tModLoader

tModLoader

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Improved Crits
   
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Mod Side: Both
tModLoader Version: 1.4.4
Language: English
File Size
Posted
Updated
55.871 KB
22 Sep, 2023 @ 3:30pm
17 Nov, 2023 @ 3:38am
13 Change Notes ( view )

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Improved Crits

Description
I didn't like the imperfection of the crit chance system, so I made a minor improvement to it
The first part of the mod is the new crit tier mechanics
Second part of the mod - summoner fixes

1. In vanilla Terraria there is a crit chance that gives double damage when triggered, and a chance above 100% does absolutely nothing
Now a division into tiers has been added instead

Tier 1 - chance from 0 to 100%, when triggered there will be a tier
Tier 2 - chance from 100 to 200%
Tier 3 - chance from 200% to 300%
Tier 4 - chance....

These tiers, depending on the mod settings, increase critical damage

The formula is:
weaponDamage - damage from your weapon
Additive - an option that can be enabled in the config, that gives damage depending on the base damage of the weapon and tier
Mult - an option that can be enabled in the config, that gives damage by multiplying crit by a tier
FinalMult - an option that is enabled by default, multiplies all damage with each new tier, making "critical damage of critical damage"

(weaponDamage + (weaponDamage * (Additive * tier))) * (Mult * tier) * FinalMult^tier = resultDamage

Pretty simple, right?

When such crits are applied, the damage will be written ! for each tier, for example, with a critical chance of 325%, you will see "damage!!!" and there is a 25% chance that there will be "damage!!!!"


2. I consider the summoner to be the weakest class, but interesting in concept.
So I tried to make him stronger by making his minions depend on weapon damage and adding crits.
What does dependence on weapon damage mean?
In Terraria, for some reason, very often the summoner's weapon ignores the damage number that is indicated on the weapon and deals its own.
The consequence of this is that a large number of mods simply do not buff minions, this has now been fixed.
Also now minions will be able to inflict crits.
I changed the summoner's damage type to my own so that he could get crits, and now, with the help of accessories and such, you can get crit chance on wands, which will apply to minions so that they double their damage.
And you can disable the damage split feature.
Relatively speaking, if you take a minion that spawns two at once, like a staff with twins, each of them will have the damage of the weapon description.
If this function is enabled, the damage will be divided equally between them.
The first part of the mod also works for the second.

The mod also adds a couple more little things in the config, such as adjusting the base crit multiplier (initially with a crit the damage is 2 times more, but through the config you can make it 3 or 1.5), disabling the randomness of damage (so that there are always the same numbers, without scatter) and additional crit chance for weapons

The mod contains a highly customizable config, so if you don't like something, you can disable it, or change the parameters.

Enjoy!

Discord: @Kenflesh
Originally posted by tModLoader:
Developed By Kenflesh
12 Comments
Kenflesh  [author] 18 Jun @ 9:39am 
@Glowbomb12
The problem is that disabling crits is built into the summoner, and to make them work, the easiest way is to replace this class with an exact copy, but with the ability to crit. Another mod most likely also works on replacing the class, so it turns out that they do not work together. As I remember, I added settings to disable crits for summoners, after that everything should work fine, but the summoner will not have crits
Glowbomb12 15 Jun @ 5:48pm 
I have no idea why, but this mod will render LP's Auto Summon completely useless, as if you dont have that mod enabled at all. Ive opened up an issue on that end in case there is something that can be done, but hopefully you can take a look on this end and maybe figure out what exactly is causing the conflict.
water cooler 11 Feb @ 2:10pm 
Can you add some feature to customise the amount of crit chance lost per crit?
Like, for example if you set this to '50' and you have 160% Crit chance, you hit you first crit at 160% chance, second at 110% chance, third at 60% chance, fourth at 10%?
I just find it lame, you can only ever get Double Crits with vanilla stats.
membro 22 Jan @ 3:27am 
Same as Lessïlera. Cannot be reforged with calamity,thorium.
Lessïlera 18 Oct, 2024 @ 10:49pm 
I got a strange bug using both this mod & calamity, calamity summoner weapons (not vanilla ones) become unable to have an affix.
Kenflesh  [author] 12 Aug, 2024 @ 1:29pm 
@Sreeto
There were 2 options here, either I fix everything through reflection, but before restarting the game all reforgings off and accessories are reforged as weapons, because of which they do not give anything, or change the class. I chose the second option, and to avoid problems I added the ability to disable this in the config. If another way to enable crits for the summoner appears, I will definitely refuse a copy of the class, but for now this is the only way.
Sreeto 10 Aug, 2024 @ 5:18pm 
The only reason I don't use this mod is because it disables the whip menu in recipe browser, I'm assuming this is because you changed it to your own damage type, I'd love it if you fixed this small issue.
Kenflesh  [author] 21 Nov, 2023 @ 3:37pm 
I don't understand much, so I'll just tell you how it works
If damage split is enabled, it takes the weapon's damage and adjusts the projectile's damage, multiplying by the number of minions required. For example, 1 eye requires 0.5 slots, and each eye will deal half the weapon's damage
What is more effective can only be shown by tests on specific weapons, for this purpose a function has been added to disable damage variability
xowarii 21 Nov, 2023 @ 10:43am 
would the split damage on summoner weapons like the twins here for example be affected by multiplicative summons so a staff that adds damage to a creature by adding more summons into it or a staff which summons 1 minion /summon in where you can have multiple of the same depending on your summons/ minions cap because if so the dmg divide would result in similar and or less dps over base game vanilla summons.
Magenta Lizard 11 Nov, 2023 @ 12:50pm 
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