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The Comprehensive Guide to Defense (Terraria)

May 20, 2024
Defense is a divisive issue. For many years there was a widespread belief that it was simply bad. Menacing Reforms were far superior to Waring and only inexperienced players would do anything more than optimize damage. In particular, there are three common opinions I see about

defense

. Defense is not useful in Master and Legendary mode, as everything will kill you quickly. Anyway, defensive builds are not good for mages and summoners as they have naturally low

defense

and won't be able to do this effectively. Defense is meaningless for skilled players as they can just do it. Dodge to avoid AG damage, it will just take longer to kill things without buffs.
the comprehensive guide to defense terraria
Each of these is wrong, and I'll explain why over the course of this video to begin with, although let's talk about how the defense works. Defense is a number that is displayed. in the lower right corner of your inventory, reducing damage taken by a fixed amount in Classic, that amount is half your defense, in Expert it is 3/4, and in Master it is the full defense value. This is rounded up each time this scales. The effectiveness only applies to players' enemy defense will always reduce the damage received by half its value. This is true in PvP, while each individual point of defense is more powerful on higher difficulties.
the comprehensive guide to defense terraria

More Interesting Facts About,

the comprehensive guide to defense terraria...

Enemies also gain higher damage attacks. The two balance each other out and the overall defense becomes less effective. On higher difficulties, you gain defense from a variety of sources, primarily armor and accessories. The attacker generally has the lowest defense, followed by Mage Ranger and melee. You will always take at least one point of damage and the defense cannot reduce it below that defense it will not affect the damage from debuffs such as spasms costa and phono this is indirect damage it will affect fall damage lava damage damage from spikes damage from thorns and any another source that causes you to be hit for damage this is direct damage there are some debuffs that will reduce your defense these work as expected except your defense can never be reduced below zero the same goes for the debuffs you inflict on enemies enemies, so defense in Terraria is extremely simple, whatever direct damage you take, just subtract your defense after adjusting the difficulty.
the comprehensive guide to defense terraria
Defense is only part of the picture, although the damage that is reduced is constant, but the damage you take is not. Almost all sources of direct damage in Terraria are subject to a small amount of deviation from their given value, there is a range of plus or minus 15%. which is randomly determined and influenced by luck, that's why the same attack will hit you with different amounts of damage, like I said, this applies to almost all direct damage, but not all direct damage, exceptions do not They have a pattern and this list may not include them all, but fall damage, lava damage, cth ULU shield, and lawn mower are not subject to random damage variations.
the comprehensive guide to defense terraria
It is important to understand this variation because it makes it impossible to make definitive calculations. I can't say you can survive X number of hits. or an attack will deal you exactly y damage because of this, what I can tell is the average minimum and maximum damage an attack will cause. I'll be using average damage values ​​for most of this video, but keep in mind that it will be variable. In practice, that's all the basic information you'll need for the rest of this video. Really the key question of this video is are our war boarding accessories worth it?
You have between five and seven accessory slots that can be reforged to deal damage. or defense is flat plus 28 defense is better than plus 28% damage, the immediate reaction of many players is no, especially on higher difficulties, as you get to master mode, enemies have triple damage and triple of HP and bosses only have about double HP. A commonly repeated argument is that taking 28 less damage per hit isn't going to do much when you're hit for 300, but making fights 28% faster is pretty significant, as I said before, defense becomes less effective on difficulties. higher. The thing is that the defense in classic is obscenely, incredibly, ridiculously overpowered if you specify your character in defense, use protective accessories, put on meat, knuckles and hero shields, almost no boss will pose anything resembling a threat to you, you are unkillable, with a few exceptions, and this is assuming you stay completely still if you actually move to dodge, you are truly unkillable.
Yes, defense is less effective in Master mode, but when what you are less effective is one of the most powerful things in the game, less effective is not. It means a lot if you don't believe me, everything that has been playing in the video recently is not on classic, it is not on Expert, this is the defense in Master mode, it can be incredibly useful on all difficulties if used correctly, this argument is very flawed. It seems reasonable at first glance, but it quickly falls apart. You take 28 less damage per hit in Master Mode with protective accessories in Hard Mode.
A player can also use Flesh Knuckles and similar accessories to increase that number considerably. Do you get hit by 300 in Master mode? Actually, there are some enemies that can deal 300 or more damage, but those attacks are almost always melee attacks and almost always from non-boss enemies, very few bosses have attacks that deal that much damage, furthermore, those attacks Highly damaging ones are usually the easiest to dodge. The role that protection plays on high difficulties is to not allow you to AFK and eat attacks incessantly, it mainly allows you to survive the bosses' hard to dodge projectile attacks by substantially reducing their damage.
Normal enemies in Hard Mode will be highly lethal and Defense will often not be particularly effective against them, so exactly how much damage from bosses are we talking about. I'm going to look at a typical Summoner Mage Ranger and a melee build against all the bosses in the game in Master mode for each of these bosses. I'm going to evaluate how much damage the player will take in the following three scenarios: a fully damage-focused build with no defense bonuses outside of om and a typical om food upgrade and basic upgrades like an ironskin potion along with refurbished accessories to protect this is what the average player is using a highly optimized build putting a lot of effort into defense this will often involve using strange combinations of armor and accessories now you can wear melee armor and use weapons that don't be melee, which is a common hard core. strategy, so non-melee builds will still try to use some suitable armor, these builds will still be effective in dealing damage, as a result you will trade all of your offense for defense, only a part of it, since this is in mode Teacher. it will only be more effective in classic an expert i will talk about legendary later get comfortable because this is going to take a while the eye of cthulu deals 45 damage in Phase 1 and 54 in Phase 2 with the servants dealing 36 damage also gets a Very small damage increase near death, but I'm not going to go over that summoners at this stage have very little armor and having all your accessories reforged to protect you gives you a massive defense boost enough to negate almost all eye damage every time.
Building defense depends on the use of protective accessories and as a result, you must make goblins before the bosses without worrying about getting perfect accessories. You can easily get a protective reforge with shackles or fins to fill in the gaps for additional defense. Shimmer's forge can save a lot of money on expensive accessories like balloons and boots to build the most effective defense before evil bosses require you to ignore summoner armor and use platinum instead, platinum armor is amazing for defense , you lose a minion slot by not using the coat, so be sure to catch some fish in the underground jungle to make a summoning potion to compensate.
We complete the construction with a statue of Bast. From the underground desert you can get some of them, so be sure to take them and place them in Your Arenas are like bonfires, this brings us up to 61 defense, enough to bring our damage received on an average hit to one, regardless of the phase of eyes, even after receiving Boost damage near death. The ranger and melee use the same build with platinum armor. Mage, however, can comfortably use the jungle armor losing only three defenses against King Slime using the same builds, we see that the defense is extremely effective against the slimes that King Slime spawns, leaving them almost homeless and reducing their contact damage straight from a devastating 80 to 90 to a dangerous but manageable 30 to 40 all this really shows is that having access to 24 defense from shield attachments is extremely powerful and quite unbalancing for early bosses that expect the player to have a much worse skure if you go out of your way.
