My friends said they would play over the weekend while I was gone, I come back and plantera is dead. When I left we just defeated skeleton prime. To one up them I think It would be funny to a op magic weapon so if anyone has a spare one with calamity I'd appreciate it!
Videos
I'm just wishing they buff this weapon in the next update
from what i seen might be pretty useful for farming
is there by chance anyone that can trade for a hallowed key? i’ve been trying to get one for ages and i just can’t seem to. if not id be willing to trade for the rainbow gun too, i just want the achievement
Playing on a small world for the switch. Found a demonic rainbow gun in a dungeon chest. Is this gonna glitch my game up or anything?
Continuing from the first two entries of Post-Plantera Weapon Analysis on ranged and melee, I have now tested post-Plantera magic weapons. I did not include Moon Lord-dropped weapons due to the significant power-spike they constitute, which I feel segregates them into a separate, "post-game" class of weapon. I did include drops from Duke Fishron because, though he is not strictly a post-Plantera boss, he typically occupies a place after Plantera in game progression and drops weapons comparable to others from this segment of the game.
I actually did this yesterday and then accidentally deleted the records in an unrecoverable way, so this is my second run of trials.#tedious
Testing occurred under the following control conditions to help mitigate any extrinsic influence on the numerical side of things:
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No functional accessories except a Mana Flower (with a large stock of Super Mana Potions) were used
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No armor, other accessories, affixes (modifiers), buffs, or other stat-altering items/actions were used.
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Testing was done at ranges of 5, 10, 15, and 20 blocks from a single target dummy mounted on Wood Platforms suspended forty blocks above the ground, with range testing expedited where range was a non-issue (i.e., no spread/gravity-ignoring projectiles/infinite range or certain combinations thereof).
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Continuous usage of each weapon was maintained for 30s either through autocasting or a keyboard macro pressing Mouse1 20 times per second where autocast was not available
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In the case of the Magnet Sphere, testing was done on the Eye of Cthulhu because the spell does not interact with dummies
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Individual projectiles did not strike the dummy more than once each
*Note regarding the Mana Flower: choosing to use the Mana Flower was a decision based on several exigencies: need for long-term sustained damage, difficulty of providing consistency and precision with manual potion micromanagement, adherence to realistic expectation that many magic-users will equip a Mana Flower to expedite the affair of potion management when using significant amounts of magic weaponry.
Each weapon entry includes the following:
<Weapon Name>
Damage/Critical Hit Chance/Use Time (frames)/Mana per cast
DPS : 5m/10/15/20
<Qualitative Assessment>
Following the list of weapon entries there is a brief concluding statement and a highly subjective tier-listing of these weapons based on collected data and considerations such as utility, availability, relative effectiveness for function. I will also thoroughly respond to comments discussing/debating the tier list in an attempt to provide rationale and hopefully generate useful discourse for anyone interested in reading through that section of the thread.
Weapon Testing Results
Nettle Burst
28/4%/24 frames/10 mana
DPS: 167/same (all test ranges)
Plantera-dropped wand. Autocast enabled. On cast, emits a long thorn a la Vilethorn, piercing all enemies with which it comes into contact and ticking for continuous damage for ~1.5s. The thorn can travel through solid blocks to deal damage. Continuous damage and infinite piercing make it a powerful tool for crowd control. Low mana cost makes it reasonably spammable. Suffers from limited range of ~30 blocks) and low single-hit damage, curbing its effectiveness against high-defense enemies.
Leaf Blower
48/4%/6 frames/4 mana
DPS: 403/same (all test ranges)
Plantera-dropped magic gun. Autocast enabled. Rapidly fires small leaf-like projectiles with weak spread that increases with distance. No piercing/rebound. Good DPS at close- to mid-range or against large targets, but lack of piercing/rebound make it very much a single-target weapon. Overall effective mainline weapon for early endgame.
Wasp Gun
21/4%/11 frames/6 mana
DPS: 107/same (all test ranges)
Plantera-dropped magic gun. Autocast enabled. Fires 2-6 wasps per shot. Wasps pierce and may rebound up to four times before dissipating. Wasps home in on targets nearby and have fairly strong tracking. Combination of fast fire and seemingly hefty utility suggest this would be a strong weapon, but the extremely weak per-hit damage and complete lack of knockback make it questionable even for crowd control.
