tModLoader

tModLoader

Weapon Enchantments
Lab 13 Aug, 2022 @ 9:15am
At it's current state, this mod is too powerful once you get past wall of flesh
Alright, here me out on this.

First of all, I enjoy the concept. It does the job and allows for some interesting combinations that increase a weapon's strength to a certain level, which is alright. The problem for me would be how easy it is to slap powerful enchantments on freshly acquired weapons, increasing their damage by like 40% without a issue.

This is either related to the amount of enchantment-orbs you get for killing even simple bosses or the low point-requirement to level up a weapon.


Things I would change include (not all at once, just different options as a general idea):

- reduce the xp you get from salvaging a old weapon to at least 50%, maybe less to make it more of a burden to max out new weapons that easily

- increase point requirement for the high-end enchants (I think they are called legendary?). They already provide such a bonus, might aswell cost some effort to get them to work

- reduce enchantment-orb droprate on bosses, especially in the early game. Giving a legendary orb would be fine at the first time, but once it takes 5 seconds to kill the eye of cutulhu, it's just too easy to acquire tons of legendary orbs
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Showing 1-9 of 9 comments
andro951  [developer] 13 Aug, 2022 @ 5:07pm 
Lab, the default values of the mod are intended for a casual playthrough. For players who want something less powerful, I have a ton of config options available to tone down the strength. The easiest is the Global Enchantment Strength Multiplier. There are presets for it including Master(25%) and Expert(50%). Or you can set it to whatever you want instead. You can also control the exact strength of an enchantment with the Individual Enchantment Strength multiplier section.

You can also change the xp gain rates and a ton of other options in the config.

Make sure you're on the server config (second page)
Lab 14 Aug, 2022 @ 12:01am 
Casual or not, this mod wasn't meant to upgrade new weapons to max just a few minutes after picking them up, right? It turns into a strange burden that someone has to upgrade their weapon instantly to stay "competitive" with the previous one.

When it was intended to bring back life to your old weapons instead of making the new ones OP, I don't feel like this is right.

That's why I'd suggest changing the progression up a bit, perhaps increasing the XP one gets from killing mobs while reducing the effectiveness of orbs (maybe buy toning down xp values or making drops more rare)
andro951  [developer] 16 Aug, 2022 @ 11:52am 
What do you mean by upgrading a new weapon to max immediately? To level 40 with a power booster and all enchantment slots filled?

Worth noting that the Infusion system was not implemented until a month or more after I released the mod. The original purposes of the mod were just a progression system and item customization (mostly weapons).

There is a major problem with your suggestion: "That's why I'd suggest changing the progression up a bit, perhaps increasing the XP one gets from killing mobs while reducing the effectiveness of orbs (maybe buy toning down xp values or making drops more rare)"
Because you can offer an old item, it doesn't matter if you get xp in the form of xp on an item or essence. Either way, you can transfer it to the new weapon. This ability to transfer progress to your new equipment is the core of what my mod was built around.

Are you suggesting to change the progression system so you can't consume an old item to upgrade a new one?

If so, wouldn't that make the issue of new weapons not being able to compete with old ones even worse?
Lab 17 Aug, 2022 @ 7:11am 
Consuming an old item is fine, I think it even adds a step of "goodbye beloved one" when switching to a new weapon.


First of all, I started up my game noticing that there is a difficulty scale slider that reduces effectiveness accordingly, which is exactly what I searched. (At least it does what I was looking for good enough)
I don't know how difficult that is, but maybe this should set itself accordingly to the world difficulty until you change it manually.


What I don't like is that some enchants are still just too strong when stacked.

I just noticed that my personal issue basically is the fact that putting 4x 40% on a weapon is just too much for any kind of balance, but my inner child makes me equip it anyway. Little reminder on balance: This doesn't mean 40, but 30 Levels, since a booster already adds 10 capacity.

On that note, perhaps a way of doing it might be to limit the availability of boosters or make them half as strong? Maybe even just smaller versions for smaller bosses? (Mini, Medium, Maxi-Booster) Maybe consumable, so you don't get them back when sacrificing your old weapon?



Those are some brainstormed ideas I would add if I were the maker of this, which btw, I AM CLEARLY NOT.
I want to make clear that I don't want to add too much pressure on someone that owes nothing to me. Take everything I say as a vague suggestion and decide on yourself what you vision of this mod is for the future.
andro951  [developer] 17 Aug, 2022 @ 10:37am 
Someone has suggested to make a config option to toggle the presets to match the world difficulty. The main issue with this is the enchantment stats are calculated when the mod is loaded which is before a world is selected. I may add it eventually, but it would require a good amount of reworking. I do think it would be a nice addition though. I think I'll try it out tonight. I'd forgotten about that suggestion.

Kiroto, one of the other devs is interested in adding a scaling reduction factor if you put multiple of the same enchantment on. I'm personally not invested in it, but he will likely add it eventually.
andro951  [developer] 18 Aug, 2022 @ 7:49pm 
I managed to prototype the strength by world difficulty after like 10 hours of doing dumb stuff until I found a solution. I'll be adding that into the 0.2.3.0 major rework update when it's ready. Probably a week or more.
Lab 19 Aug, 2022 @ 5:23am 
Good job!
But take your time before putting it out, rushing something rarely produces good results :)
andro951  [developer] 21 Aug, 2022 @ 5:37am 
Come on, I would never release an update with extreme game breaking bugs or complete freezes........ again.........
Level12Lobster 31 Aug, 2022 @ 11:03pm 
I fell off using this mod due to power creep from this mod, even though it is incredibly fun to upgrade and customize your gear. I felt like I had to force extra difficulty to keep this mod feeling balanced since you are adding 5 pure positive bonuses to any weapon. Like a second reforge for everything with no drawback, other then xp investment.

My suggestion (after the recent update rework)
Every enchantment comes with a negative.

Damage would have -50% value of same tier Use Speed
Use Speed would have -50% value of same tier Crit Chance
Crit Chance would have -50% value of same tier Damage

Example the unique magic weapon enchantment: Add +50% of same tier Reduced Mana
Example the unique melee weapon enchantment: Add -50% of same tier Weapon Size
The unique weapon type would have a utility enchantment based penalty.

Utility enchantments don't require any negative penalty. They are utility after all.
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