To build that much defense and 400 HP you can expect the first two bosses to be pushovers, even with the average build the evil bosses are the first where we see the story starts with Shi the EO deals pretty high damage with his head and its vile saliva. and the defense cannot completely deny them, you will have to work on evasion strategies, especially when the devourer begins to break into many pieces with many heads. The fully optimized build will take about half as much damage per hit from the heads as a player who only Reforged his attachments to protect them, which is a pretty significant improvement.
When the devourer is intact, you can easily stand inside its body and take negligible damage even with an average build. This is a great way for melee players to deal damage quickly or stay safe. Of the more dangerous head and spit attacks, vile spit is by far the most damaging attack EO has and the weak debuff lowers your defense, which is why you should fight the eer underground where spit is a lot less common. You have more space, but it also makes the boss quickly use his highest damage and longest range attack. These two builds take noticeably less damage than the damage build, but compared to each other, the difference isn't as big, the bigger improvement the optimized build is making. hits to the mouth do about half the damage, cthulu's brain numbers look pretty promising here, but there's a problem: yes, with the third build, the vines will be reduced to one damage per hit and the brain to about 20 However, there is approximately a 133% chance. that the creepers will inflict broken armor on you, cutting your defense in half and causing you to take 25 or 30 more damage per hit because that defense is effective against the brain, but tanking directly is not.
You can take hits in isolation but you can't take them comfortably. multiple hits in quick succession if given the broken armor debuff for Queen B Summoner will change to obsidian armor as we lose five Defense points, the additional summon slots and whip upgrades make it a worthwhile trade-off, as Queen B's defense makes her Dash attack considerably less dangerous, but not completely harmless, her stingers and summoned bees, on the other hand, are negated quite comfortably due to the bees having the lowest damage in the fight. . With a defensive structure, you can stay still on top of the bees without killing them. gives you eye frames when hit, prevents Queen Bee from hurting you, and gives you a chance to regenerate lost HP.
The mage will continue to use jungle armor reaching a similar effectiveness to that of the summoner. Ranger should wear Crimson Armor, ideally due to the increased HP regeneration, but in a melee World Shadow Corruption is also good he eventually gains access to Molten Armor and this is where we see a core Defense concept become clearer. the more defense you have, the more effective each individual point of Defense becomes as a Summoner with only 10 defense points. 10x Stinger's average hit damage compared to clops melee and Skeletron will continue to use the same builds with deoc clops. You'll notice that almost all attacks deal negligible damage to a defense structure, particularly one optimized with molten armor.
The only high damage attack is the snowball attack, which she only does if the player is distant, so you want to stay close, she will deal the Frozen debuff with her ice spikes, but an effective strategy is to simply grapple or sit on a mine cart. As long as you are physically inside his body, you will be hit repeatedly to deal a minimal amount of damage while also gaining frames.eyepieces that prevent frostbite. Skeletron's damage values ​​on everything except his hands are too high for a player to comfortably withstand the repeated damage of what the defense achieves. is drastically increasing the number of hits you can take before dying.
Hand attacks are frequently reduced to single digits, making the main threat the knockback and slow debuff, rather than gradually building up damage, alone they won't kill you. The skull is a danger but this damage number doesn't seem that bad, the only problem is that it is completely wrong, that's not how much damage the skull does because it gets a 30% damage increase in exit mode and above when spins, meaning it actually causes as much as you would expect. To see this reflected somewhere in your rki article, it's not about how much difference 30% will make. That's a lot, you're actually taking an average of 110-120 damage with damage stacks and 70-80 with defense. the first ones will kill you in four hits with full HP, which you probably won't be in since the hands will slow you down and the ladder will kill you in six and you're much more likely to have full HP because the hands deal negligible damage, you have a lot more time to escape a stun before dying with a defensive build and when you escape you don't have to worry about the hands finishing you off.
Skeletron skulls deal a little less damage, so the story is the same for them. They will gradually wear down your HP and a good defensive build can withstand damage much better and survive about twice as many hits compared to one that neglects defense. The next Skeletron Ranger can be upgraded to Necro Armor and the Obsidian Shield will be available to the rest of the these configurations. I'll give average and tanky characters the Obsidian Shield if you've ever tried fighting the Wall of Flesh in larger multiplayer games. As a melee, you'll be familiar with the incredible amount of damage the Hungries deal when the Wall of Flesh drops below half HP.
It's completely unsustainable for a character on pre-hard mode and you can't stay near the wall of flesh unless you can. kill or knock down the hungry, the flesh body wall also deals extremely high contact damage and the bass statue is not an option, as the fight must take place in an extended area, which reduces your defensive capabilities, without However, the meat wall is a fight. To avoid this, you must stay out of range of melee attacks. The most likely source of damage over the course of the fight is the lasers and against those the defense is effective, the laser damage from the walls increases over the course of the fight, but as you can see. a defensive summoner will be able to survive over three times as many lasers at minimum damage and about double that at maximum damage for the Ranger mage and melee, those numbers only become more generous as the defense increases, so we have the option to get around 25%. better damage or survive two or three times more laser hits that is not a decision in pre-hard mode defensive builds are the best protections provide astronomically more value than threatening even Against the Wall of Flesh simply putting Waring on your accessories for a normal build is very impactful and gets better if you focus more on defense of course this implies that the player is taking damage and I talked about the merits of defense when dodging is possible later in hard mode there is a pretty serious problem with builds heavy defense equipment to be able to work more effectively.
You need to have the Flesh Knuckles line of accessories, which are effectively exclusive to the Crimson worlds, as we saw before, defense becomes more effective the more you have and getting 16 or 26 extra defense from these accessories has a huge impact on the damage you take. . when added to a build that is already a tank, this makes Corruption worlds very undesirable because the only way to get Meat Knuckles on a Corruption world is to spawn Crimson imitations naturally on an artificial Corruption created after of buying dryad seeds in a graveyard and it's a 20% drop from a rare enemy and you need three of them, it's very annoying, very slow and in almost all situations I would suggest not even trying to do an optimized tank build on worlds corrupted for summoners.
Your starting base armor on hard mode is spider armor for damage. you won't beat him until after the plant and your average player will use him until he's hollowed out for a tanky summoner, although I would do this, ditch the spider head in exchange for a level three melee mask that gives about 18 additional defense in exchange for 17. % damage and a minion slot use forbidden chest and leg armor. The summoner's damage, particularly with the sword staff, comes largely from whip tag bonuses. The raw damage increases aren't as good at this stage of the game, so the set bonus is lost and the damage % increases. doesn't mean too much banned armor gives two minion slots, so the only thing we're really losing is head slot and in exchange for that we see a drastic effect on damage taken.
