Talk:Reforge

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Is anything known about the differences between mods for reforged versus obtained items? I bought a Minishark from the Arms Dealer that had the Deadly prefix, which this site says is impossible because it has no knockback. It seems you can obtain items with various prefixes, but cannot reforge them as such.

Since the values of these properties can vary, should the complete value ranges be included? Should we also display some sort of rarity modifier (eg Menacing on a Cobalt Shield makes it red, while a Shackle turns orange)? --Machetes and Sauce 15:50, 3 December 2011 (UTC)

Yes we should, but I don't have access to those values, I made the "Complete List" table based on values there were before, I don't know who put them here. It was suggested to make a table out of it, so I took some time and made one. The best way should be searching in game files. Does someone have access to these values? --Nailer
Oh, I get it now. The modifiers are always the same, but the displayed value changes due to rounding. I guess the values are better left alone, then. --Machetes and Sauce 18:43, 4 December 2011 (UTC)


The Magical Harp and the Clockwork Assault Rifle don't seem to have access to higher level reforgings. I cannnot get Godly, Mythical (for Harp) or Unreal (for Assault Rifle) for any of them despite hundreds of reforgings. Can someone confirm, and if so is this a bug?

- I can confirm it. Not sure if it's a bug, though. Should we also list things that cannot be Reforged, like the Harpoon? BetrayerOfNihil 17:04, 4 December 2011 (UTC)

Seems Star Cannon got this limitation as well. After 500 platinum worth of tries it didn't get Godly or Unreal; also noticed deadly was nerfed for it as that only gave damage and speed bonuses. --ShadowTani 10:05, 6 December 2011 (UTC)
It has been listed elsewhere, but any weapon without a knockback value (Star Cannon, Magical Harp, Clockwork Assult Rifle, etc.) does not have access to any mod values with knockback modifiers, which unfortunately includes all the top level mods (Godly, Legendary, Mythical, and Unreal). Also, you probably got the 'Common' deadly instead of the 'Ranged' deadly. --TheBaron 02:34, 9 December 2011 (UTC)

It seems that items with mods lose the mods if the player dies while carrying them. This could be a bug. Should it be listed here? Confirm? 95.16.152.222

It happens for me too, when dropping items when I die using a mediumcore character. But I've seen videos of people playing in softcore (items are not dropped) not losing their stats when they die. So I think this is an anomaly.83.202.39.252 23:05, 13 December 2011 (UTC)
This was a bug, it was corrected in 1.1.1. Xirema 21:37, 15 December 2011 (UTC)

Editing an adamantite drill over one hundred and fifty times, I only came up with Keen, Demonic, Damaged, Zealous and Hurtful as prefixes, Demonic being the best. Haven't tested this with lesser drills. Also couldn't get a hamdrax past Godly. PlagueOfCats 09:24, 6 December 2011 (UTC)

It says on the page that spears only use common but a Gungnir can be Legendary: [1]

Well, damn. Blew through 300+ platinum, still stuck on "Godly" Gungnir.

You can mod weapons using an inventory editor. My friend made a legendary gungnir and even a legendary 5 stacked light disc set. These are illegit as the actual mechanics of reforging don't allow you to do it. -Ecksplisit

Really? I'd be glad to stop wasting reforging funds if that really is the case. I was starting to go insane.

Just curious, but some items cost roughly the same each time I reforge them (ie Vilethorn), goes up if it has a good mod and down if its a bad mod, but others will continue to get more expensive with each reforging (ie Molten Pickaxe). Is this a bug or intentional?


Godly Hamdrax

I have a legit Godly Hamdrax. I think the wording on this could therefore be improved, as it suggest the Hamdrax is a drill and can only go as high as Demonic.

"Flails, Spears, Boomerangs (except for the Light Disc), Chainsaws and Drills (including the Hamdrax) can only have universal prefixes (because they can't have their speed modified). The best prefix for a Drill without knockback is Demonic. Universal mods can also be found on all other weapon types. The best universal prefix is Godly."

PS: I know they can be figured out from this guide for the most part, but is anyone considering putting together a list that explicitly states the best modifiers for each weapon? I realize you could argue things like high-damage mods being better than the "best" modifier in some cases, but still think it would be much quicker as well as easier for newbs.

