Optic Staff
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Optic Staff
Statistics
Type | |
---|---|
Damage | 24 (Summon) |
Knockback | 2 (Very weak) |
Mana | 10 |
Use time | 36 (Very slow) |
Velocity | 30 (effective) |
Tooltip | Summons twins to fight for you |
Rarity | ![]() |
Sell | 2 GC |
Research | 1 required |
Projectiles created
- Mini Retina Laser
- Retanimini
- Spazmamini
Sounds
Use | |
---|---|
Mini Retina Laser |
- Internal Item ID: 2535 (Desktop, Console, Old-gen console and Mobile versions)
- Internal Buff ID: 134 (Desktop, Console, Old-gen console and Mobile versions)
- Internal Projectile ID: 389, 387, 388
The Optic Staff is a Hardmode summon weapon that summons a miniature version of The Twins in their second form as minions, which follow the player and attack enemies. The summoned pair of minions, named Spazmamini and Retanimini, deal damage with a ramming attack and ranged laser attack, respectively. Like other minions, the summoned Twins are invincible and follow the player for an unlimited amount of time, unless the player dies, summons a replacement minion, cancels the buff, or leaves the world.
Its best modifiers are Mythical, Furious, or Godly. Rounding reveals that these modifiers provide the same increase to damage as the Ruthless modifier, increasing it from 24 to 28.
Crafting
Recipes
Result | Ingredients | Crafting station |
---|---|---|
![]() | ![]() or ![]() |
Notes
- One pair of Twins counts as one minion toward the maximum minion count.
- Therefore, a player can get 22 "minions" with maximum minion capacity, as opposed to the usual 11 full-sized minions.
- Spazmamini's charge deals the full listed damage of the weapon (24 base damage) while Retanimini's laser deals 115% of the listed damage (27 base damage).
- Retanimini's lasers are fired at a rate of once every 0.75 seconds on average.[1]
- Spazmamini charges at enemies once every 0.67 seconds on average.[2]
- Spazmamini applies 12 ticks of static invincibility frames upon hitting an enemy.[3]
- The Twins minions can target enemies up to 125 tiles away.[4]
- They will, however, attempt to return to the player's side if their distance from the player is more than 75 tiles, which can interrupt their attacks.
- Spazmamini will only charge at its target when its distance from the target is less than 31.25 tiles.
- Retanimini's lasers move at a speed of 123 mph, emit light, and disappear after 1.67 seconds if they do not hit an enemy or solid block.[4]
- It is possible to get non-matching amounts of Retaniminis and Spazmaminis by maxing the projectile cap and lowering it.
Tips
- Unlike most flying minions, the Twins will not naturally pass-through blocks unless the player has moved out of range. This makes them very prone to getting stuck in tight areas and caves.
- Retanimini's laser projectiles travel straight forward, so they may miss against fast or far away enemies.
- The Twins do not do well against a sparse enemy crowd. Instead, they are better suited for dense enemy crowds such as those in the Solar Eclipse, Pumpkin Moon and Frost Moon.
Trivia
- Unlike the Twins boss, the minions are not connected by a tendril. Furthermore, Spazmamini does not spew Cursed Flames like Spazmatism does.
History
- Desktop 1.4.4.8:
- Base damage increased from 21 to 24 (Spazmamini's damage is 100% of base damage).
- Retanimini's damage scaling reduced from 1.25× to 1.15× of base damage (still a slight increase due to the increased base).
- Desktop 1.4.4:
- Retanimini's lasers no longer pierce. As a result, they are no longer impacted by immune frames.
- Retanimini damage increased from 24 to 26.
- Spazmatism damage reduced from 30 to 21.
- Spazmatism now has more flexible charging range when pursuing targets.
- Twin minions now return to the player more quickly.
- Desktop 1.4.1.2:
- Enemy immune frames caused by Spazmamini and Retanimini attacks have been reduced from 16 to 12.
- Increased Spazmamini's movement speed while pursuing enemies.
- Desktop 1.4.1: Now use independent immunity timers.
- Desktop 1.2.4.1:
- Added requirement of 10 mana.
- Fixed bug where Twin Minion pairs could become uneven or re-summoning would fail.
- Desktop 1.2.4: Introduced.
- Console 1.07: Introduced, requires 10 mana.
- Switch 1.0.711.6: Introduced, requires 10 mana.
- Mobile 1.2.11212: Introduced, requires 10 mana.
References
- ↑ Information taken from the
Desktop 1.4.4.9 source code, method
AI()
inTerraria.Projectile.cs
. The relevant part is theaiStyle == 66
code block. Retanimini'sai[1]
is increased by a random integer number from 1 to 3 each tick, meaning on average it is increased by 2 per tick. The threshold is 90, so the average cooldown between attacks is 90/2=45 ticks. - ↑ Information taken from the
Desktop 1.4.4.9 source code, method
AI()
inTerraria.Projectile.cs
. The relevant part is theaiStyle == 66
code block. After charging once, Spazmamini'sai[1]
is set to 1 and is then increased by 1 per update until it exceeds threshold of 40. For this duration Spazmamini gains 1 extra update, therefore itsai[1]
is increased by 2 each tick and the time until it exceeds 40 is 40/2=20 ticks. After this, its extra update is removed and itsai[1]
is set back to 1, and is then increased by a random integer from 1 to 3 each tick, meaning it is increased by 2 on average for each tick. The second threshold is also 40, and so the average time until it is surpassed is 40/2=20 ticks. Once all of this is done, Spazmamini can charge again, meaning the average cooldown between each charge is 20+20=40 ticks. - ↑ Information taken from the
Desktop 1.4.4.9 source code, method
SetDefaults()
inTerraria.Projectile.cs
. - ↑ 4.0 4.1 Information taken from the
Desktop 1.4.4.9 source code, method
AI()
inTerraria.Projectile.cs
. The relevant part is theaiStyle == 66
code block.