tModLoader

tModLoader

W1K's Weapon Scaling
81 Comments
W1K  [author] 19 Jul @ 9:48am 
Only built in compatibilities are vanilla and Vibrant Reverie, every other is done through external plugins or through the mod itself. If there's a mod that adds compatibility to a specific mod, it should still work to this day (in the case of thorium). For Spirit Reforged, that's mostly on them or someone who wants to make their own compatibility patch for it.
TheDriver 16 Jul @ 7:56pm 
Hi! This mod is amazing but can you also make it compatible with Spirit Reforged mod? Because I want to use this on the Clubs Weapons since the club weapons are only on Pre-hardmode and I still want to use clubs on Hardmode until Moonlord
sapphirephly 11 Apr @ 2:00pm 
just to be sure this mod is still cross-compatible with thorium, right?
W1K  [author] 8 Apr @ 3:24pm 
Pushed a patch to fix some stability issues, nothing to do with the right clicking issues however. Once again, to people having issues applying the tier upgrades, let me know what mods you're running and any that might be messing with right click functionality.
Speedy Speed Boy 7 Apr @ 8:15pm 
can't upgrade, i right click with a tier up and nothing happen
W1K  [author] 12 Jan @ 7:56pm 
Mod seems to work fine on latest, if anyone's having similar issues please feel free to open a thread with your issue and mentioning your modlist
Tinella Nosa 11 Jan @ 1:56pm 
I right click on a weapon with a tier upgrade and nothing happens
Freybrann 13 Jun, 2024 @ 4:15pm 
This mod has been so freakin' fun to play around with. I love how simple the concept is, yet it adds an insane amount of shelf life to all of the combat. I really cannot get enough of it! The only issue that I've found is that the Hellstone Tier is too powerful, I feel like the tier should be lumped together with the Shadow or Jungle tier since you can get them at the same time, because currently you can get an item from those tiers, upgrade it from 4-5 all the way to 7, then wreak havoc with near-doubled stats. There might be similar hiccups later on, but that's my only gripe.
W1K  [author] 22 Mar, 2024 @ 7:33am 
Don't have the free time myself to make a patch for other mods, and I don't play much content mods myself either. It is fairly easy to make compatibility patches however, I linked the guide in the description for ease of access
Prime 21 Mar, 2024 @ 10:59pm 
this honestly looks really cool! i really found some early game weapons super fun to use but was bummed out about how quickly they fell off so this should be a fun mod to try. would you consider making a patch for both calamity and stars above? both mods have some fun weapons that unfortunately fall off too quickly, and it would be amazing to use them in end game. :)
Nyra, Empress of Insanity 28 Feb, 2024 @ 6:19pm 
this is cool! i'll have to make a play thru for it i'll be a ninja and use the katana thru the entire game!
W1K  [author] 13 Dec, 2023 @ 5:23am 
You have to craft the tier upgrades, usually crafted by whatever material makes that tier (except for post-golem stuff which are dropped from bosses like fishron)
Darky xD 12 Dec, 2023 @ 12:12pm 
Is the scaling automatic ? Do you have to expand some ressources to scale to the next tier?
LittleEvo 5 Dec, 2023 @ 11:03pm 
please try to develop a patch for calamitymod. this mod is awesome!
W1K  [author] 3 Oct, 2023 @ 2:47am 
this is actually kind of hilarious, will keep in mind next time there's a bunch of stuff to fix, for now go nuts ig lmfao
Honeydew Pancakes 30 Sep, 2023 @ 12:49pm 
Okay this is actually really funny. I’ve done some dps tests and the pearlwood sword on luminite tier with the right build, can OUT DPS THE ZENITH (against single and up to four targets)
Honeydew Pancakes 30 Sep, 2023 @ 12:06pm 
You may want to take a look at the pearlwood stuff as they were buffed in 1.4.4, so just bringing them up to adamantite will shred the mech bosses. For example with an on tier melee build a pearlwood sword will get well past 350 damage, and I hope that's not intentional.
W1K  [author] 2 Aug, 2023 @ 6:02am 
Updated to 1.4.4 and added Italian localization because why not
Muskv01 17 Apr, 2023 @ 9:43pm 
We need a Weapon Scaling for Calamity Mod!
Trans Potato 26 Mar, 2023 @ 9:48pm 
Me exactly 2 minutes ago: "God, I whish I could use this pistol forever, but it'll get extremely useless as soon as I kill the next boss... Maybe I should make a mod to fix that..."

BRO, YOU ARE A LIFE-SAVER!!! :steamhappy:
᲻᲻᲻᲻᲻᲻᲻᲻᲻᲻ 9 Mar, 2023 @ 5:19pm 
Ammo materials (throwing weapons, bullets, arrows, coins, etc.) that have fallen on monsters are enchanted and occupy inventory slots. Can you add an option to turn it on and off?
EmperorRojo 7 Mar, 2023 @ 1:02pm 
@Karox and Adonay

