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tModLoader

Fusion
Hazard 8 月 25 日 上午 7:20
Double defense is OP
The more you have the be better. Having twice of it would be broken would make you almost Invincibile.
Idk how the mod works, dose it combine all armor/accessory defense togheter or takes the raw defense value of both players?
Would the fusion benefit of both players accessories? The accessoryes can provide defense, especially when they have Warding on them. What is a lot of defense to take in account.
Is a mess just thinking about it.

Besides that, movement can get out of hand. Similar problem as defense.

SOLUTION
Make it so the fusion will pick the highest value from both players.

DEFAULT CONFING
Defense (Pick)
Max Health *(Add)*
Max Mana *(Add)
Max Minions (Pick)
Max turrets (Pick)
Damage Bonuses *(Add)*
Crit Chance (Pick)
Damage reduction (Pick)
Run Speed (Pick)
Acceleration (Pick)
Jump Speed (Pick)
Lava Immunity (Pick)
Breath Max [Didn't know that was a thing] (Pick)
Mana Efficiency (Pick)
Mining Speed (Pick)
Armor Penetration (Pick)
Attack Speed (Pick)
Flight Time (Pick)
Fall Damage Immunity (There is a accessory for that, or dev has different motive)
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Yehboi  [开发者] 9 月 25 日 上午 9:54 
Apologies didn't see this thread.

I will say that it combines the final defence values of the players not accessories. More accessory specific effects are harder to implement but can and will be done

For some solutions I have thought about different types of fusion that will allow for this but it isn't a bad idea of adding things together or picking certain things. Config files are always an option for people to pick how they would like to play as that isn't something I would like to limit.

Movement speed is one of the main concerns that will be targeted for lowering the fusion boost but I think that also plays into what fusion is, you are freely able to swap your accessories as you like thus going for more damage instead of speed if the other player already has speed etc.
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