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Calamity, without Weapons - Post-Moon Lord
Készítő: Okami Tomato
So you know Calamity, that mod famous for not just a massive assortment of bosses but also a massive catalogue of weapons?

Well, have you ever wondered if you could beat Calamity without those weapons... or weapons in-general?

We're onto the final part of the mod, the Post-Moon Lord section of the game. This is the final stretch of the mod and, by far, the longest and most difficult part of the challenge.

Anyways, lets go!
   
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[Prior Notes]
So, there's two big things I want to address at the beginning of this page

Abyssal Amulet:
Unfortunately, it's gone from being one of the best accessories to being one of the worst. Most things at this point are outright immune to crush depth, meaning that it might as well be dropped from here on out.

Boss Times:
For this page exclusively I'm planning on also giving the average amount of time taken to defeat some of the bosses. Bear in mind I normally go for a more defensive loadout for this run due to how long battles take, so it's possible to beat them faster if you're willing to risk the extra damage.
Times based on previous runs and the boss checklist timers, so take them with a pinch of salt


Anyways, here's the updated tier list. Not talking about anything in the bottom tier now since it's basically just the useless items.

S:
-Heart of the Elements is probably the best accessory in the challenge, providing 5 minions that provide both damage and fairly consistent healing
-Luxor's Gift remains useful, mainly due to the fact that it can still have its damage upgraded to match actual summoner weapons
-The Slimy Saddle's mobility is still great, even now. Not good for damage, anymore, though
-Asgard's Valor has defence, mobility, and a source of offense; making it generally great
A:
-The Deific Amulet's buffs are still good, but the armour piercing and falling stars don't make such a difference anymore
-The Star-Tainted Generator adds a bunch of extra effects to minion attacks, which affects minions summoned by accessories.
-The Sponge provides a wide array of defensive buffs and a few thorns-like effects, so it's a solid accessory
-Statis' Curse cuts enemy defence a little and debuffs enemies on hit, making it partner well with other accessories. However, 15 defence is not that much, and compared to the Generator's buffs it isn't as good but still has its uses.
B:
-Hydrothermic Armour is pretty good, as is the minion provided with the set bonus. It does, however, have competition with the Plaguebringer Armour
-Plaguebringer Armour is on-par with Hydrothermic Armour, honestly. Bees are useful but they deal less damage on their own than the Hydrothermic Vent minion and often require the buff from the Plague Hive
-Plague Hive synergises well with Plaguebringer Armour, but that is honestly all it does specifically
C:
-Reaver Armour is outclassed by this point, but isn't directly awful
-Daedulus Armour is also outclassed by this point, but also is spared from 'no' due to not being entirely useless


Anyways, onwards we go
Part 10 - Early Post-Moon Lord
This is the beginning of Post-Moon Lord, and the general point where upgrades are slow but significant.
Unfortunately, most of them are locked behind the Devourer, but we'll get to those when we get to those.
You may also notice that Stardust Armour isn't listed below. Its set bonus is less useful than Hydrothermic or Plaguebringer's, since it's pre-1.4 still



New Items:

-Luxor's gets a nice buff from the Elemental Axe, going from 85 with the remote to 140 with the axe; a significant buff of 55 extra damage
-The Heart of the Elements gets a buff Post-Moon Lord, increasing its damage to 150. Normally I'd overlook these minor things but this point of the game in 1.3 is quite lacking in this challenge



Progression Points:
Post-Moon Lord, early-on, has minimal upgrades. There are three bosses at this point; the Profaned Guardians, Dragonfolly, and Providence.
-The Guardians don't provide anything too significant, aside from Providence's summon
-Dragonfolly doesn't really provide anything useful, either, since most of its drops are weapons, though the feathers are useful for later
-Providence has useful drops, though most are progression-based or useful later. Unfortunately her summon drop has less damage than the axe



Times:
Guardians: 2:00-3:00
Dragonfolly: 3:30-5:00
Providence: 5:00-7:00
Part 11 - Post-Providence
Once Providence is defeated there's a few options for upgrades. While technically the player can fight almost any boss in any order, Providence is recommended since they are the gatekeeper for a third of the Post-Moon Lord armour sets.