Retin laser phase one attacks, both contact and ranged, almost nothing, you take a quarter of the damage as the average build, 15% more damage stacking and with knockback immunity you don't have to worry at all by the random aiming of the retina laser. Reiner's Phase 2 does much more damage, but contact. Damage never occurs. Reaser has no melee attack in this phase and actively stays away from you. You have to try to get it to hit you. The slow firing laser hits pretty hard but you still take the damage you take per laser compared to the average build the damage build dies in four hits five if your potion can be used you die in 13 18 if your potion can be used and that doesn't even take into account the HP regeneration the rapid fire laser laser 2 has no home for you, but it is quite dangerous for others, the spasm is a little less generous, these numbers are not bad, especially in the phase one, but the thing to keep in mind is that the spasm deals Coast INF phono, which is indirect damage and will consume your HP track, however, Defense defensive builds will. allows you to take two to five times as many hits, but the second spasm phase will still be quite strong for the mage.
Unfortunately, there are simply no good options for an optimized tank build at this stage of the game. The mage's stats are very helmet-centric, so switching to a melee head doesn't accomplish much, you might as well go full melee at that point. I would only use hard mode or level three armor, but even with that we see similar results to the summoner build, this is where those Meat Knuckles matter. The ranger can use the frost breastplate in combination with the level three armor for the best results and falls between the summoner and the melee mage, of course, he gets the highest defense and the most effective results now that we published a Mech.
We're going to assume that the optimized defense build will get an age fruit right away, but the average player wouldn't until we plant, we also unlock the Tier 2 Ancient Army which we'll be using a lot if you don't want to do the ancient. those that still use the setup for the twins, but add an AIS feed in there for the Destroyer, we're going to try to get some extra Defense points, we're going to switch to the hollow mask while the Summoner uses the Squire's chest armor. and continue wearing the forbidden pants, we lose another summon slot, but our defense goes up, which is a big help for the Destroyer, where you are gradually chipped away by the lasers.
It is very important for him to use a spellbinding table summoning potion and a pygmy necklace to recover the lost spaces. The destroyer's mouth will deal severe damage regardless of your defense. Body contact damage can be greatly reduced but is not completely negligible, so you can't stay inside the Destroyer for safety like with the Devourer, but the lasers can be completely ignored. with a good defense build your standard wing build as a summoner will take about half the damage from the destroyer lasers compared to a build that neglects defense with an optimized build you will take laser damage, the probe lasers they deal higher damage than the destroyer and we see the exact same story the damage build survives four lasers the Waring build survives six but the South optimized defense build survives 67 actually the optimized defense build survives indefinitely because you will be regenerating HP and by taking potions that we had you will lose another summoning slot, but in exchange you will not be able to kill yourself as a wizard.
I would suggest making the mage head hollow and wearing the squire pants on the chest, since the mage's stats are centered around the helmet, we want to make sure we use it and lose. a little crit damage but gains mountains of defense, not as effective as the other classes, but you still take greatly reduced damage for the Ranger we will use the cupped melee head, the huntress doublet and the squire's greaves , the hollowed Ranger's helmet has a 23% damage buff but 15 less defense than the melee head, while the Huntress chest has a 20% damage buff and only 10 less defense than the Squire, so we get better value by trading the chest.
You can also use the frost armor that obtains you have three other defenses but you lose 9% damage for it and this amount of defense is enough for this stage of the game we end up with the same defense as the Summoner and with melee we give it a chest slap on the Trousered Squire with a hollow mask this provides some pretty strong damage boosts as well as incredible defense while keeping the same armor. Skeletron Prime has many different attacks, so there is a lot of information here. Let's start with the skull, when it doesn't spin it deals low enough contact damage that an optimized defense build can stay inside it while you take negligible damage from spinning, you can't do that, even a fantastic defense build will still taking over 100 damage per hit.
The Skeletron bomb also deals very high damage and cannot be survivable repeatedly because of that. To want some level of mobility for this fight, you need enough to dodge the bomb and the spinning skull, unlike the Destroyer, for whom you can stand still and occasionally dodge the mouth. Prime requires frequent moves aside from those two attacks. Skeletron Prime is not enough. -Threat to a good defense build, generally most players will have a hard time with Prime's laser hand as that is the only attack that is not constantly dodged by flying in a circle. It is also a very powerful laser, stronger than Retin lasers and Destroyer probes, even an optimized defense build.
You'll still take low double-digit damage numbers, but that's a long way from breaking 100, which is the damage you get with an average protective build, say as a ranger, since we've been primarily looking at Summoner Will Survive Six. the laser hits eight if a potion is available, an unprotected build will only achieve four five with a potion which is pretty good, assuming you're dodging like you normally would, you trade 28% damage for 50-60% survival. more than laser hits. I'll keep using the same armor for now, except for melee. I'm going to swap melee for turtle armor now. Turtle armor is very bad offensively, we go from a 50% damage increase to a 26% damage increase and we also lose six defenses in return. although we get a 15% damage reduction and a Thorns effect that reflects double the damage taken before the defense reduces it, the first and second phase of the pla are drastically different in its first phase, its contact damage almost never It's relevant unless you're actively trying to be in. of it, so we'll consider melee combat because the full armor build can stay inside it almost indefinitely when combined with eye frame boosts and good HP regeneration.
This means that you can simply run on top of the plant in Phase One and beat the Mark it for the other class or if melee wants to do a different strategy, we see that the defense again substantially reduces the incoming damage from projectiles. Their seeds' damage is halved for a standard Waring build and is completely negligible for a fully defensive build. Phase two is much morecomplicated, his damage skyrockets and even the tankiest possible builds will be hit hard by his melee attacks, assuming we've already reached 500 HP and looking at a mage this time we see that a damage build will die. in three hits from his body, with a potion, a protective build will die in four and five and an optimized build can survive six and seven, that's not very good.
Pla's tendrils do as much damage as her main body, and you can generally roughly double the amount. You'll survive a long time against a buildup of damage if you put a lot of effort into your defense, but defense isn't particularly effective against Grass. Second stage. Plant unlocks quite a few new armors and we will use a lot of them. We will also gain access. To the hero shield we'll be using, you can add a paladen shield and a frozen shield for six defenses each, but I haven't included them in the build numbers for mage, we just swapped out the hollow helmet for the wraith mask it actually has.
Fairly high defense and good damage stats. Ranger switches to fucking legs and chest using the hollow mask. The reason for this is similar to why we used the huntress chest piece earlier. The highest fucking damage bonus is on the chest piece and we gain 13 defense by not using the head, while we only lose five by using the chest and legs instead of the Squires, melee continues using Turtle until after Golem, just make sure to pick up some shields from the dungeon. The summoner will use the hollow Tiki squo, which is Costa as hell, but effective again, it is very important to get SU slots from accessories and upgrades because you will only get one from your armor.
