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The crit chance used for summoning weapons is, by default, based on your highest crit chance between Melee, Ranged, Magic, and Thrown damage. Everything is customizable in the config file: The crit chance, the damage type that summon crit chance is based off of, and the crit damage multiplier! Damage is the amount of health points subtracted from an entity's current health. How to connect scratch live. It can be inflicted by a multitude of entities, most prominently weapons, enemies, and NPCs (and all related projectiles). Wii u pro controller driver for pc. Furthermore, it can be caused by environmental hazards (such as thorny bushes, traps, or lava) and game mechanics (such as fall damage, drowning, or debuffs). Crit: 98.1-149.6025 The latter numbers match up so perfectly that it's hard to look past it. All I know for sure is that even with that 50% bonus from damage stats factored in, ranged max damage is exceeding expected max damage somehow. 1% crit should be equal to 1% damage, not taking enemy armor into consideration. Taking enemy armor into consideration, crit is generally better, and significantly better against heavily armored targets. So, yeah, trading 5% damage for 8% crit is a very good deal. By default, each successful hit on an enemy has a 4% chance of being a 'critical hit', dealing approximately double the usual damage of the weapon in use with 40% more knockback. A small number of weapons have a base critical strike chance that is higher than the 4% default. https://regentrancement528.weebly.com/blog/c-generate-rsa-key-time.
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Dmg guide. Best free mac antivirus. Mac mini late 2009 user manual. GitHub is home to over 40 million developers working together to host and review code, manage projects, and build software together. https://emzbgr.weebly.com/blog/unknown-dmg-file-on-mac. Bitmoji for mac os download.
Crit Or Dmg Ranged Terraria Build
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Terraria Crit Build
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usingMicrosoft.Xna.Framework; |
usingTerraria; |
usingTerraria.ID; |
usingstaticTerraria.ModLoader.ModContent; |
namespaceExampleMod.Items.ExampleDamageClass |
{ |
publicclassMundane : ExampleDamageItem |
{ |
publicoverridestringTexture=>'Terraria/Item_'+ItemID.HellwingBow; |
// Called when the mod loads, so our changes are added to the game |
publicstaticvoidAddHacks() |
{ |
// Set ourselves to be ranged temporarily to benefit from ranged bonuses |
// This is needed because terraria changes the variables before calling tML's method |
// based on if the item was set to be ranged. Ours isn't, but we still want our custom bow |
// to benefit from ranged bonuses, despite being an Example damage weapon. |
// This is how to do it. |
On.Terraria.Player.GetWeaponDamage+=PlayerOnGetWeaponDamage; |
On.Terraria.Player.GetWeaponKnockback+=PlayerOnGetWeaponKnockback; |
} |
privatestaticfloatPlayerOnGetWeaponKnockback(On.Terraria.Player.orig_GetWeaponKnockbackorig, Playerself, Itemsitem, floatknockback) |
{ |
boolisMundane=sitem.typeItemType<Mundane>(); |
if (isMundane)sitem.ranged=true; |
floatkb=orig(self, sitem, knockback); |
if (isMundane) sitem.ranged=false; |
returnkb; |
} |
privatestaticintPlayerOnGetWeaponDamage(On.Terraria.Player.orig_GetWeaponDamageorig, Playerself, Itemsitem) |
{ |
boolisMundane=sitem.typeItemType<Mundane>(); |
if (isMundane) sitem.ranged=true; |
intdmg=orig(self, sitem); |
if (isMundane) sitem.ranged=false; |
returndmg; |
} |
// Our ExampleDamageItem abstract class handles all code related to our custom damage class |
publicoverridevoidSafeSetDefaults() |
{ |
item.CloneDefaults(ItemID.WoodenBow); |
item.Size=newVector2(18, 46); |
item.damage=20; |
item.crit=20; |
item.knockBack=2; |
item.rare=10; |
} |
publicoverridevoidGetWeaponCrit(Playerplayer, refintcrit) |
{ |
// It is hard to hook into every place checking item's crit and fake item.ranged = true |
// Instead, we can mimick regular ranged crit assignment |
crit=Main.LocalPlayer.rangedCrit-Main.LocalPlayer.inventory[Main.LocalPlayer.selectedItem].crit+Main.HoverItem.crit; |
base.GetWeaponCrit(player, refcrit); |
} |
} |
} |
Crit Or Dmg Ranged Terraria 2
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