Using warding on expert mode is also a good deal, its up to prefrence if you prefer menacing or warding on that. Also, keep in mind that if you play modded terraria, calamity mod has an extra damage reduction stat with warding, a 1% damage reduction. Also, wardning gives there 6 defense in hardmode and 8 defense in post moon lord, making calamity's warding the best option on expert (mabye even normal post moon lord)
@@Sonovabioch technically if you can one tap something you would save more mana. Plus arcane is useless when you have already consumed mana potions since max potion is 300, meaning your arcane modifier would be uselees after a potion is consumed
It depends on the class. Menacing is good for everyone. Warding is useful for everyone but ranged shouldn't need it. Lucky is specially good for Ranged and completely useless for summoner.
It would be nice to know more details about how minions are affected. I've heard they don't have critical hits, but I don't know whether melee speed or damage bonus helps them. I might just go for defense at this point, I'm at the moon lord but I haven't played for a few years so it's pretty tricky right now.
Is menacing actually that good in master mode for the worthy in practice? I never used it, and I am post golem already (ranged and I'm about to beat empress of light), so I'm not sure if I should grind gold to reforge everything from warding to menacing. If anyone who actually played master mode for the worthy with a menacing mod built, then pls say if it's actually good.
TLDR: Warding and Violent suck, Quick is OK occasionally, Menacing and Lucky are where it's at Having several thousand hours and a lot of experience with overly difficult self imposed challenges, I've grown very attatched to these little stat boosts. So here's my hot take. Warding is terrible. On normal mode, enemies do so little damage that warding is unnecesary. Oh great, the enemy did 2 damage instead of 8. Whoop dee doo. On expert, it's up to preference really, and it CAN work in very niche situations. The only time I see it as useful is as a mage since defence is so limited, and damage is plentiful. I don't use it but it can work. Warding is also pretty decent in early game, since 28 defence will double your defence, or more, in prehardmode, but it falls off hard as defence becomes more plentiful from armor. Quick is actually fairly decent for summoners. Since summoners have to focus so much on dodging rather than attacking directly, a move speed buff is quite helpful. Do keep in mind though that it primarily affects acceleration, not top speed, so it can be questionable at times. Melee speed is not worth it, don't bother. It was only ever good on baghnahks, which were nerfed a long time ago. Now it's essentially useless. As for menacing vs lucky, it depends a lot on the weapon and the playstyle you're going for. For instance, the sniper rifle has a very high crit rate, so you might feel it is unnecessary to increase that any further and go menacing. The zapinator can sometimes deal 10x damage, and getting a crit bumps that to 20x damage, so for the zapinators lucky might be more viable. Just remember not to get everything lucky if that puts you over 100% crit chance with your main weapon, since you're wasting potential damage there. Also lucky is better when enemies have high defence, since it pierces through it all much easier. The reason lucky and menacing should be prioritised is this. Say you're fighting duke fishron in expert. 24 defence will make his attacks do 18 less damage. They do 140, so that isn't that significant. In fact, you're only reducing your taken damage by 12.8%. Also, you have to spend longer in the third phase, which is a death sentence. Menacing or lucky boost your dps by 24%, making the fight 24% shorter, and making you take 24% less damage. Also, you should NOT prioritise defence in master mode. 28 more defence lets you tank, maybe 1 or 2 more hits from most bosses. This is because their base damage is so high. 28 less damage per hit sounds nice on paper, until you remember that duke fishron's direct hits do 210 damage in master. With 600 health, 0 defence lets you tank 2 of these, 11 defence lets you tank 3, 61 defence lets you tank 4, 91 defence lets you tank 5. This is not good. 28 defence is the difference between 4 and 5 hits in a fight. Or you could just kill it 28% faster and not get hit 5 times. It's much easier and more efficient. As a rule, the more base damage an enemy deals, the worse warding is. So don't use it in master mode after like, EOW. Ever. You're just making things harder for yourself.
You're not supposed to only have only 24 defense or something. You're supposed to stack as much defense as possible and go full tank when playing melee to the point you can facetank bosses taking only 1 damage or very low double digit damage from earlier master mode hardmode bosses. Pre-hardmode you can get over 50 defense pre-boss and literally take 1 damage from Master mode EoC phase 2. And in Hardmode you can easily get over 100 defense and facetank mech bosses, Plantera and Golem very easily it's not even close. You're wrong. Very, very wrong.
@@Shyguymask Firstly, thanks for the reply, I love your content. However, I do disagree with your assessment to an extent. Facetanking is effective, but there are two issues. Firstly, facetanking a boss is incredibly boring. Personally I would much rather get both a faster kill, and a more rewarding kill, by dodging the boss and having a higher damage output. Secondly, Facetanking simply doesn't work in a lot of instances, without a lot of setup. Fishron, EoL (especially daytime), Moonlord, and WoF in particular come to mind as situations where trying to facetank is not as effective, or at least not as time efficient, as just going all in on DPS. That's just my two cents in any case. I have a lot of hours and I do a lot of challenges, but you are definitely the better player of the two of us, so I will defer to your better judgement. I just find lucky more effective and appealing to me. Regardless, keep up with the excellent content, I really enjoy all of your uploads.
Boring does not mean unviable, and to be fair you pretty much named every single boss where facetanking won't really work, and except WoF they are all endgame.
I mean if you're playing in a group of 4-8 ppl, then it depends on what role you are playing in that group. I suspect tank would pick aggro and defense rather than damage.