Pumpkin Moon is available now so you can get the two scrolls for two minions, all of these classes stay almost exactly the same. defense here I've said variations of the same thing enough times so you should get the point a protection build allows you to survive several additional hits a highly optimized build allows you to survive almost any number up to the last four bosses now Eng goem unlocks the armor strongest before the moon Lord, the ancient tier three Omos Army, each class will use the valhal night cuirass for optimized defense build because it is so good that it is actually a downgrade in terms of Squire Defense, but it has a 4 HP per second HP regeneration buff that frankly is too powerful to pass up and this is after it was nerfed, it used to be eight per second for melee, we use the entire Hollow chest and night pants with a hollow mask, This build has incredible defense, attack, and HP. regeneration because the Ancient Army armors are just stat boosts, while the Scarab armor offers better damage reduction thanks to the Scarab's resistance buff, it's virtually no offense, while this set offers a lot of both for the Ranger , we will use the shroomite head with volh halite. pants and chest for mage we use the volh halite chest Specter mask and dark pants arest the dark pants arest lose defense US 10 but we gain 25% damage for it The summoner uses armor FV holite Vol holite gives a little more raw damage than spooky and has more than double the defense along with a very powerful HP regeneration buff, you can also take advantage of the Vol holite SE bonus that makes your ballista fire faster when taking damage with a strong defensive build;
However, while Holite doesn't offer minion slots, you need to have attachments and upgrades give you minion slots, and while the raw damage upgrades are scary, you lose four minions in comparison, unfortunately, the next boss is one that simply defends. not very good against Duke Fishron does very high damage, particularly in his second and third phase Phase One, the prize build will allow you to take one or two extra hits before dying, while the optimized build allows you to get three additional hits plus the fully minmaxed build can survive 12 hits before dying and it's actually possible to take on the Duke Fishron tank directly using vampire knives for support.
I highly recommend an ank shield instead of a paladin shield, if that's your goal you'll want every Defense Bonus you can get, take out the Life Force and Stamina Potions and would connect three Heart Statues up once or twice. The first phase is easy, it can't hurt you much, regardless of surviving Phase 2 depending on two things hitting Fishron. with the knives to recover HP and avoid staying inside the nato cthulu that spawn this strategy works because fishron does not constantly deal damage, but you have enough time to recover with the vampire knives being inside a nato cthulu will cause too much damage too fast. he just walks a couple blocks to the side when he summons one for the rest of the fight.
You see similar numbers. A guard build will give you an extra hit or two before you die, and an optimized build will give you an extra pair on top of that. the empress and you will be surprised to know that the defense is surprisingly effective against her. Yes, her melee attack and her dash do a ton of damage. They are one of the few attacks that scale non-linearly and deal unexpectedly higher damage to the Master compared to the expert in classic, but. but for lack of a better solution, don't let his Dash hit you, since most of his attacks are telegraphed and dodging him just means going down a bit.
The average Waring build like Duke Fishron will be able to survive one or two extra hits compared to the damage stack, when you consider that she kills you in two or three hits, taking one or two extra hits before dying, she's pretty good for something Unless the melee build is maxed out, you'll have to dodge a bit, but she doesn't do much damage. when she hits you you'll take 50 damage from most of her attacks and 80 from the ones that hit later, not ideal but as long as you do a halfway decent job dodging Hill you'll be fine for whatever minmaxed build you can get. .
Mostly deal with her, although you have to move to the side when she does her giant star attack, you can't sustain it indefinitely, but you can outrun her vampire knives, although it allows you to eat all of her attacks indefinitely without problems, uh, Culus hits like a wet noodle. spaghetti wng builds one specially optimized to allow you to eat the attacks of it for days. Make sure you have honey or an obsidian skin potion to avoid being set on fire. There are three caveats to this. Her Ancient Light attack deals fairly high damage, but it doesn't usually get destroyed before attacking you if you have good damage output.
His purple ball attack after exploding deals immense damage, but can be blocked with a wall and a ghost. Dragons hurt a lot. Take a moment to make sure you're hitting the right cultist before attacking. because a dragon will pass through you and lastly the Moon Lord and as you expect the death ray hurts, it really hurts. You can eat a death ray with an optimized defense structure, but it is not comfortable. You really want to make sure you can identify when it is. comes for the highest charge energy and flies with the teleport hook, use a mount, whatever just make sure you get out of the way if you get the rest of his attacks very easy to survive, very protective build similar to Fishron in the empress will give you one or two extra hits before dying the optimized build cannot withstand attacks indefinitely but they can survive for quite a long time the minmaxed build can survive for a long time on lower difficulties and in multiplayer games it is feasible Staying completely still other than Ray's death and surviving in single player on high difficulties is more complicated.
I don't think standing still and taking non-stop attacks is plausible without a nurse or a bunch of heart statues holding you up, your chances are better if you time your true attack cycles and use a wall to block his death ray like i did it on the lawn mower, just pay attention to this here, the plug damage, this attack is unique because it doesn't scale hard, it does exactly as much damage in Master as it does in classic, but the defense becomes higher. effective on master, that means that the socket, even for a normal Waring build, will only deal one damage per hit, more importantly, it will give you frames for the moon lord's eyes because it is from the moon lord, You can trick the Moonlord with a protective build by staying in the socket.
You'll want a Burning Badge or a Flying Mount to keep up with him as he moves. This is very easy to do in Master, but in Expert an optimized defense structure is required and in Classic it is not impossible, so that's every attack of every boss for every class and the defense is pretty good if you wait for a wind button auto, you'll only handle it for a few bosses and usually need the optimized versions, but remember you're not sacrificing mobility to do this, you can dodge it normally outside of the endgame melee set. When setting up they used all accessory slots and even then you can still use a mount by simply reforging your accessories to protect yourself, taking an ironskin potion, and eating a medium food buff.
You'll see a pretty noticeable increase in how long you can survive them all. What you're sacrificing is the opportunity cost of reforging those accessories to deal damage. Instead, remember that in any boss fight, all that needs to happen is for you to stay alive and the boss needs to die by having your accessories protect you. your build is worse, you're just going to become HED or kill direction. The thing is, this is all theoretical. I can say that x attack will do y damage on average, which is z% better than the other armor, but that's confusing and unproven if you remember the point of this was to disprove this?
We saw that most attacks don't hit you for 300 damage, so let's see if fights go 28% faster per threat. I ran time-of-death tests for the Eye of Queen Cthulu. Bee Wall of Flesh Plant and Empress of Light using the above builds for the Eye of Cthulu as a Summoner. I saw the exact same kill time for damage on defense builds even though the defense build had minion slow and damage bonuses, and that makes sense. with the menacing build you are taking 30-40 damage per hit, you have to move constantly because you can't eat those attacks which means the boss will move a lot and your minions will have to move to keep up with them that time. moving is time spent not hitting the boss by controlling the boss's location, your minions do a much better job of hitting them.
