Musket Ball/ Endless Musket Pouch +costs nothing to use -no distinguishing traits Naturally these are based on my personal opinion and experiences, but if you feel like any of these placements are unfair, please reply and I will consider revising them. Of course, these will be rated relative to other options you have in your current stage of progression, and their matchup against upcoming events were also considered. Most weapons eventually get retired anyways, whether they're a crafting material or not. Some weapons are used as crafting ingredients and will lose their prefix when made into a new weapon, but they should be reforged anyways if you plan to use them extensively. Godly and Demonic are listed as best prefixes for weapons whose performance is unaffected by their speed, even if they support Mythical/Unreal. I've also included the best prefixes, along with a rough indicator of ref orge cost. Using it is basically like crippling yourself. No one could possibly mistake it for a remotely good weapon. D rank: Slightly better than nothing, but its inefficiency should be immediately obvious to anyone who tries it. C rank: Not so bad as to be entirely unusable, but bad enough that you would usually be much better off using something else. Might have prominent weaknesses, but performs well when played to its strengths. B rank: Decent if you know how to use it. Efficient and likely a popular choice, but generally not considered overpowered. A rank: Useful in the majority of situations. Can be used effectively in any situation, or has one important role in which it is the absolute best. Overall ranks are assigned using the following scale: S rank: Immediately powerful and remains useful for a long time. Not factored into overall rank, as it has no bearing on combat performance. Availability - ability to obtain the weapon without excessive grinding or luck. Extra points ( #) are given to weapons that have limited range, but can damage enemies from behind blocks. Safety - ability to damage enemies without putting yourself at risk. Disruption - ability to protect the player through means other than raw damage (such as knockback or stunlock), assuming that it hits its target. Some weapons (like broadswords and stationary AoE weapons) cannot be aimed. Accuracy - how easy it is to aim the weapon. Crowd control - ability to continue to perform well against multiple targets. I will be using the following criteria: DPS - damage per second dealt to a single target. (working on it)Įach weapon has different aspects that contribute to viability. IT IS CURRENTLY UP-TO-DATE as of 1.4.1.2. This guide covers the overall viability and usage details of every weapon that becomes available after the Wall of Flesh is killed for the first time.
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