Tier Modifier

What is a tier modifier? Is it related to what items can have which enhancements? --Theothersteve7 19:53, 5 December 2011 (UTC)

It's related to the items rarity/power level which is represented by the color code the name of the item has. Better enchants increases this tier more. --ShadowTani 10:15, 6 December 2011 (UTC)

Sell value

Should we also start calculating/recording how each of these mods affect the sell price? --JonTheMon 20:51, 6 December 2011 (UTC)

Crit chance percentage vs. percentage points

http://www.xkcd.com/985/

The article should clarify that (if I'm not mistaken), the crit chance bonuses are percentage points, not percentages. As an example: if a weapon's default crit chance is 4% and it has, say, a +10% crit chance bonus, then its crit chance is 4% + 10% = 14%, not 4% * (1 + 10%) = 4.4%, which is a huge difference.

The modifiers are indeed percentage points, but that's clear enough for most because all items affected have the displayed values modified accordingly in-game. For example, a Godly Fiery Greatsword is listed as having "10% critical strike chance" in my inventory, as well as clarifying below, in green, that it has received a "+5% critical strike chance". 190.55.92.154 23:57, 10 December 2011 (UTC)


Magical Harp best prefix.

I think that Demonic is better than Mystic. Because it gives damage / critical hit change. While Mystic will give less bonus damage and only a mere mana cost reduction which is useless when you are using a mana flower + greater mana potions.--Preceding unsigned comment added by 189.69.195.254 (talk • contribs)

I wouldn't say useless, as it still reduces the cost of use. However, I would tend to agree with you on the other points. -- TechpriestMagos 23:19, 21 December 2011 (UTC)
damage per cost is one form of dps calculation that is important. 98.134.132.175 23:30, 21 December 2011 (UTC)

tool reforge bug(?)

After hundreds of reforgings, I couldn't seem to get a legendary, or other prefix that increases rarity/tier by 2 on the copper axe or the wooden hammer. This is despite the page saying that ALL swinging melee weapons should be able to get any and all melee prefixes. Can someone with access to the source code verify this? Surhotchaperchlorome 02:53, 23 December 2011 (UTC)

Bug Reforge

Hello. I want to report a bug about reforge. When you change the language of the game and then wants to reforge any weapons, it disappears. In the English language works perfect. In other languages the problem occurs.

(Sorry for my english) --ZebaX 22:10, 20 January 2012 (UTC)

Indeed. This has happened to my wife. We were both playing in the same world, co-op, and I reforged without any problem (my client is in English), on the other hand her items vanished when she tried to reforge them (her client is in Spanish). --186.222.37.10 03:57, 5 February 2012 (UTC)

Magic Weapon Prefix: Adept

I just reforged a Vilethorn and got an Adept Vilethorn. But it says "-17% mana cost", not -15%. Was this a patch change, or is the in-game text wrong?

Or didn't you read the bold text? So many options. --Icke 23:06, 23 February 2012 (UTC)

Does Mana Cost Round Up, Down, or Both?

I'm curious what would happen if, say, you had a Mythical Aqua Scepter (which takes 7 mana). Mythical reduces the mana by 10%, but 10% of 7 is 0.70 mana. Would it round the mana reduced up to 1, or down to 0? The reason I ask is that it seems like different stats - like Price and Damage - have different rounding rules.

For example, Musket Balls cost 7 copper, and items sell for 20% (1/5) of their Value. 8 × 20% = 1.6, but even though 2 is the nearest whole number, Musket Balls round down to 1. But then I have a +10% damage Harpoon (25 base damage) that rounds up from 27.5 to 28. So since it seems like we can't always rely on one stat rounding the same as another, I'd like some kind of proof of the rules for how Mana Cost in particular rounds - whether it be to the nearest whole number, or always up or always down.

Can someone screenshot a Mythical Aqua Scepter's tooltip for me (or Laser Rifle, Space Gun, Magic Dagger, or Crystal Storm, since they would all require rounding up to one for any reduction in mana cost)? I've spent about a platinum trying to get a Mythical reforge on mine, but no luck. Thanks in advance to anyone who's nice enough to satisfy my curiosity! --Moxie 00:35, 11 May 2012 (UTC)