New Items:

-The Dragonblood Disgorger provides a colossal buff for Luxor's, taking its 140 damage all the way to a colossal 300. This is the best damage buff Pre-DoG for Luxor's.
-The Elysian Aegis is a fairly useful defensive buff. It mainly comes in handy for farming Providence for Divine Geodes, but is still generally helpful with its other buffs such as the dash and extra health and defence.
-The Profaned Soul Artefact provides useful minions and a series of buffs, though requires Tarragon Armour and minion slots to ensure it operates at full power
-Tarragon's summoner set provides a damaging aura around the player, acts as the first Post-Moon Lord armour set with a useful set bonus, and additionally buffs the Soul Artefact
-Bloodfins make a very useful source of healing, both providing more health than Super Healing Potions and providing an additional regen buff



Progression Points:
At this point Polterghast and the Sentinels can be fought, as can Old Duke Post-Polterghast. I'd recommend doing them in order and fighting the Sentinels independently of DoG since there's a genuine risk of running out of time if fought alongside the Devourer.
-Polterghast grants access to Bloodflare Armour, Tier 3 Acid Rain, and some decent accessories
-The Sentinels don't really provide any major items themselves, but defeating them is recommended
-The Old Duke drops the Mutated Truffle, but its other drops aren't very useful.



Times:
Polterghast: 4:00-6:00
Weaver: 2:00-3:00
Signus: 1:30-2:30
Void: 4:00-5:30
Old Duke: 7:00-10:00
Part 12 - The Devourer
From here on out the bosses are significant enough that I'll be describing them individually, partially because there's only 3 bosses left.



New Items:

-The Mutated Truffle's Fishron minion is exceedingly powerful in terms of damage output, making it very reliable if you can get your hands on it.
-Bloodflare actually has two viable sets, due to the set bonus of the other. For starters, the summoner armour provides buffs to the player's minions, as usual, and provides ghostly mines in its set bonus
-The ranger set grants the ability to unleash barrages of damaging souls every 30 seconds. Normally I'd overlook this sort of thing because the summoner set is more directly beneficial, but it's still a viable alternative.



Progression Plan:
Of the three bosses left, DoG comes next. "You are what you eat" champion, Weaver's honorary dad, and formerly-voted-for-hardest Calamity boss the Devourer of Gods.
The only unique note here is that the player should defeat the Sentinels first before challenging DoG since most of them will probably take so long that the next will have time to spawn. Fortunately, once the three are defeated, they do not have to be faced again



Times:
Phase 1: 8:00-11:00
Phase 2: 10:00-14:30
Part 13 - Yharon
Yharon is typically the largest roadblock in the challenge, with high mobility, massive damage and a colossal health pool. Fortunately, a bunch of upgrades can be made before Yharon and, trust me, you'll need them



New Items:

-The Endo Hydra does 400 damage, surpassing the Disgorger's 300. Luxor's Gift, unfortunately, feels a little weak here
-The Argardian Aegis is just a fusion of the Asgard's Valor and the Elysian Aegis, both of which are already helpful on their own
-The Rampart of Deities provides a bunch of useful defensive buffs, but requires a lot of Cosmilite and Divine Geodes, thus may require farming both Providence and the Devourer
-The Amalgam was an accessory I overlooked for a long time, but the Fungal Clump's healing turned out extremely beneficial and thus I would recommend it
-The Sponge, like the absorber before it, provides a great deal of defensive abilities and a thorns effect.
-Nucleogenesis is just a fusion of Statis' Curse and the Star-Tainted Generator, which generally just provide a useful array of buffs for the accessory minions and should provide enough minion slots for the Profaned Soul Artefact as well
-God Slayer Armour's Mechworm minion, revive ability, and its assortment of other buffs actually make it the best armour set not just for Phase 1 Yharon, but also for Phase 2
-Fearmonger Armour is another alternative to God Slayer Armour with its life regeneration bonuses. It can be buffed further by starting a Pumpkin or Frost Moon after summoning Yharon, apparently. Not quite as strongly recommended as God Slayer Armour, though



Progression Plan:
Yharon is the final non-superboss of the challenge and has the power to back it up. The only real advice I can give? Run. Play super-defensively. Playing aggressive will not cut off much of the fight, but puts you in unnecessary danger; not recommended considering the fight can take in total in excess of 30 minutes per successful attempt.
Upgrading to Silva Armour is, also, surprisingly not recommended between the phases. God Slayer revive is more reliable when playing a more passive or defensive game since you can stall the cooldown easier, and Silva seems to have a harder time damaging Yharon than the Mechworm does.



Times:
Phase 1: 12:00-17:30
Phase 2: 15:00-21:00
(No, I'm serious.)
Part 14 - Supreme Calamitas
The final 'actual' boss of the challenge, Supreme Calamitas. Compared to Yharon, there aren't too many buffs for the player to get here aside from the Tracers and some of the items below.