The mage kills in 16 seconds with the Scythe demon on the damage build and 23 on the Waring build, which is 43% slower, a win for the threat. build well there isn't exactly a flaw in this test. I'm giving the Menacing build all the damage buffs and the Waring build none of them, so the Menacing build has better armor damage and a Potion of Wrath and Rage, what if we just took that? and we gave him protective accessories. Well, we kill in 18 seconds. Most of the damage. The upgrade came from armor and potions, not from reforging. In fact, simply by reforging protection we see a drastic improvement in our survivability with almost no loss of time to death.
This is a better build than either of the two that focused solely on damage and defense when the armor is different. I'm going to continue testing this to see how much comes from the menacing attachments and how much comes from the other melee and Ranger Buffs. As a result, the blade of grass and Boomstick took 22 and 20 seconds, which reduces to 40 and 37 when we use platinum armor almost twice as long, but if we continue using the ghee and the ancient shadow armor, we kill him in 27 and 25 seconds in Queen Bee. I have another problem, she is a very high variance boss, she doesn't always do the same attacks and with good or bad RNG, the fight can take very different amounts of time.
I actually died twice to Queen when she did them as a summoner once with damage stacking. and once with the defense build, part of the problem with time-to-kill testing is that it's not realistic, the average player doesn't try to have a permanent DPS uptime and they don't jump in front of attacks to make sure they are constantly causing damage. I'm here, that being said, Sumo's menacing version turned out to be a bit faster than Waring's with good RNG, however, the menacing version falls apart quickly if you mess up, while Waring's version never felt like it was within reach. about to die Even with bad RNG, the only time I diedbecause of the menacing build it was just because I made a couple of bad dodges for Ranger and Mage, we barely see a difference in kill times, just like the summoner vs the eye, having a Waring build allows us to move less. meaning the boss moves less, making our projectiles more accurate.
When we don the high damage armor and protective accessories, our kill times are faster than with threatening melee combat. She had her fastest kill time on the threatening build, but also her slowest due to Queen Be. In the high variant, she could spend a lot of time running back and forth without being reachable or she could just stand still and let you hit her. The protection build was more consistent with her damage, allowing us to be closer to her to deal the protection build with the damage buff she gave. For us, an extremely consistent result that was faster than the other two.
The mage died once against the wall and it's because those lasers deal 87 damage, the threatening death time was barely faster than Waring's, it was slower than Waring's and the damage armor there is. There's just no good reason to use him instead of Waring as a mage in pre-hard mode. Yes, your damage is a little high, but you also can't position yourself to deal with it as effectively because your first priority has to be evasion because these lasers will go right through you. Ranger saw that threatening works better than protecting and was not inconsiderable. I have a lot more experience with Ranger and without having the delayed shots that the Scythe demon has, it's much easier to dodge and aim at the same time, so position matters less even with the star cannon.
I feel comfortable enough using it that I can stay at point-blank range and shoot upwards. In fact, I only died trying the Waring version, because if you stay that close you have to do it without making a mistake because the hungry will do it. It will tear you apart regardless of your defense, once the wall drops below half HP, melee combat saw a small difference, the Knight's Edge is so overpowered that if you stick all your eyes into a space like this, It doesn't matter what your accessories are. Summoner on the other hand, I died many times repeatedly even when I managed to kill the wall.
I would die doing it when I finally managed to achieve a non-ic victory. I was one blow away from Death. Respawn hunger made it very difficult to have my minions target the wall, so I often lost the DPS rush and got killed by lasers. The protective construction was never close to dying. I took so little damage from the lasers compared to pre-hard mode. Waring is almost always better, does that hold up? However, for hard mode we will now be adding meat knuckles and Boko gloves to the defense build, so it won't just be protection, the damage build will have emblems and other damage boosts or better mobility and well, since Our first test is melee. and it's plant, yes warning, the real . enough to hit her and in phase two, a couple of wrong steps and you're dead, but a full tank in Turtle armor can take on the tank and come out with the FedEd bags every time consistently and is faster.
I'm not even using life force. potions of rage or stamina rage and I can still win the race handily using the high damage armor with warning reforges. I never felt like she was about to die, but I still killed her at about the same speed as the menacing construction mage. Similarly, she died a lot with the menacing construction plant hitting too hard and Venom's staff just doesn't go through her fast enough to take her down like the real Excalibur does. It took me about twice as long to kill her and you're much softer than the warning build. a little slower but I didn't die doing it, the high damage armor and Waring build were as fast as my fastest time and I didn't die at all trying it for Ranger either, we see the exact same pattern again, fall damage threatening is faster. protection is a bit slower but safer and high damage armor with boarding is just a bit slower while also giving pretty noticeable boosts to survivability as a summoner, oh wow I died even more than his mage, Phase one damage is great, but the minions just stop focusing. in phase two and attack her tendrils, you also have to stay close to her to hit her or your damage will fall apart.
I had to intentionally kill the tendrils before killing her, which I never do and that caused Summoner to be the slowest class to kill her. conversely, with the defensive build I never died and my death times were only slightly slower despite having two fewer minion slots. In fact, I could afford to stay close enough to her to whip her consistently throughout the fight for the empress. I'm not going to just give him the damage. potions for damage build and defense potions for defense build, honestly I've been giving the damage build a huge advantage because a regeneration and an ironskin potion are not as strong as a rage potion and rage, both settings will use the best they can. elements with all their content optimized to be as efficient as possible, these are the most effective configurations you can have at this stage of the game, one oriented for defense and the other for offense.
Summo removes it from the buff with a kill time. That's just barely behind the damage stack despite having no armor minion slots. By using F Vol holite we can use the ballista at her full strength and have the defense to keep the empress still by backing her up with minion slots from the attachments and upgrades we have. I can still tear it to pieces without being too close to dying. It may seem like I'm reaching out, but HP is a resource. I'm spending it to allow myself to attack her. I know she doesn't have the damage to kill me.
Magician. It's just as impressive, the damage build keeps pace with Summoner Betsy's Wrath and the Razer Pine is an incredibly powerful combo that we fall behind with the warning, but we also survive many more hits if you mess up with the build. damage, it is a bit catastrophic with the protection construction. It is an inconvenience that can accumulate over time. Protecting the reforgings alone won't do much good at this stage of the game. It will give you one or two extra hits, but not that many. The additional defense from accessories and armor is what brought the defensive structure to be particularly effective in keeping me alive.