You're looking for a mod called Weapon Fusion.
Karox 14 Feb, 2023 @ 5:34pm 
I'm actually here because a friend mentioned that one mod that Adonay is talking about lol, if anyone figures out what it is (unless it's like a 1.3 tMod exclusive) please tell me lol, but I'll take this mod until I find out what funny mod that is (dupe glitches will be hilarious with that)
W1K  [author] 14 Feb, 2023 @ 2:00pm 
Not familiar with that, it probably wasn't mine. This one's used tier upgrade items since its inception
★ Adonay ★ 14 Feb, 2023 @ 12:02pm 
As I remember, this mod had more simple lvl system in the past (when you just compound two same weapons in one and leveling up it on 1). Is there any way to turn back this system?...
W1K  [author] 1 Feb, 2023 @ 4:44am 
Dnno, maybe. That sounds like it might be funny.
Watered down apple juice 31 Jan, 2023 @ 8:50am 
will you add a zenith tier that is crafted with a zenith?
Snow_Brλwl 7 Jan, 2023 @ 2:27pm 
thank you
W1K  [author] 7 Jan, 2023 @ 11:59am 
Forgot to link the tier upgrades list on the workshop, here https://i.imgur.com/gHUJUpr.png
You craft a tier upgrade through the materials mentioned on the list, apply it to a weapon and the damage of the weapon will scale to that tier.
Snow_Brλwl 7 Jan, 2023 @ 10:55am 
how do i use it?
smaraGdine 27 Nov, 2022 @ 10:49am 
This will be a really funny addition to my 60 content mod playthrough.
meow 5 Jul, 2022 @ 12:47pm 
ok but that's not what I meant, I mean a post-luminite vanilla tier so I can use a 1000 damage wand of sparking
W1K  [author] 5 Jul, 2022 @ 8:11am 
Modded weapons are possible but support needs to be built in for each weapon (which I don't have the time for). 1.3 version had support for compatibility patches but I haven't gotten around to figuring that out in 1.4 yet.

Post-moonlord tiers aren't possible because I calculate stuff out based on vanilla weapons for maximum accuracy. Calculating tiers is a lot of manual math, and including mods into the mix will throw the numbers off wildly.
meow 5 Jul, 2022 @ 1:29am 
would it be possible to add a couple of post-moonlord tiers so I can keep using my favorite vanilla weapons all the way to calamity endgame?
Gutterball 4 Jul, 2022 @ 8:56pm 
is it possible to make this work with modded weapons? if not i won't get my hopes up but if it is that'd great
W1K  [author] 2 Jul, 2022 @ 10:30pm 
Not really, all of the tiers are calculated based on existing vanilla weapons.
buhLayr 2 Jul, 2022 @ 7:10pm 
do you plan to make sandbox tier upgrades? like a higher tier than luminite?
PJSlimer 2 Jul, 2022 @ 2:19am 
thank you for fixing this :)
W1K  [author] 1 Jul, 2022 @ 11:40am 
"""""stable"""""
Turns out the mod just needed to be manually recompiled, which confuses me because older APIs would do that automatically.
Anyway it should be working again.
meow 1 Jul, 2022 @ 11:34am 
"""stable"""
jake 1 Jul, 2022 @ 10:08am 
unfortunately needs to be updated again
PJSlimer 30 Jun, 2022 @ 3:48am 
I'm getting this error whenever I load the mod:
--- Terraria.ModLoader.Exceptions.JITException:
In WWeaponScaling.Items.TierUpgrade01.AddRecipes, Method not found: ''Void Terraria.Recipe.Register()' ---
This is happening for tier upragdes 1, through to 14. Are you able to fix this?
P.S: Sorry for being blunt
P.P.S:I also don't know how to put an image in here so text is the best i've got
W1K  [author] 23 Jun, 2022 @ 2:54pm 
Probably? They do different things as far as I can tell, the best way to make sure is testing it out.
bbauti 21 Jun, 2022 @ 1:15pm 
It supports "Weapon Enchantments" mod from andro951?
meow 13 Jun, 2022 @ 9:00pm 
I really like the idea of musket just being an early sniper rifle. It's absolutely agonizing how deep into the game you have to get to get a ranged weapon that does big single-shot damage.
W1K  [author] 13 Jun, 2022 @ 8:46pm 
It's fairly hard to predict. In a perfect world, the weapon would remain about as viable as it is buffed to be. The equation is the same for every weapon, albeit I apply a multiplier to specific weapons that are too off the hook. In about 9/10 cases the default multiplier works just fine but it heavily depends on the weapon and the expectation of how strong said weapon should be in comparison to similar weapons (back to the musket and sniper rifle example, I heavily nerfed the musket to compare to the sniper, but should the sniper be buffed, the musket would then end up much weaker than expected due to its very low multiplier)
Alexolas 13 Jun, 2022 @ 7:32pm 
but the Real question is: if another mod, or a future update to vanilla terraria itself, buffed the vilethorn or chain knife or any other underperforming weapon to become properly viable within its own tier, and this mod's adjustments to those weapons remained unchanged, would they continue to be viable in the other tiers, or would they become ridiculously overpowered due to, in some sense, being applied to by an equation meant for an entirely different weapon?
meow 12 Jun, 2022 @ 7:28pm 
This mod is still fantastic for what it does to the few exceptionally good weapons that are outpaced in damage but not utility. The Thorn Chakram is one of the best boomerangs but it doesn't stay relevant for long, plus I love the way it looks.

Also it's funny to see the platinum shortsword outdamage the titanium sword.
W1K  [author] 12 Jun, 2022 @ 6:00pm 
Job well done :demoneye:u:demoneye:

But yea my philosophy revolves around trying to keep all weapons about as viable as they are in their original tier. Making weapons scale more or less just to better fit a specific tier affects all tiers before and after it as well which potentially leads to more unrealistic numbers. The only two exceptions are weapons that blatantly scale too little or too harshly, or weapons that surpass or are way way weaker than higher tier counterparts (for example, the musket used to deal almost thrice the damage of the sniper rifle)
Alexolas 12 Jun, 2022 @ 4:06pm 
@nepdisc "The only issue the mod has is that weapons that are still mediocre within their tier will always be mediocre."

i'd suggest that that's not so much a problem with this mod, but a problem with terraria itself. in fact, if a weapon is underpowered within its native tier, and it remains just as underpowered throughout all other tiers that its entry into is made possible by this mod, i'd actually suggest that that's a success