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Block's Thrower: Post-Game Add-On
 This topic has been pinned, so it's probably important
BlockCrusader  [developer] 23 Mar, 2024 @ 1:52pm
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 this rendition of Thrower, 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;
  • Ataraxia was balanced around Bloodflare gear and Polterghast drops
  • Nihilshade was balanced around post-DoG gear (God Slayer, Silva, etc)
  • Ascended 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 because 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 the class from being too OP elsewhere. This style of balancing mirrors the approach used in my other Post-Game Add-On for my Artificer class.
However, do be wary that - unlike Artificer - Thrower is more likely to struggle with Post-Game content because it draws less of its power from accessories (By comparison, Artificer is accessory-oriented and can more easily bridge power-gaps by using other mod's accessories).



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.
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Showing 1-5 of 5 comments
Nelots 30 Mar, 2024 @ 1:10pm 
I know the Radiant mod has a config slider that nerfs/buffs an accessory in order to have better compatibility with post-ML content in other mods.

https://i.imgur.com/9mcsuVx.png

Maybe you could do something like that? I do not know how realistic or possible the idea is though because you would likely have to balance it differently for each mod you plan to support, and unlike the Radiant mod you're not just balancing a single item. Nor do I have any idea how hard something like that would be to code in the first place.
Last edited by Nelots; 30 Mar, 2024 @ 1:13pm
BlockCrusader  [developer] 30 Mar, 2024 @ 1:24pm 
Originally posted by Nelots:
I know the Radiant mod has a config slider that nerfs/buffs an accessory in order to have better compatibility with post-ML content in other mods.

https://i.imgur.com/9mcsuVx.png

Maybe you could do something like that? I do not know how realistic or possible the idea is though because you would likely have to balance it differently for each mod you plan to support, and unlike the Radiant mod you're not just balancing a single item. Nor do I have any idea how hard something like that would be to code in the first place.

It's not a bad idea, but it'd be very very tedious to code depending on how in-depth the config would be. I'll consider it as a future possibility if people start reporting balancing issues and whatnot.
2063075100 2 Apr, 2024 @ 10:38am 
I play Fargo and Thorium but i do not play Calamity.
In my opinion,in Fargo and Thorium,compared the materials that this mod costs,the strength of the armors and accessories is a little little weak.
I know you don't want this mod to be too OP,maybe you can strengthen the armors and accessories a little or add more accessories to match the cost.
It all depend on your thought,i hope my feedback is useful to you.:steamhappy:
BlockCrusader  [developer] 2 Apr, 2024 @ 12:25pm 
Originally posted by 2063075100:
I play Fargo and Thorium but i do not play Calamity.
In my opinion,in Fargo and Thorium,compared the materials that this mod costs,the strength of the armors and accessories is a little little weak.
I know you don't want this mod to be too OP,maybe you can strengthen the armors and accessories a little or add more accessories to match the cost.
It all depend on your thought,i hope my feedback is useful to you.:steamhappy:

ATM Ataraxia armor isn't avalible in Thorium because I thought that the raw defense would be too much (Thorium Tide Turner has 60 defense w/ Thorium helmet, whereas Ataraxia has 99 defense, which even beats out Tide Turner w/ Melee (At 84 def)).
Tide Turner does have substantially better offensive capabilities, though (Judging by raw stats alone it even beats out the Ascended set), so I can see what you mean. I'll consider adding Ataraxia armor to Thorium as a tank-style alternative to Tide Turner.

Balancing w/ Fargo's is generally botched because I don't have many materials to work with and its scaling has considerable spikes (Namely Post-Mutant, particularly w/ Eternity). Nihilshade seemed like it'd be too strong to be post-Eridanius, and I didn't really have any other points to place gear between that and Mutant. Also, I will say that I don't personally play Fargo's, so I was making these judgments based on research via. its Wiki.

Regarding accessories, they aren't meant to be very powerful in terms of the raw stat boosts they give. Rather, they're meant to be a smaller upgrade to their components that might also free up an accessory slot in the process of combining said components.
2063075100 2 Apr, 2024 @ 10:37pm 
Originally posted by BlockCrusader:
Originally posted by 2063075100:
I play Fargo and Thorium but i do not play Calamity.
In my opinion,in Fargo and Thorium,compared the materials that this mod costs,the strength of the armors and accessories is a little little weak.
I know you don't want this mod to be too OP,maybe you can strengthen the armors and accessories a little or add more accessories to match the cost.
It all depend on your thought,i hope my feedback is useful to you.:steamhappy:

ATM Ataraxia armor isn't avalible in Thorium because I thought that the raw defense would be too much (Thorium Tide Turner has 60 defense w/ Thorium helmet, whereas Ataraxia has 99 defense, which even beats out Tide Turner w/ Melee (At 84 def)).
Tide Turner does have substantially better offensive capabilities, though (Judging by raw stats alone it even beats out the Ascended set), so I can see what you mean. I'll consider adding Ataraxia armor to Thorium as a tank-style alternative to Tide Turner.

Balancing w/ Fargo's is generally botched because I don't have many materials to work with and its scaling has considerable spikes (Namely Post-Mutant, particularly w/ Eternity). Nihilshade seemed like it'd be too strong to be post-Eridanius, and I didn't really have any other points to place gear between that and Mutant. Also, I will say that I don't personally play Fargo's, so I was making these judgments based on research via. its Wiki.

Regarding accessories, they aren't meant to be very powerful in terms of the raw stat boosts they give. Rather, they're meant to be a smaller upgrade to their components that might also free up an accessory slot in the process of combining said components.

Fargo has a few of crafting materials and a large span of bosses' difficulty ladder so i can understand why you say "Balancing w/ Fargo's is generally botched".

Maybe you can use Abominable Energy to craft Nihilshade instead of Eternal Energy,or use Abominable Energy to craft a new armor so it can be used between Abominable and Mutant

Although Deviating Energy is Pre-Hardmode item,maybe you can use it with some vanilla materials like Lunar Fragments to craft something.

You have added more void weapon in Block's Thrower: Arsenal Expansion,that's so cool! Maybe you can update them to Nihilshade version. I hope you can make more interstanting items!:steamhappy:
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