*Shadowbeam Staff
53/4%/15 frames/6 mana
DPS: 197/same (all ranges)
Necromancer-dropped staff. Autocast enabled. Fires a very long, infinitely-rebounding beam that pierces and instantly covers its entire trajectory on cast. Single target DPS is unremarkable, but the combination of length, rebound, piercing, and instant-hit make it excellent for crowd control and for multi-hitting and against multi-segmented enemies. Very mana-efficient, especially when aimed with care.
Inferno Fork
65/4%/25 frames/18 mana
DPS: 378/same (all ranges) (partial splash)
Diabolist-dropped staff. No autocast. Fires a single gravity-ignoring fireball projectile that explodes on impact with a surface or enemy and leaves an explosion that ticks continuous AoE damage for ~1s. Inflicts the "On Fire!" debuff on vulnerable enemies struck. Solid single-target DPS with good splash damage and reasonable mana efficiency for damage-per-cast. Multiple explosions may be spawned, but short lifespan limits feasible number of simultaneously-extant explosions to two.
Magnet Sphere
48/4%/19 frames/14 mana
DPS: 272 (Eye of Cthulhu, continuous firing over full Orb lifespan)
Armored Bones-dropped tome. No autocast. Fires a large, slow-moving orb that persists for ~7 seconds or until contact with a surface. Orb fires energy beams at nearby enemies with a Use Speed of 9. Casting a new orb overwrites the preceding one. No piercing/rebound. This weapon's effectiveness is somewhat limited in oddly-shaped enclosures or in open spaces against mobile enemies, but it can be effective if well-aimed and used as a fire-and-forget supplement to some other damage source. Lack of multi-shot/piercing/rebound limits utility against large/multisegmented enemies. The actual tome held when casting can hurt dummies, but not when mounted (...odd).
Spectre Staff
72/4%/23 frames/11 mana
DPS: 183/same (all ranges)
Ragged Caster-dropped staff. Autocast enabled. Fires a single homing projectile. No pierce/rebound, and cannot travel through solid blocks, unlike the attack of the enemy that drops it. DPS is very consistent despite Mana Sickness due to slow use speed.
Rainbow Gun
45/4%/39 frames/20 mana
DPS: 281/same (all ranges)
Hallow biome chest-looted magic gun. No autocast. Emits a rainbow of up to 750 blocks of length that persists for 20s, dealing continuous damage at a Use Speed of 12 frames. Rainbow will stop forming upon first contact with a solid surface, and firing a new rainbow erases the previous one. Rainbow pierces infinitely, damaging all enemies in contact with it. Very unique weapon best paired with some other means of more active damage, can be used to great effect against multi-segmented enemies, as crowd control, or as a means of blocking chokepoints. Extremely mana-efficient due to fire-and-forget nature.
Toxic Flask
48/4%/27 frames/30 mana
DPS: 266/same/same/0 (range of <20 blocks horizontally)
Dr. ManFly-dropped magic throwing weapon. No autocast. Hurls a flask on very heavy arc that explodes, leaving a lingering cloud that ticks for continuous damage. High mana cost necessitates cost-reduction gear for sustained usage. Deals somewhat less damage per-cast than Inferno Fork, but has a slightly larger AoE radius. Can cause damage through solid blocks.
Bubble Gun
70/4%/9 frames/4 mana
DPS: 989/442/156/0 (1439 adjacent)
Duke Fishron-dropped magic gun. Autocast enabled. Rapidly fires a wide spread of bubbles with no pierce/rebound. Exceptional DPS at close or point-blank range, but high damage falloff with range up to 15 blocks due to wide spread. Cannot hit at all beyond 17 blocks. Decent crowd control potential if fired from the correct angle.
Razorblade Typhoon
60/4%/39 frames/16 mana
DPS: 178/same (all ranges) (438 sustained on Eye of Cthulhu)
Duke Fishron-dropped tome. Autocast enabled. Each cast fires two large discs that pierce/rebound infinitely and last ~3s. Discs home in on nearby enemies with extremely strong tracking and may strike the same enemy multiple times over their lifespan. Although the single-target DPS of this weapon is substandard on a dummy, the facts that each projectile will strike a live opponent multiple times and that 5-6 discs can be maintained simultaneously help to make this an effective weapon for both single- and multi-target damage, and exceptionally powerful against multi-segmented enemies.
