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Artificer: Post-Game Add-On
 This topic has been pinned, so it's probably important
BlockCrusader  [developer] 12 Mar, 2024 @ 7:27am
Balancing Thread
Balancing Thread
This thread provides a breakdown of how this mod is balanced, and the balancing pitfalls to be wary of that result from post-ML content and designing the mod to work with multiple mods at once

Balancing Disclaimer:
As noted in the main mod description, you are likely to find the mod's balancing dubious and volatile! That's why this thread exists; so you can share your experiences and feedback on this.

Designing the mod to support multiple mods' content at once makes good balancing nigh-impossible because different mods almost always have different approaches to post-ML content balancing.
Furthermore, others may outright re-balance vanilla (Looking at you, Calamity) which doesn't necessarily bode well for Artificer, which is intended to be balanced around vanilla.



State of Balancing: How is the mod balanced right now?
Since it is among the most widely used content mods and the one to have most post-ML content, Calamity was used as the primary reference for initial balancing;
  • Permalloy was balanced around Bloodflare gear and Polterghast drops
  • Supernova was balanced around post-DoG gear (God Slayer, Silva, etc)
  • Paragon was balanced around Auric Tesla gear and Exo Mechs and SCal drops
Balancing was done loosely, and leaning towards the under-powered side. This was done for two reasons;

First, Calamity content tends to be stronger than content from other mods (Ex: Thorium, MoR, etc.), so I wanted to put a damper on things to prevent Artificer from being too OP elsewhere.

Second, Artificer is not to be underestimated! Having extra accessory slots from its set bonus grants an immense amount of flexibility and potential. Proper buildplay can bridge the apparent power gap between Artificer and other classes. Furthermore, some of the new abilities (especially Paragon's) are incredibly powerful!



Suggesting Balance Tweaks:
This thread is here for you to share your thoughts, experiences, and feedback on the mod's balancing.
Keep in mind when making suggestions the pitfalls covered here; every player will have a different experience, differentiated further by the influence of the different mods they use. Hence, a balancing arrangement that satisfies everyone simply isn't possible; the goal here is just to iron out major flaws and find as best a compromise as possible.

When making a suggestion, please provide a quick note or list of major mods you are using; especially supported mods and any others with post-ML content. Unless your feedback is just a general critique, also make sure to specify what content your feedback applies to.
Last edited by BlockCrusader; 12 Mar, 2024 @ 7:29am
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Showing 1-3 of 3 comments
Omega 14 Mar, 2024 @ 2:27pm 
I just defeated Ravager, I'm about to craft my first set from your extension, the Permalloy, very soon. I'll give feedback on my boss fights with it shortly.
BlockCrusader  [developer] 14 Mar, 2024 @ 2:34pm 
Originally posted by Fractal-Eternal:
I just defeated Ravager, I'm about to craft my first set from your extension, the Permalloy, very soon. I'll give feedback on my boss fights with it shortly.
Permalloy should be post-Polterghast, it's intended to be made from Ruinous Souls (Which to my knowledge are exclusively from Polter). Are you able to craft it with something else for some reason?
Omega 14 Mar, 2024 @ 3:17pm 
Oh no, I was just saying I've almost reached Polterghast. I've defeated Lunatic Cultist and doing the lunar pillars. Once I defeat Moonlord, it'll be the first boss I fight and then I can give feedback on the set.

Incase you were anticipating it I wanted to warn ahead of time, my bad if I concerned ya.
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