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Daemon's Reworked Prefixes
   
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Mod Features: Gameplay Tweaks
Mod Side: Both
tModLoader Version: 1.4.4
Language: English
File Size
Posted
Updated
102.127 KB
Jun 25, 2024 @ 3:01pm
May 13 @ 12:50pm
10 Change Notes ( view )

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Daemon's Reworked Prefixes

Description
This mod intends to change the reforging system for both accessories and weapons so that all reforges are viable, enabling more variety in gameplay. All of the vanilla reforges have been either reworked or removed for cohesiveness.

ACCESSORIES
-Defensive prefixes are the same.
-Arcane's effect has been changed to -12% mana cost.
-Precise and Lucky's effects have been doubled.
-Melee swing speed has been changed to global weapon speed (so now that everything benefits from it) and the effect is doubled.
-Damage prefixes' effects have been increased by 50%.
-Weapon Speed, Movement Speed, and Damage prefixes now apply multiplicatively to all other buffs and do not 'compete' with armor / accessory buffs. This means that if you do 100 damage with no accessory prefixes (but armor buffs and etc. active), having +40% damage in accessory prefixes leads to 140 damage regardless of your armor or other buffs instead of stacking additively with the other buffs.
-Movement speed buffs now apply to the vertical and horizontal movement of wings and max speed with Hermes Boots.

WEAPONS
-Reforge Spreadsheet: https://docs.google.com/spreadsheets/d/1BCzUhU6E_k_-2oB6DDGl4pBhaNarRdYBhMHCxqDCjNk/edit?usp=sharing
-In general, weapon reforges do more interesting things and there is no universal best modifier. Still, all reforges are now about the level of a vanilla tier 2 prefix (Godly, Deadly, Legendary, etc.)
-Ranged weapons can now have an Accuracy modifier, which multiplicatively changes the angular spread of a weapon.
-Summoning weapons now have their exclusive pool so that they will not pull reforges that give speed, mana cost, or crit chance because these don't do anything. With so little variation, only 4 summon reforges currently exist...
-I plan to give Summoning staffs a Minion Spawn Cost modifier, but as of yet that has not been implemented as it is difficult and I do not know how to do it.

This mod may not be compatible with other mods, especially mods that do anything with reforges. However, I do recognize that this mod may be poorly coded and therefore some incompatibilites can be avoided: so if this relevant, I would still like to know about it.
Github: https://github.com/daemon251/TModLoader-DaemonsReworkedPrefixes
Originally posted by tModLoader daemonReforge:
Developed By daemon
Popular Discussions View All (2)
4
Nov 15, 2024 @ 12:18pm
PINNED: Weapon Reforge Balancing
daemon47
0
Jul 1, 2024 @ 12:03am
PINNED: Bug Reports
daemon47
9 Comments
annycian May 21 @ 12:45am 
been critting everythin so far so I'm not sure it's "balanced" :d
daemon47  [author] May 20 @ 11:42pm 
I think its balanced, but its also probably a good idea to have customizable sliders for the prefixes
annycian May 20 @ 3:19pm 
damn that double crit increase do be makin everything crit, would that be toggleable or something because it feels "cheatty"
Delfofthebla Sep 15, 2024 @ 10:53am 
Mana cost reduction instead of max mana would be huge. It's honestly insane that it isn't part of the base game.
daemon47  [author] Aug 14, 2024 @ 5:49pm 
well actually any sort of update would probably take me a while, life stuff. Though I may do it when I have time.
daemon47  [author] Jul 24, 2024 @ 11:37am 
I'm honestly not quite sure what to do with arcane. The problem is that mana and damage already have a tradeoff in the form of weapon prefixes, so having another in accessory prefixes is somewhat redundant. Though I do agree, it's better off being in mana cost reduction.

I'll look and see what I can do about calamity reforges at some point.

Initially I was apprehensive about making a lot of generally good weapon modifiers as that would potentially lead to overlap and clutter. I still worry about this, but I think there is room for a couple more.

I'm also going to see what I can do to get the summoner reforges to work, but man is it a pain in the ass.
Admiral Billy Jul 24, 2024 @ 2:55am 
Oh yeah, and the effects of Massive and Bulky should probably be swapped; Bulky has the bigger size bonus while Massive has the bigger knockback, unless that's just an error on the spreadsheet.
Admiral Billy Jul 24, 2024 @ 2:38am 
This mod is pretty great! The only things I'd really want to request right now is that arcane gives a mana cost reduction, Calamity's lucky changes are supported (each crit reforge also gives 0.05 luck in addition to the crit), and similar tweaks are given to Rogue weapons' reforges to make sure they fit in (they get velocity and stealth strike damage as their unique attributes).

Beyond that, it'd maybe be nice to have a config option to return the Legendary-esque modifiers (with small all-around bonuses to keep them in line with stuff like keen/hurtful) since all of the new ones are competitive with those, and you could go for general boosts or more specialized bonuses. But in either case, I'm very happy with the direction this reforge change mod is taking compared to some of the others on the workshop.
sealpup321 Jul 2, 2024 @ 5:59am 
woah cool mod really spices up the game through this minor change