I timed the Tsunami and Snowman Cannon as Ranger, the Tsunami is faster, not far from Razor Pine in Betsy's rage combo, but requires pretty good aim and predicting where the Empress will go. moving to the Snowman Cannon is slower but has guidance. I would recommend using it instead of a weapon with chlorop bullets. FY, we don't really see an improvement in keeping the empress in one place with the defense structure, it's harder to hit there because you aren't either. having a

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d attack that doesn't care where she is or an attack that requires you to predict her movement, which is easier when you

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her in One Direction instead of having her move back and forth, is slower, but as with Mage, it allows you.
To make multiple consecutive mistakes and get away from her without problems, melee combat has the slowest times on the Empress largely due to her constantly moving away from you, making it difficult to hit her. I found the teror sword to be the most consistent, closely followed by the Flareon and followed by the Flying Dragon, while the flying dragon has great damage, it's really hard to hit the empress with it compared to the Terrablade's giant projectiles. and the Flareon targeting the defense structure can deal damage much more aggressively and you can even get close. enough to hit her with melee movement and projectile consistently, it's still slower, although with the exception of the Flying Dragon, we can make sure our projectile hits by staying close and we can hit her with actual movement, it's faster than the damage generated by the flying dragon and just behind. damage created by Teror Blade and Flareon, you can't stay on it constantly, but you can deal serious damage very quickly by getting Point Blank.
The melee build can even get you enough defense to take on Tankov and win. I'm not using all my accessories dedicated to defense and I don't have a stamina or life force potion, so it could be even more effective, but I can withstand almost all of his attacks just by dodging the big star and his dashes and winning with the knives of vampire I can stand. completely still without even coming close to dying, so yeah, the defense is actually very good. I would go so far as to say that Waring builds are almost always better than threatening ones, if you want damage get it from accessories, armor and potions, not your refurbishments.
The reason for this is that damage bonuses become less effective the more you have, while defensive bonuses become more effective the more you have, let's say you deal 50 damage with an attack between emblems, armor and potions, you have a 72 .% damage buff, that means you now deal 86 damage per hit, which is the basis for comparing what the threat will do if we add the threat. Now we don't multiply 86 by 1.28 because the 28% damage is applied to the original damage, it is not multiplicative. up to 100 damage per hit which is only a 16% increase in our damage not a 28% increase the other way around let's say we are taking a 100 damage hit and we have 72 defense now we are taking 28 damage instead of 100 damage, which is 72% less damage, which is our basis for comparing what Waring will affect if we add w.
We now take 28 less damage per hit from 28, which is a 96% reduction in damage even if we increase that damage number to 150, meaning we take 78. damage per hit and protection reduce it to 50 , that is, a 36% reduction in damage received. Each individual point of defense you add is more effective relative to the previous ones, while each increase in damage becomes less effective. That's why you max out your defense and getting extra points from Meat Knuckles and Hero Shields can be so impactful if you put a lot of effort into defense that you'll feel unkillable against most bosses. I'll give you a warning, playing a game like this with optimized settings can be pretty boring, there's a reason I enjoyed the flare gun more than the copper short sword and lawn mower, and it's because the gun of flares didn't require you to build a tank to the max, while the two guys did it without many things that can significantly threaten you, the game is.
It's not too interesting, which is why I also made builds for each class that tried to balance defense and damage, because while you're still a tank, you're not AFK and you're a perfectly good tank. I usually only do builds like that in challenges where you take damage from Conant. for long periods of time it's pretty mandatory, like just lawn mower or in multiplayer games where you focus on controlling aggro and have fun with it. So far I've only covered armor and accessories that directly increase defense, let's talk about all the other ways. To survive longer and improve defenses, first potions, iron, skin regeneration and food.
Perks are your bread and butter, you should always have them during boss fights, they are trivial to do if you run out of mushrooms, bring purification dust to the corruption and throw it away. on evil mushrooms to turn them into normal mushrooms, a regeneration potion provides 2 Hp per second, which is like eating a free honey fin every minute, while an ironskin potion is basically some drinkable meat nuggles as food . Its easiest source is dryad pumpkin seeds. Buy them and plant them above ground, they will be ready to harvest in about a day and will give a medium feed.
Improves when cooked fish is also a decent source. You will need a pot to cook for most of them, you will get three defenses. a medium profit, two for a minor one and four for a major one. Greater benefits are difficult to achieve. Your best source is the poy girl who sells vata pigs that can drop bacon food and also says it increases HP regeneration, which is true, but not straightforward. Expert mode. Nerfs your base regeneration by eating food and restores it to its normal value. Potions of stamina, heat, and life force are the expensive cold meats in your defense sandwich.
It's good to have them but they areToo expensive to use regularly. They all require fishing for more difficult ingredients and herbs. Stamina potions are good. when you're taking a lot of damage in one hit against late game bosses that still deal 50 80 100 damage to defensive builds, they're good for characters that don't put much effort into defense, they're good when you're taking 5 10 20 of damage per hit, they do almost nothing, life force potions only add an extra 80-100 HP to your total health, it usually works out to be one extra hit or pre-death substantially more if you have an optimized defense build.
If there's a fight you're unsure of, bring some heat potions which are pretty powerful and give 30% damage reduction to cold attacks, but since it's against cold attacks that means it's only really useful against Deerclops and Frost Moon, it's a good idea to pick. For those you can fish for frost minnows in the snow biome, you should also bring Obsidian Skin potions to the Golem Cultist and Wall of Flesh and, for the worthy and obtain repaired child seeds, all can inflict fire and the Obsidian Skin provides immunity to Placed Buffs are very simple H Lanterns Campfires Bass Statues Hot lanterns are made with a life crystal and a chain and give one HP per second while campfires give half a hit point and a small increase to your regeneration natural together are like drinking a free drink of Healing Potion every minute.
Chains can be made from an iron or lead bar on an anvil. Both are easy to create and you should place them in every Arena you make. The low statues provide a meager defense of five, which is not a huge impact in itself, but it is defense. The constructions are a collection of defenses from diverse sources that are combined. You can collect them in chests in the lower level 37 of the underground desert or, more likely, as furniture and cabins in the underground desert at any depth in the more niche category that honey offers you. a 1 HP per second regeneration buff when you stand on it and for 30 seconds after leaving it, it also reduces damage over time debuffs by two damage per second, making it particularly good against queen bee and the debuff of poison and otherwise an upgrade that works as an additional H-Flashlight, the difficulty is that it is necessary to physically enter the honey, which slows you down enormously.
If you're looking for a strategy that doesn't move much, make sure to leave it on the ground. The pody bubble blocks are in h mode, they help a lot. If you're dodging, you can skip it or try putting a patch where you can briefly enter to get the buff. It can also be used to nullify fire and will cancel out the werewolf form of a night celestial shell if you have a shell make sure to get in and out of honey to maintain HP regeneration and defense. Werewolf buffs form all of these HP regenerations. Perks like defense individually aren't as strong, but they provide a tremendously powerful effect when combined with a regeneration potion. honey, Celestial Shell in the night and the valhal night cuirass provide 10 HP per second together, the defense is good on its own, but backing it up with the ability to recover lost HP quickly is the key to maximum effectiveness.
