tModLoader

tModLoader

Weapon Enchantments
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Update: 22 Jun, 2022 @ 2:02pm

0.2.0.11(Released 22JUN22)
-Fixed utility enchantments popping off of an accessory when crafting it into a new accessory
-Fixed enchantment drop rate multiplier from config being reversed. (100% drop rate at 0 setting)(@Dawhimti (Дав))
-Added the ability to infuse weapons up to rarity 16 (Max rarity from Calamity [When it gets ported])(Thanks @Nick Prowen for the link)
-Added Max Minions enchantment dropped from Queen bee and spiders
-Fixed armor enchantments not actually giving a damage reduction despite changing the displayed value. Not sure how both myself and no one else hadn't noticed this yet. If you use armor enchantments and you wonder why you are taking a ton less damage now, this is why. I will be having a vote to nerf armor very soon.

Update: 21 Jun, 2022 @ 1:13pm

0.2.0.10(Released 21JUN22)
-Fixed an issue with the mod config causing war/peace to calculate incorrectly. (50% strength War causing t0 to be 0.6x spawn rate - Effectively a peace effect)
(50% strength Peace causing t0 to be 1.67x spawn rate - Effectively a war effect)(@Echo)

Update: 21 Jun, 2022 @ 11:17am

0.2.0.9(Released 21JUN22)
-Made All for One and One for all costs 3, 6, 9, 12, 15 again as they were before an unintentional change during the tooltip rework.
-Fixed superior containments being returned when crafting t3 and t4 enchantments(Not intended)
-Infusing items no longer changes the item's rarity as it would reset if reforged and is not worth the trouble of manually tracking.
-The value difference of the infused item and the upgraded item is now added to the value of the upgraded item. Like all other value bonuses from my mod, these value bonuses are removed for the purpose of reforging because screw paying crap tons of money for reforges. (This is also a fix from how the value from the infused item was being added before.)
-Fixed When using the infusion with the Snapthorn whip the damages decreases by 6% for some reason(@Timid) You are now able to upgrade items as long as the infusion power of the new item is higher than the one you are trying to upgrade instead of it being based just on item rarity.
-Added a description of Infusion to the Mod Description.
-Added a temporary rarity limit of 10 for the Infusion Power to prevent an out of range exception when it tries to look in an array that is only size 11 (0-10 rarity).
-Added a rarity limit of 0 just in case (if < 0, it will be set to 0). Rarity -1 exists for some things like blocks.

Update: 20 Jun, 2022 @ 4:09pm

0.2.0.8(Released 20JUN22)
-Fixed bug in singleplayer causing you to not do any damage to anything.(@potatosalad) Bug was from 0.2.0.7 fixes

Update: 20 Jun, 2022 @ 2:00pm

0.2.0.7(Released 20JUN22)
-FIXED GOD SLAYER ON SERVERS..........FINALLY!!!!
-Fixed World Ablaze's final tier on fire debuff not working on servers.
-Fixed One for all not working on servers
PS I hate servers with a passion. Had to get that off my chest. Enjoy all, I know I will.
-All weapons will now show their Infusion power while the enchanting table ui is open.

Update: 19 Jun, 2022 @ 11:45am

0.2.0.6(Released 19JUN22)
-Fixed enchantments not working on projectile weapons when having Force of earth - (Fargo's mod) equipped(@Nani?)
-Projectiles not from items such as the Stardust guardian now provide experience to your armor/accessories
-Fixed enchantment drop rates accidentally being reduced by 100x when adding the config option to adjust them.
-Fixed boss enchantment drop rates being 100% chance after config update.
-Improved drop rates of enchantments on very high health enemies such as Mothron/The Flying Dutchman.
-Added mod config option to automatically send essence picked up to the enchanting table ui.

Update: 19 Jun, 2022 @ 6:01am

0.2.0.5(Released 19JUN22)
-Another attempted fix for the zero damage issue.

Update: 18 Jun, 2022 @ 8:57pm

0.2.0.4(Published 18JUN22)
-Fixed a bug in multiplayer caused by picking items up, resulting in a weapon loosing all stats.