Bat Scepter
45/4%/12 frames/3 mana
DPS: 515/324/248/187
Pumpking-dropped wand. Autocast enabled. Emits 1-3 bats in a wide spread on cast. No pierce/rebound. Bats home in on nearby enemies with very weak tracking. Very mana-efficient with solid DPS at close range or in open arenas, but a severe lack of utility stunts the weapon's potential.
Razorpine
48/4%/8 frames/5 mana
DPS: 1150/1048/882/689
Everscream-dropped magic throwing weapon. Autocast enabled. Rapidly fires 2-4 needle-like projectiles. No pierce/rebound, and projectiles ignore gravity for ~20 blocks of horizontal range before experiencing severe gravitational influence. Efficient, very high DPS at close- to mid-range or with large enemies. Moderate crowd control potential at certain firing angles. Suffers from abrupt range falloff.
Blizzard Staff
58/4%/10 frames/9 mana
DPS: 274/same (all ranges) (924 using multiple dummies to simulate large, stationary target)
Ice Queen-dropped staff. Autocast enabled. Causes 4 icicles to fall from the sky toward the cursor, with a lateral spread of +/- 6 blocks for cursor directly on target. No pierce/rebound. Projectiles gain collision almost immediately after spawning, so this weapon is severely hindered by ceilings and enclosed spaces. Very good burst DPS potential on single targets, good crowd control potential, but limited accuracy curbs effectiveness against small or mobile targets. Extremely high mana cost over time necessitates cost reduction gear, otherwise sustained use will double-stack Mana Sickness very quickly and then indefinitely.
Staff of Earth
73/4%/39 frames/15 mana
DPS: 158/same (Maxmimum damage positioning, directly above the enemy)
Golem-dropped staff. No autocast. Fires a large boulder that deals a scaling multiple of tooltip damage based on projectile velocity at impact, scaling from 1 (Not 1x, just 1) damage at stationary state to 2x damage at maximum velocity. Boulder pierces/rebounds and persists for ~8s or until it strikes 6 times. Single-target DPS is very low on a dummy. Boulder ticks while stationary can activate piercing-weapon invulnerability on target, making subsequently boulder hits useless - at best, on one dummy with careful casting, I could manage 189 DPS. Can be reasonably effective against multi-segmented targets or as crowd control.
Heat Ray
55/4%/15 frames/8 mana
DPS: 209/same (all ranges)
Golem-dropped magic gun. Autocast enabled. Fires an infinitely-piercing, non-rebounding beam that can reach just beyond the edge of the player's screen and covers its entire trajectory instantly upon cast. Piercing and fast Use Speed make this an effective crowd control weapon, but its damage and mana cost effectively render it a much worse version of the Shadowbeam Staff. Single-target damage is sub-par unless used against multi-segmented enemies.
Charged Blaster Cannon
50/4%/19 frames/14 mana
DPS (single-shot): 98/same (all ranges) DPS (charged-shot): 82/" DPS (Beam, over duration): 1012/"
Martian Saucer-dropped magic gun. Unique casting mechanics:
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Single clicks produce a single, small projectile with infinite range, no pierce/rebound.
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Holding attack button 1<t<3 seconds and releasing consumes two casts' mana and fires a charged shot with higher damage, infinite range, infinite pierce, no rebound.
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Holding the attack button >3 seconds charges the weapon and then emits a continuous, high damage beam with infinite range and piercing that continues for 4s or until the button is released or mana is exhausted. Weapon cannot be aimed once beam begins firing.
The single-shot firing mode of this weapon has no utility, terrible damage, and is wildly inefficient. The charged shot has good crowd-control applications and can be used effectively against multi-segmented enemies, although it is still of questionable efficiency. The beam firing mode does superb single and multi-target damage with strong performance against multi-segmented enemies, but has very limited utility due to the fixed-aim property and long charge time. The beam continues for a significant distance off-screen, allowing for creative application against large or stationary targets at great distances.
Laser Machinegun
60/4%/20 frames/6 mana
DPS: 1257/same/1054/942 (All tests spent >20s under 5-10s Mana Sickness)
Martian Saucer-dropped magic gun. Autocast enabled. Fires two fast-moving lasers per shot, with firing rate rising immensely over the first three seconds of continuous use. No pierce/rebound, ~30 degree spread (irrelevant due to projectile length/origin until roughly 10 blocks of range). Quickly exhausts mana, but does not seem to suffer significantly from continuous double-stacked Mana Sickness due to combination of high base damage and ramped firing rate. Excellent damage on large or stationary targets, can have crowd control applications at range and with correct angles.