The most powerful HP recovery tool is one that I have made scarce. Some mentions of Simply because of how strong it is, you don't need it to be effective and it would be disingenuous to use it and act like the defense is doing the heavy lifting, but if you use it your ability to sustain yourself will be Skyrock I. I'm talking about statues of hearts every 10 seconds. They will expel a heart that heals for 20 HP. For the sake of this video, we're going to place three statues on top of each other and make three hearts every 10 seconds because that's the locale. limit before they stop working, but I described ways to increase their efficiency in my hoik guide.
If you stand on top of three h statues, they will heal you on average 6 hp per second and you don't have to stand on them. HS's aren't going anywhere and H range potions allow you to collect from a distance three statues h alone are as powerful as a regeneration potion H Bonfire Honey Lantern and Night Celestial Shell combined just Vampire Knives and Armor spectral recover HP at a faster rate In addition to heart statues, you will find them underground, usually in huts and mushroom biomes, they are highlighted by spelunker's potions and must be connected to a wired timer.
They also have a global limit if there are 10 HS anywhere in the world. It doesn't produce HS, so if you've been playing for a while, you may have to save and exit to clear randomly dropped HS for the statues to work. On the other hand, they actually fail and remove your local and global boundary if there are too many elements. fallen in the world, I'm not sure of the exact number, I think it's around 200, but once a certain amount of items are dropped on the ground, the H statues will simply spit out hearts every 10 seconds and eventually the oldest items will disappear due to the limit of dropped items. they are extremely powerful, easily the highest value statue in the game, there is also someone who borders on breaking the game if you have the money, she is a full heal and debuff clear with no cooldown, keeping her close with a knockback potion and A bed with good reflexes allows you to heal the fall without missing a beat.
You have to make sure she doesn't die, although as for accessories in pre-hard mode, there really aren't any. Getting a reforge from Waring is more important than anything else, so fins and shackles are actually pretty good due to their low price. The mage can use celestial manacles to translate incoming damage into mana much like how thorns effects work. Heavenly Handcuffs give you mana equal to the damage you would have taken before defending, so high defense builds can get a lot of value. Of them, I usually only use the Obsidian Shield and the Regeneration Band which doubles as an equippable Heart Lantern with the rest of my accessories dedicated to mobility or utility on Hard Mode, the Cross Necklace doubles the number of frames of eyes you get when you get hit and it increases. eye frames prevent dodging an attack by 50%.
I only like it when you face the tank directly if you constantly take damage. It practically doubles your HP if you're dodging. It's like an off-brand obsidian shield in that it prevents. prevents you from being hit multiple times in quick succession, but I prefer to have the shield, the regeneration band upgrades to a myth amulet that enhances your healing potential using greater healing potions every 45 seconds. Improvements from 60 per minute to 97.5 per minute on Average can no longer be swapped for reduced cooldown, unfortunately it's a decent option that will help, but I wouldn't go out of my way to mimic FR because Meat Knuckles are the core From how the defense mode is built, they provide eight defenses with the upgrades giving eight and an additional 10 combined giving 26, which is like having all your accessories reforged to protect them again.
I would suggest using Shimmer to reforge the hero's gauntlet and shield because they are very expensive, the Obsidian Shield can be upgraded to the En Shield, which is fine, it's good for the dungeon Duke Fishron and Frost Moon, otherwise it's basically just An Obsidian Shield with plus two defense, the Frost Moon Bite may seem strange, but the AR Shield provides immunity to cold even though none of its ingredients give meaning to the absurdly long debuff the Ice Queen inflicts. voids in the dungeon, it's good because the coast and against Fishron it's good. because it inflicts a savage bite on xut and, on top of that, it randomly inflicts debuffs, each of which is avoided with the shield on.
Wild Bite also has a 20% hidden damage buff that can be taken advantage of with a Bat Statue and Au Shield, it's clunky and I wouldn't say it's good, but it can be quite fun. Frozen Frozen's total shell is overrated, but Frozen's shield is pretty good since it's just a paladin shield with perks. I only look for paladin shields if I'm trying to optimize a defense. build, but those six defense points can be a big help, the meat knuckles, boko glove, hero, shield, frozen shield, paladin shield, celestial shell and star veil are the most build effective thing you can do, the celestial shell is basically an emblem of the avengers, the meat knuckles and the charm of Mythos, all gathered in an accessory slot with even more various upgrades.
It's phenomenal, every build will benefit from one, but what if you're good at dodging and take no damage to begin with? That's a more interesting question in many games. The high skill strategy is to ignore defense because you won't get hit and just prioritize damage. You have things like red tearstone rings and Fury of the Fallen, where players intentionally put themselves one hit away from death to increase damage, much like Terraria. In my opinion, a game with that behavior makes sense. No, Terraria is not a very consistent game. Enemies can appear during boss fights. I don't expect to die, but I keep an obsidian shield on anyway because I know I'll eventually make a mistake and take a hit.
The game is not consistent enough for me to be able to confidently state otherwise and if not I can confidently state that I don't want to throw all my eggs in a basket made of glass if it's not obvious. I play a lot of Hardcore. This is a very hardcore focused mentality. I've done a lot of things with low defense and I haven't fought much. with them, but I don't think the mentality of just not taking hits fits very well in Terraria because there's a lot of inconsistency in the game's defense, it's a counterbalancing force against that inconsistency in randomness.
I'm not the one saying that damage buildup sucks. or bosses can't be dodged consistently, not at all what I'm saying is that just because you can dodge doesn't mean defense is useless. Defense isn't the only counterforce against randomness, though because Terraria is a sandbox, there are plenty of ways to overdesign Arenas or take advantage of AI shortcomings to make it impossible for bosses to hurt you in situations like this. Defense it doesn't do anything yeah if you're annoying bosses or building Arenas where they can't really hurt you then defense is It's not going to help much everything in this video so far has been talking about defense in master mode it's just going to be more effective on expert on classic but what about legendaries on all four, child seed worthy and repaired enemies deal much higher contact damage if classic is 1x damage expert is 2X and master is 3x then legendary is 4X and is multiplied by 1.33 after that and the defense is as effective as in Master mode, so the defense against contact damage will not be as effective as in normal difficulties.
The main thing it does is convert one-shot attacks into two-shot attacks. Two-shot attacks become three-shot attacks and greatly reduce projectile damage, while contact damage, the damage you take when an enemy physically touches you, increases dramatically. Projectile damage does not increase. The projectiles do exactly as much damage as in master mode and the defense is just as effective as there, you just have to make sure to avoid physical contact with enemies. The Empress of Light is almost entirely projectile defense. It works as well as in master mode. Duke Fishron is mostly contact. damage defense can allow you to turn one shot into two, the Destroyer is almost entirely projectiles, just like the moon lord plant, it's mostly contact damage, but it's actually extremely good against it regardless.