Update: 18 Jun, 2022 @ 12:58pm

0.2.0.3(Released 18JUN22)
-Changed how War/Peace is calculated to make more sense when adjusting their individual strengths in the config.
Previous 20%, 40%, 60%, 80%, 100% (War is 1 + strength, Pease is 1/(1 + strength))
Now 120%, 140%, 160%, 180%, 200% (War is strength, Pease is 1/strength)
-Changed AllForOne's extra mana cost to be calculated similar to it's cooldown. See 0.2.0.2 for explanation.
-Added experience and essence drop rate multipliers to mod config.(@Zorutan)
-Added enchantment drop rates to config.
-Fixed individual item strengths in the config truncating all decimals (only options for settings were 100%, 200%, 300% etc...)(@sinogard)
-Fixed flails not being affected by All for One hit cooldown (@terrarian9111)
-Added Item Infusion System (Only weapons are supported so far)(Gokuless - Boio Boio Youtube comments)
(I'm aware that the Infusion button writes over itself, I've already spent 2-3 hours trying to make it not do that, but haven't succeeded yet)
This system adds the ability to consume a powerful weapon to upgrade a less powerful one.
The only stat that changes is damage.
The increased amount is a multiplicative 25%(1.25x) per rarity level added. The item's value also plays a small part in this determination. You can tell how strong the infusion will be by looking at the infusion power. 100 infusion power is equivalent to 1 rarity difference (25% multiplicative damage).
To use this system,
put the item you want to consume into the table,
click Infusion.
put the item you want to upgrade/keep in second
click Finalize to destroy the first weapon to add the displayed damage to the 2nd weapon.
You can cancel the infusion by having NO ITEM in the enchanting table and clicking Cancel(same button as Infusion and Finalize)

Update: 15 Jun, 2022 @ 5:52pm

0.2.0.2(Released 15JUN22)
-The below changes are all minor tweaks to make the Recommended Strength Multiplier (in the config) work as intended.
The strength of these enchantments are affected when lowering the Recommended Strength Multiplier below 100%. (All others are affected linearly)
Lifesteal, AllForOne, OneForAll: 0.8 or 80% (80% of the base strength is affected. The other 20% is not affected)
ColdSteel, HellsWrath, JunglesFury, Moonlight: 2/9 or 22.22% (22.22% of the base strength is affected. The other 77.77% is not affected)
This Scale Down Percentage means only this percentage of the base strength value will be affected when changing the config strength.
Examples:
Lifesteal: 2.5% base value. At 25% Recommended Strength Multiplier,
(1 - scale) * base + base * scale * strength =
(1 - 0.8) * 2.5% + 2.5% * 0.8 * 25% = 1% lifesteal with 25% Recommended Strength Multiplier instead of 0.5% from linear.
ColdSteel: 90% base value. At 50% Recommended Strength Multiplier,
(1 - scale) * base + base * scale * strength =
(1 - 2/9) * 90% + 90% * 2/9 * 50% = 80% ColdSteel with 50% Recommended Strength Multiplier instead of 22.5% from linear.
-Added Linear Strength Multiplier. If you don't like my recommended strength values and would rather use a linear scale, you are able to(overrides Recommended Strength Multiplier).
-Adjusted:
One for All speed minor nerf. (It seams slightly strange for the attackspeed debuff from One for all to get higher as you raise the tier. It will now be 1.5x use time (2/3 attack speed) at 0% strength, the current 1.3x use time ( 1/1.3 attack speed) at 100% strength(Normal Preset), 1x use time(1x attack speed) at 250% strength(Journey Preset)
All for One speed minor nerf. (Currently, All for One's DPS added should be about the same at every tier which is very much not intended. The enchantment is meant to give you 1 big powerful shot like a sniper rifle, not be the go to dps booster)
It will now be 4x hit cooldown delay/item cooldown and 1x use time(1x attack speed) at 0% strength, 8x hit cooldown delay/item cooldown and 2x use time(0.5x attack speed) at 100% strength, and 14x hit cooldown delay/item cooldown and 3.5x use time(1/3.5x attack speed) at 250% strength.
-World Ablaze tier 4 damage now affected by enchantment strength to be editable by config.
-World Ablaze buffs are now affected by enchantment strengths to allow config to remove some of them/shift them.
-AutoReuse from speed enchantments now only applies if the power strength of the enchantment is >= 10%.
-One for All, War, Peace Size Buff of lower tiers. I think 10% for t0 is just a little bit lower than I'd like.
Previous 10%, 20%, 50%, 80%, 100% ->
Now 20%, 40%, 60%, 80%, 100% (War is 1 + strength, Pease is 1/(1 + strength))
Fixed not automatically forcing an update after adjusting Custom Strength Multiplier to a non-preset value.