With a good arena and good weapons it should be possible. If you have better accessories than me (never farmed WoF, i.e. At this point, I'd say Mana Cuffs are practically needed in order to regain Mana back from. As the rest of the Spectre armor grants a total of 15% increased damage, the total effect of wearing the Hood is only a 25% magic damage reduction. More experienced players can save time by completely s… The "Efficiency" results are in comparison to their status in 1.2.2: Mythical Razorpine: 5 seconds (5:0 ratio of debuff time to off time; debuff is on 100% of the time; debuff reduction: avg 10%), Mythical Heat Ray: 6 seconds (5:1 ratio of debuff time to off time; debuff is on 83% of the time; debuff reduction: avg 8.3%), Mythical Nettle Burst: 7 seconds (5:2 ratio of debuff time to off time; debuff is on 71% of the time; debuff reduction: avg 7.1%), Mythical Golden Shower: 8.3 seconds (5:3.3 ratio of debuff time to off time; debuff is on 60% of the time; debuff reduction: avg 6%). Spectre Mask set bonus: Homing orb projectiles spawn when dealing magic damage to an enemy, which attack nearby enemies, or the same enemy. Or can any class expect to, for that matter?With the healing rate being restricted to the Hood and coupled with such a huge cut in damage, a cut in defense, and the max mana increase being removed, can a Hood wearer even make it to the final round solo before dawn?And what about a Mask wearer? Crafting a full set with one headpiece requires 54 Spectre Bars (27 Ectoplasm and 54 Chlorophyte Bars (324 Chlorophyte Ore )). It's got a -20% mana cost bonus that completely counters Spectre Hood's +20% usage. With these changes, can the mage class consistently solo the moon events WITH a reasonable amount of preparation (lava, traps, etc) and player skill? One of the most efficient ways to play with this armor is by owning both Hood and Mask and, Casting long-lasting, multi-hit spells, such as the, It also pairs well with piercing and area-of-effect weapons, such as the, By equipping enough accessories that boost magic damage (such as a. Spectre Hood is the only armor that decreases player's stats. Overall, Spectre retained its survivability. It punishes your damage output, no longer letting you stand in a boss and spam spells without your health ever dropping. Having a bit more detail might have helped with the confusion. Can someone inform me of the status of last patch's healing cap? If an attack does not do at least 5 damage while the Hood is equipped, a healing orb will not appear. I've outlined my reasoning and math here, with a TL;DR at the bottom for those short on time or attention. Just saw this in the list of updates: "Flame traps will no longer trigger healing from Spectre Armor. As in 1.2.3 Mask Spectre vs 1.2.2 Hood Spectre? The hood reduces damage too much. All rights reserved. Did it need to be so severe on top of the damage nerf? Note that equipping the Spectre Hood incurs a -40% magic damage decrease. Nothing is impossible in this action-packed adventure game. [...] can they expect to do that solo? If you have time please compare the damage that the new mask gives versus before the 1.2.3 update. If you can still hit the target, you'll still survive with some health to spare. However, the decrease in damage means that fights will take up to twice as long as they once did. I'm not asking for it to be a cakewalk. Can't help but think that if this sort of solid info had been added in the patch notes instead of just saying increase/decrease/debuff it would have helped avoid a lot of this backlash. Damage, however, I can't say the same for. The results were surprising, and somewhat contrasted the belief that Spectre was made completely useless. i use mythical heat ray. That kind of sucks a little. Projectiles spawned from the mask now do 100% of the original damage. And Mana regeneration equipment in general, really. I appreciate you doing this, I love seeing good number crunching. Spectre Armor got nerfed again. My (brief) testing indicated that it still exists. Therefore, it's recommended to simply wear Ebonwood armor, Shadewood armor, or other basic, easy-to-craft armors until you can get your hands on a real armor set; whatever you wear at the start of the game will be replaced very quickly. Crafting a full set with one headpiece requires 54 Chlorophyte Bars (324 Chlorophyte Ore) and 54 Ectoplasm. lacking the emblems), you should be able to mitigate the damage cut just fine. The Spectre Mask causes the orbs to act as homing projectiles, while the Spectre Hood causes the orbs to travel to a player, healing them. It averages out to about 10% magic damage reduction for 5 seconds, Without the Magic Sickness debuff, healing is 112.5% as efficient as it was before the update. Press J to jump to the feed. Wearing the full set with either helmet makes the player translucent. Throwing down a Frost Hydra will definitely help, though. Healing appears to be practically unaffected. Anything to stop the community from feuding over it. Spectre Armor is a Hardmode, post-Plantera armor set that offers magic weapon boosts. I could "only" get to wave 15 of the frostmoon using the hood yesterday, but that should really be sufficient to get all drops you need. Terraria > General Discussions > Topic Details. In team multiplayer, the player with the lowest health is healed instead. When I saw the "Full" changelog posted in this sub with descriptions like "Nerfed Spectre Healing helmet" and "Spectre Healing Armor: Now uses more mana instead of decreasing mana usage" without any hard numbers and no mention of the buff to its healing, I was kind of wondering where the official patch notes were. Orb damage is 50% / 100% of the damage dealt by the magic weapon fired, before it is doubled by a critical hit (if a critical hit deals 200 damage, the orb will have 50 / 100 base damage). If you had that extra 80 mana, good management of your potions could give you a little extra damage by getting around the Mana Chug debuff. First and foremost, the healing bonus is at 187.5% compared to the last update. Vanity items don't contribute their stat boosts, I don't believe. Sounds like the damage nerf is working as they intended. Overall, Spectre retained its survivability. Spectre Pants defense increased to from 8 to 10. Spectre Hood's damage decrease is moved to its set bonus. I won't say that Spectre didn't need some nerfing, because you really were just basically standing there constantly firing, which wasn't much fun. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. And what about a Mask wearer? It sucks because i can't survive long at the event. But if any or all of the three classes aren't viable up through end game content, then the game ceases to be fun for a significant amount of the player base. A thing you forgot was that the hood also used to have a 80 point mana boost. In light of the backlash of the recent update's nerfs, I took it upon myself to find out just how bad the nerfs actually were. All trademarks are property of their respective owners in the US and other countries. I haven't delved to much into the moons myself, even before 1.2.3, so I can't tell you from experience. it (the healing effect) come in a bunch but all of them is very low. Spectre Armor does less healing each time the same projectile deals damage. Terraria Wiki is a Fandom Gaming Community. This was my first time actually checking the patch notes for a Terraria update. It also works on plantera, golem, etc. ", very slowly. This is the end-game Mage armor set. "Items which regenerate health per hit now have a cap of 2 hearts per second." But the bottom line for me on the issue is this: With these changes, can the mage class consistently solo the moon events WITH a reasonable amount of area preparation (lava, traps, etc) and player skill? This is a huge increase, but we'll see where it falls short in a second. I do pumpkin moon and when the mourning wood come, i keep attacking it at my platform above him but i didn't receive any healing effect.
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