The plant generates thorns every time it moves its hooks, which deal 100 base damage against characters. with over 100 defense, that's nothing, they can be ignored, it's also a big help with another extremely annoying one for the worthy: the Wall of Flesh repeatedly spawns imps that fire projectiles at a greatly increased speed that cannot be destroyed, the most effective strategy to mitigate. them is to place imp banners throughout the underworld that can be foamed with an imp statue that has nothing to do with defense, but the banners reduce damage taken by 50%, but unlike normal damage reduction , is applied before defense, not after an imp sphere counts as contact. damage, so his damage has increased considerably up to 160.
An unprotected ranger will probably have around 32 defense with protection. 56 without a banner the player would take about 128 damage without protection and 104 with it, that's pretty bad, but with banners the player. take 48 damage without shielding and 24 which is huge you are taking half damage from the flaming spheres which are extremely difficult to avoid and aremainly the ones that will hit you along with lasers that have similar effectiveness. He also carries an obsidian skin potion, so while it doesn't have the same r as in master mode, the defense is far from useless, it won't win you the game, but it will help you a lot.
Projectiles are the most likely attacks. to hit you and the defense is more effective against projectiles, there are three types of players who want a lot of defense, the first is the one who simply wants not to melt quickly, they are looking for a buffer before they die, they will put it in terms of protection, maybe a couple of defensive accessories, but don't over-optimize, they will still have damage bonuses and some appropriate armor. They are the player that most of this video has been about. The second is the multiplayer tank whose purpose is to constantly take damage and control. boss moves, they want a raw defense and as much as possible.
Mobility doesn't matter, although he would prevent bosses from attacking other players and keep them in an easy to hit area. The third is the hardcore player whose goal is simply not to die. the damage doesn't matter as long as you meet the minimum DPS. Mobility is very important because it allows you to avoid attacks. Defense and damage reduction are vital because they allow you to mitigate damage when you inevitably mess up. This is the player who wants Beetle Armor. All that. What you care about is staying alive, you dodge and when you get hit, you have a mountain of defense, the Beetle's stamina 45% damage reduction, a stamina potion, a worm scarf, the attack will deal minimal damage , you again dodge your resistance from the Beetle. recharge your HP, regenerate and keep doing it until the boss dies, your damage will be shit because the Beetle armor sucks offensively, but what it does best is keep you alive when you constantly dodge most attacks, not very good for multiplayer tanks because repeated hits and damage from the Paladin Shield will eat into the buff, but it is the best armor in the game for consistent late-game hard play.
Being a tough tank is very simple. You don melee armor that provides the best defense. You reforge everything to protect. You use as many mobility accessories as you can. you need and put in everything else to stay alive. If high defense allows an inexperienced player to get hit frequently and stay alive, it allows an experienced player who gets hit infrequently to live forever, so I covered hardcore tanking and we talked about casual tanking. let's go over multiplayer tank if you've seen me play multiplayer this is the role I normally take multiplayer tank has three objectives keep your teammates alive keep the boss in a place where they can attack and keep you alive keep your teammates alive allows you to continue attacking the boss and allows you to focus your builds on damage in pre-hard mode.
This may mean keeping the boss to the side while he shoots from a distance in Hard Mode. Higher aggression attachments allow you to keep his focus on you, if you don't want to move erratically and get his teammates caught in the crossfire. Keeping the boss in a place where they can attack usually means moving as little as possible on bosses like the Lunatic Light Cultist's Skeletron Empress and Moonl Lord. Making them move around chasing people makes it very difficult. for multiple players to perform attacks, this reduces your damage significantly and exposes all squishy players to danger.
Having someone who can take on tank attacks who doesn't move much keeps them in a constant location where your allies can easily shoot them. You may have to dodge them. some attacks like Spinning Skeletron and Death Rays but try to keep the boss moving as little as possible to do this you will want to maintain the boss's aggro you will want to stay close to them so they keep targeting you and keep other players away so, does not target aggro-boosting items such as meat knuckles and turtle armor, which work by making the game think the player is closer to enemies than they actually are and, conversely, reducing aggro makes the game think it's further away than you are.
In reality, enemies generally attack the player who is perceived to be closest to them, even in single player. Reduced aggro will cause enemies to ignore you if you are far enough away from them. It is particularly useful when fishing. Duke Fishron ignores aggro completely after choosing a target to hold on to. at a player and doesn't stop attacking him until he dies, that means it is very important that the multiplayer tank is the closest to Duke Fishon when he appears so that he starts attacking them, other players should try to keep their distance while they dodge last Your final and usually the most important goal is to stay alive, you are the knot that binds the team together and when you die the boss will start chasing and killing your teammates and they die much faster than you, on top of that, you stay alive. gives your dead teammates time to respawn and rejoin the fight, as long as one player remains alive the boss won't leave outside of the limited time, you are that player and you are supporting everyone even if your damage It's low if you don't.
I don't like Waring after all this, ask yourself what number would make it worth it. I have shown through calculations and tests that threatening and successful reforms usually generate much less than 28% of the total time to kill. Is it worth it? your protective reforms allow you to survive 28% plus 50% plus double because it can do all of that it is less effective against attacks that deal hundreds of damage and protection will often allow you to take a full extra hit before dying on them if you go over dying in two hits to dying in three, that's a 50% increase.
Going from 3 to four is a 33% increase. That's usually what putting Waring into a damage stack for Fishron, the Empress, and Moonlord will do, and I think that's better. than killing 10, 15% faster and this is the worst case, protection is better in classic and expert and against all bosses before the final three and the more effort you put into defense, the better it will be, it is well look at Moon Lord and Fishron and see, you know, I'd rather have a damage buff. I don't like my chances of surviving any longer without protection, but using Moon Lord as an argument for why protection is bad is pretty flawed when the rest of the game exists.
It's not that the damage is bad, it's just threatening, here's another way to look at it. The emblems give you 15%, 12% and 18% damage. The highest value damage accessory is a 20% effective damage boost and you can get two of them for 10% damage. The benefits are a dime a dozen, the highest value defense accessory offers 10 defense followed by 88, seven and six, it takes five threatening or lucky reforms to match the best offensive accessory, it takes 2 and 1 half protection reform to equalize the best defense. It is better to spend your slots on damage and reforge on defense than to spend slots on defense and reforge on damage.
You could spend both on damage, but the returns decrease the more damage you have because they are applied outside of the base number. A food buff gives you 40.% as much defense as it gives you damage, you can get magic power potions, archery potions, beer, rage, but you can only get an iron skin and a food buff and it only gives you They give 12 defense at most. Forges treat percentage damage increase and defense as equal, the rest of the game treats defense as much more valuable, you should too because it's

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