:25pm 
Any chance of removing the mana requirement from ranged/magic so it's not double dipping on resource usage with ammo and mana?