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The Musket wins, The DMG will just destroy the one with the Minishark, But it'll be a hard fight c:
According to the wiki[terraria.gamepedia.com]:
MATHS AHEAD
Musket Use Time - 35
Musket Damage = 25 + 7 = 32 (weapon + musket balls)
Minishark Use Time - 8
Minishark Damage = 6 + 7 = 13
Thus, in the time the musket has reloaded the Minishark has fired (35 / 8 = 4-and-a-bit) shots. So you get 13 x 4 = 52 damage per musket shot; much higher!
The reason this is so is because you don't account for the Musket Balls when doing most of your calculations, which doubles the damage and a little more (6 -> 13).
However, this ALSO assumes the enemy has no defense.
Let's say that the enemy defense = 8 (Demons, Skeletons, and I can't bother finding anything else with that defense). Thus, this equates to a 4-dmg reduction (if on Normal) and also a 4-dmg reduction on Expert (as according to the wiki, enemies don't follow the 3/4 rule of Expert player defense).
This means your Musket now does 28 dmg and your Minishark deals 9 dmg. In which case the Minishark is still a slightly better weapon (it's four-and-a-bit shots)
What is the defense at which the Musket is better than the Minishark, you may ask?
Well, let's say U = m-u-sket damage dealt to enemy = 32 - D
D = damage reduction
N = Mi-n-ishark damage dealt to enemy = 13 - D
The Minishark fires four shots to the Musket's one (we'll use the exact value, 35/8), so we want the value of D for which 35/8 * N = U
That is, 35/8 * (13 - D) = 32 - D
Multiplying out;
35*13/8 = 32 - D + 35 D /8
35*13/8 - 32 = 27 D / 8
D = ((35 * 13 / 8) - (32)) * 8 / 27
D = 7.370370370....
so that the defense of an enemy must be equal to 2D = basically 15..... and basically nothing equals that in Pre-Hardmode except for a couple of bosses (and even then, Skelly's hand def is only 14)
The musket uses one bullet no matter what, but if the Minishark fires four bullets with a 33% chance of not consuming ammo, then you still have a 16/27 ~~ 1/2 chance (ish) of using all four bullets. The chances of just using one bullet is really low; 4/27 ~~ 1/8 . The chance of using no bullets is 1/27 ~~ 3% (ish).
So, the Minishark has a range of chances for a range of ammo consumption over four shots, but basically you can expect the average (via the Law of Large Numbers) to be 3 bullets)....
The SDMG is basically the speed of the Chain Gun plus the damage of the Sniper Rifle (well, it's not quite that bad); it's not to be underestimated and it is the best of both world. High-damage shots at an insanely fast rate.
EDIT:
With Musket Balls (7 dmg, which is actually pretty high) the Minishark deals 13 damage. Damage reduction of Iron Armor is 9 def = 4 (maybe?) points of damage taken down = 9 dmg per hit. Remember that from above, it fires four for the Musket's one.
The Musket deals 25 +7 = 32 dmg. Damage reduction of Iron Armor reduces that to 28 dmg per hit. The Minishark deals 4 bullets for the Musket's one = 4x9 = 36 dmg
So the Minishark is actually better than the Musket..... if, as you say later, the person can actually aim. But surely that applies for the musket as well?
In fact, when it comes to aiming the Minishark is better off. Missing a Musket shot vastly reduces your DPS but missing a Minishark shot only reduces it by a little. Over time, you'd expect (via the law of Large Numbers) accuracy to not come into it as both will miss a similar amount of shots.
"So the Minishark is actually better than the Musket"
If the person using it can ACTUALLY aim with it.
..... yes, that's what I already factored in, and you're using a different method (you'd need to use [sum damage] - [sum defense], NOT [dmg_of_one_shot] - [sum defense] )
Dunno what you're on about. Space Gun is a strictly Magic weapon. It doesn't benefit from Ranged damage...
.... also the Space Gun can't kill Mr. WoFFle on Expert, but it's still pretty good against EoC
---------------------------------
The final upshot of the maths is that the Minishark is better for damage, but not for ammo use, until your enemies start hitting 14 def (a.k.a Hardmode).
Also what i meant was that since the space gun is a gun, i consider it part of the ranged class, although it doesnt get and of the ranged damage buffs, its still a pretty good weapon
What do you mean it isnt good for WoF? the piercing is great for getting through the hungries, the bullets fly fast so it isnt hard to be accurate, plus you can just hold down the fire button and it just obliterates the WoF, i just used it on my new playthrough (expert) and it worked really well.
Last I checked, the space "gun" is more of a ray gun, which is to say, a highly focused, high power flashlight, or "laser." It is by the same line of thinking that I don't consider the laser machinegun an actual gun either.
Also, I'm glad that aidenpons did the math and explained it already. Means that I don't have to.
Back on topic, it also hasn't been mentioned that the minishark's high rate of fire also enables it more consistent knockback to mobs. It might not have knockback itself, but the ammo does. The higher rate of fire also inherently makes the weapon require less skill to use to its full potential. Missing shots with a minishark will degrade damage output, but the musket will suffer even more from poor aim.
No. aidenpons did the math accounting for a pre-hardmode enemy's defense and the ammo's damage itself. If you can achieve the same hti accuracy with both guns, the minishark will still perform better than the musket damagewise.
Mathematically speaking, assuming a fixed non-100% hit accuracy multiples the same to both damage outputs.
Of course, the musket has a higher firing accuracy than the minishark (since the musket has no spread) but the stream of shots from the minishark gives the user a steady, visual indication of where the shots are going. This makes it very easy to correct your aim for lead time.
But regardless it doesn't matter. If you prefer the musket, then use it and demote the minishark to solely a role of crafting material for the megashark.