Your dagger gets reduced 5 damage on every hit, now dealing 5 damage per attack.Let's assume you attack a humanoid with 5 defense and 75 HP. On monsters, they're pretty much the same, although the higher-DPS hammer is more likely to 1-shot enemies before they can retaliate, whereas the dagger leaves you open to an attack or two.Īgain humanoid enemies, this gets tricky. It deals 100 damage over the course of 2 seconds, for a total of 50 raw DPS.įor all intents and purposes, these weapons should be identical, correct? Well, not so much. A hammer that deals 100 damage and hits once every other second.It deals 100 damage over the course of 2 seconds, for a total of 50 raw DPS. A dagger that deals 10 damage and hits 5 times a second.They do have defense, and as a result, strong, slow weapons with large damage-per-hit values are more useful against them. Humanoid enemies and bosses, however, work rather differently. Monsters have no defense, and as such take full damage from all attacks unless they are using an ability that mitigates damage, such as Shield or Guard. I don't know why it's been designed like this, but maybe it'll change into something more balanced later on?Ĭlick to expand.Defense is a flat reduction in damage, applied on a per-hit basis. A full set of Solar Flare armor now provides 94 defense instead of 78.,.The Hallowed Plate Mail now provides 18 defense instead of 15 and the Hallowed Greaves now provide 13 defense instead of 11.A full set of Obsidian armor now provides 19 defense instead of 16.A full set of Gladiator armor now provides 21 defense instead of 7.Several items had their defense values changed. Warding provides 1% damage reduction and increases 6 defense in Hardmode and 8 defense in Post-Moon Lord instead of 4.Armored provides 0.75% damage reduction and increases 4 defense in Hardmode and 6 defense in Post-Moon Lord instead of 3.Guarding provides 0.5% damage reduction and increases 3 defense in Hardmode and 4 defense in Post-Moon Lord instead of 2.Hard provides 0.25% damage reduction and increases 2 defense in Hardmode and 3 defense in Post-Moon Lord instead of 1.These defense reduction effects cannot stack with themselves or each other, unless marked with the + symbol.ĭefensive accessory modifiers now also increase damage reduction and gain more defense in Hardmode and Post-Moon Lord, with rarer defense modifiers granting a larger bonus. Several weapons can permanently lower an enemy's defense on hit. While Shadow buff is active when holding a javelin. While Invisibility buff is active when holding a javelin. If the player has 5 Armor penetration and attacks the slime, then the slime will take damage as if it only had 1 defense instead. For instance, a Purple Slime normally has 6 defense. When Blackout or Confused debuff is active.ĭuring the daytime when Tequila Sunrise debuff is active.Īt night or when submerged in water or honey.ĭuring a Blood Moon when Bloody Mary debuff is active.Īrmor penetration is a statistic that reduces the defense of the player's targets. While under the effects of a damaging debuff. While equipped or when Afflicted buff is active Gradually builds while submerged in liquid.ĭuring the daytime when Tequila debuff is active.ġ0 seconds after a true melee strike during the buff. The player can boost their damage reduction with certain accessories, although it scales diminishingly as more damage reduction is gained. Damage Reduction Main Article: Damage Reductionĭamage Reduction (DR) is a stat alongside defense that decreases damage that both the player and other NPCs take based on a percentage.
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