Nebula Arcanum
70/4%/30 frames/30 mana
DPS: (see assessment)
Nebula Fragment-crafted "tome." Autocast enabled. Fires a large, slow-moving mass of energy that rebounds infinitely, pierces up to three times, persists for up to 11s, and homes in on nearby enemies with strong tracking. Each mass spawns a swarm of smaller, orbiting projectiles that pierce infinitely and follow the primary mass. Upon expiring due to piercing three times or 11s elapsing, the mass explodes to deal AoE damage and emit a shower of smaller projectiles that each explode in a very small AoE. This weapon can potentially be extremely effective against single and multiple targets, or multi-segmented enemies, but it is more a matter of the masses dealing a small amount of piercing AoE damage through their secondary projectiles when closely following an enemy and then dealing ~1000-1300 combined damage from various projectiles and AoE effects upon expiring. Extremely mana-costly, so sustained use is difficult, but the damage-per-cast has extremely high potential. Slow movement speed causes it to suffer against high-mobility enemies. Since the total damage comes from a multiplicity of weaker hits that often deal 1/2-3/4 of listed weapon damage, this weapon also suffers somewhat against enemies with very high defense.
Nebula Blaze
130/4%/15 frames/18 mana
DPS: 526/289/134/71 (997 over short span against Eye of Cthulhu)
Nebula Fragment-crafted "tome." Autocast enabled. Fires a large, fist-shaped projectile with very high velocity that homes in with strong tracking. No pierce/rebound. 1/5 chance to spawn larger projectile that deals 3x damage and has higher projectile velocity. Projectiles have ~60 degree spread. This weapon has the potential to be extremely powerful over short spans, especially if one is lucky with regard to procs of the alternate projectile. The homing effect of the weapon helps to mitigate the absurdly wide spread. Poor DPS over sustained usage due to exceptionally high mana cost, which easily incurs double-stacked Mana Sickness. Poor crowd-control due to lack of piercing/rebound/AoE. Strength of tracking effect can be a liability with non-priority enemies close to player. High base damage makes this effective against all enemies and capable of very high scaling with modifiers.
Conclusions and Tier-list
Post-Plantera to endgame, the magic weapons available to the player represent a wide range of effects and characteristics, and some are most certainly better than others in an objective sense - most notable when other weapons exist with almost identical characteristics but inferior stats/availability/etc.. Some of these weapons, despite their seemingly potent image based on tooltip properties, are almost worthless; others laugh in the face of given statistics and prove incredibly effective either situationally or overall. For these reasons, I feel it most notable to state that, especially compared to other combat archetypes in the endgame, magic hosts both the high volatility and highest situational versatility of any weapon set. This makes it an intriguing and often unexpectedly fun choice for endgame combat despite the high material and opportunity costs of fueling its use with mana potions and weird niche accessories.
Below, I have arranged a very subjective tier-list of the weapons discussed above, incorporating both the data presented and my personal judgment. Remember, our opinions might be different on some of these weapons - so take what I say with a dose of salt. Also, note that the tier names are nonsensical and that the tiers are listed in descending order from best to worst.
Yennefer of Vengerberg-tier (Use these)!
Nebula Arcanum, Razorblade Typhoon, Shadowbeam Staff
Samwise Gamgee-tier (Good additions to any arsenal).
Inferno Fork, Razorpine, Leaf Blower, Rainbow Gun, Laser Machinegun
DMX-tier (The rapper or the drug. Both solid picks, like these weapons, though they have their ups and downs).
Nettle Burst, Nebula Blaze, Blizzard Staff, Bubble Gun, Magnet Sphere
Macklemore-tier (Intriguing, but kind of wack).
Bat Scepter, Charged Blaster Cannon
Tony Abbott-tier (Self-defeating, objectively terrible, probably should be sold to the Merchant)
Staff of Earth, Heat Ray, Wasp Gun, Spectre Staff, Toxic Flask
Anyone knows what's the optimal modifier for this weapon? For whatever reason the wiki doesn't say and I can't find an answer anywhere.
As in the title, what, in your opinion, is the most underrated and ovverrated weapon and why?