New Items:

-The Cosmic Immaterialiser takes the Luxor's gift from 400 damage... to 3000.
-The Dark Sun Ring, if the player has spare accessory slots, provides a massive array of buffs. The player can also get both the day and night buffs by starting an Eclipse before beginning the fight against Calamitas. Also, it can be crafted ready for Phase 2 Yharon as well, but I didn't put it with the other Yharon-tier items since it's Phase 2 exclusive
-The Godly Soul Artefact summons 2 powerful Sons of Yharon, which despite their reduced damage vs SCal are still very useful
-Auric Tesla Armour provides all the Post-Moon Lord Summoner Armour buffs when applied, so it's the only truly viable armour for Calamitas.



Progression Plan:
Supreme Calamitas is the final boss left for the mod, though isn't quite the final challenge. Not much to note, here, aside from this fight taking around the same time as DoG did. Also, fortunately, the player only needs to defeat Calamitas once as she doesn't have too many upgrades for the final hurdle.



Time:
SCal: 17:30-24:00
Part 15 - Terminus
The final part of Calamity, as of right now. The boss rush has every boss fight the player one at a time in a set order but with massive buffs to their stats.

Normally, Terminus takes a fairly long time anyways, so imagine now beating it without having access to the massive DPS of Calamity's endgame weapons...



New Items:

-The Flamsteed Ring finally takes Luxor's damage up to an impressive 9,999; over triple the Immaterialiser's damage.
-The Profaned Soul Crystal is an upgrade to the Artefact; granting only a few buffs to the Artefact that, while not too big of a difference, are still beneficial and thus deired
-Shade Armour is an option... but not recommended. Auric Tesla provides far more useful buffs than Shade does, mainly due to the revives and the various minions.



Progression Plan:
There... aren't really any options beyond this point for alternate progression paths. There is only 1 thing left to do, no more upgrades to the player's gear, and Terminus' order is consistent across attempts.
Just... make sure you prepare for a long, long battle.
[Final Notes]
And that's the third and final part of Calamity without weapons.

Like I said, later bosses do begin taking a long, long time to defeat and thus Post-Moon Lord slows down a lot.
The times provided were also from the previous Expert playthrough, so higher difficulties may take even longer to beat.

Extra shoutout to GP for the Ranger Bloodflare set idea. I wasn't even aware it provided a buff like that and, after seeing how well it generally did against the Devourer, I felt like I should at least give it an honourable mention.

Next time... wait no there isn't a next time is there? I mean maybe if the Draedon update changes stuff I might have to make a special update page for this, depending on what changes. Not sure, yet.

Whatever happens, thanks for putting up with me and my silly challenge idea. See you later maybe :)
20 megjegyzés
Sylveon_Cookie 2022. jan. 8., 7:06 
btw, you misspelled profaned soul artifact, just a reminder
hayley.mansell 2021. szept. 26., 3:18 
Plus the Holdy Collider is a good weapon so it would be Post-Providence if that is true
hayley.mansell 2021. szept. 26., 3:17 
That is true It could even destroy some of yharon if you can dodge enough and have to right accesories, And armor
Okami Tomato  [készítő] 2021. szept. 25., 14:15 
I was moreso meaning something Post-Providence/Polterghast since Zenith's current DPS is comparable to some Post-Polter/Providence weapons

plus I heard something about it being made Post-Providence, so maybe they'd add something like the Holy Collider to the recipe to force it to be Post-Providence
hayley.mansell 2021. szept. 25., 14:15 
And Adrenaline with the zenith would be way to broken So maybe They would make it so that it doesn't affect that weapon otherwise if providence doesn't get a buff then it would get demolished
hayley.mansell 2021. szept. 25., 14:13 
That is true. they may add like the cold divinity to the recipe causing the player to farm for it Plus then it would be a revengance weapon
Okami Tomato  [készítő] 2021. szept. 25., 11:36 
Zenith will probably be rebalanced in Calamity, I guess either adding more ingredients or nerfing its DPS

Terraprisma is about the same as the Elemental Axe already


So, probably not, unless they adjust Providence's fight
hayley.mansell 2021. szept. 25., 11:34 
T o m a t o
hayley.mansell 2021. szept. 25., 11:33 
Funni tentacles
hayley.mansell 2021. szept. 25., 11:30 
Wait In 1.4 Will providence be easier? because You have the zenith and the terraprisma so 1.4 providence should be easy