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Shadow Maul should have a bit of its durability restored each time it's used to kill a mob/boss.


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1 hour ago, Tranoze said:

Compare that to image.png.87ee0549418337bb734c74781bf5b259.pngonly need you to eat banana shakes and deal steady 42.5 damage to normal mobs, 29 damage to planar mob (equal cowl max stacks)

Gestalts can very easily miss especially on the newer fast moving enemies, dealing 0 damage. 
 

With the other damage boosting helmets your damage will never miss and doesnt require stat management to upkeep. 

9 minutes ago, arubaro said:

The maul heals

And after it fully heals the user, what's next? Only the ramping damage remains. Oh, y'know, the same thing with Shadow Reaper.

"But +4 damage is great you know, don't underestimate it-" Yeah, right. :roll:

2 minutes ago, Ohan said:

Gestalts can very easily miss especially on the newer fast moving enemies, dealing 0 damage. 
 

With the other damage boosting helmets your damage will never miss and doesnt require stat management to upkeep. 

Same as image.png.5492aa5222e724fd08dfbdd5e68ab0df.png if you get hit or not attacking for 3 seconds. The comparison are there to say maul are far from being highest dps weapon in the game, it just a weapon with total 60 damage base after fully stacked to lv 3.

10 minutes ago, Tranoze said:

Same as image.png.5492aa5222e724fd08dfbdd5e68ab0df.png if you get hit or not attacking for 3 seconds

That is very clearly not the same thing as gestalts, which are completely out of ur control, missing. 

1 minute ago, Ohan said:

That is very clearly not the same thing as gestalts which are completely out of ur control missing. 

ye it is worse. Gestalt can miss but when it hit, it hit for 42.5.
If you spend more than 3 secs to dodge boss, image.png.5492aa5222e724fd08dfbdd5e68ab0df.pngreset back to 5 and require 5 conclusive hit to reach back to 29 damage.
If you can hit boss 5 times in a row, gesalt probably hit 4 of them.

1 hour ago, Tranoze said:

Same as image.png.5492aa5222e724fd08dfbdd5e68ab0df.png if you get hit or not attacking for 3 seconds. The comparison are there to say maul are far from being highest dps weapon in the game, it just a weapon with total 60 damage base after fully stacked to lv 3.

Is how it works, is funnier than simply flat buffs...also it doesn't need to have the best dps because it heals

If you dont like the damage,  the healing or the fact that you have to feed it every many minutes you all have other planar weapons to fit your playstile

3 hours ago, Tranoze said:

If you want fair comparision for only hat and weapon:
image.png.3a2cffd13873194f97858d1c41d06b24.pngimage.png.5492aa5222e724fd08dfbdd5e68ab0df.png 38(27) + 22 + 29 = 89 damage vs normal mob, 78 vs planar mob without allignment.
image.png.87ee0549418337bb734c74781bf5b259.pngimage.png.7246188df39464af3d7550efab790f7e.png38(27) + 30 + 42.5(29= 110 damage vs normal mob, 86 vs planar mob without allignment.
With alignment, maul deal more damage to lunar and sword deal more damage to shadow, each 10%.

Yes, but you won't have all of the times sanity above 85% and you won't heal any health without the sword.

4 minutes ago, Sacco said:

Yes, but you won't have all of the times sanity above 85% and you won't heal any health without the sword.

It is a fair comparison after all. Condition for both hat to work is quite hard. Back when i test heath bar mod to check how good reaper is, i realized 3 secs is a very small window you can easily miss.

And my message is for people who claim maul is one of highest dps weapon in the game while in fact it is not. I do not comment about how good bad or ugly the healing is.

Personally, after trying crafting and using maul in 3~5 different public worlds, my take is the journey to get maul to lv 3 is pretty fun, but the mainteinance needed for it after it reach lv 3 is not. I have the urge to kill anything i see to keep maul not lost durability, which in reverse, reduce maul durability because i used it, and i have to constantly visit cave to make more repair kits, which often require me to wait 1~3 days because someone else already killed outpost before. Maybe things could be better in solo world where the 3 days cooldown doesnt matter that much on how many repair kits one can have.

15 minutes ago, Tranoze said:

I have the urge to kill anything i see to keep maul not lost durability, which in reverse, reduce maul durability because i used it, and i have to constantly visit cave to make more repair kits, which often require me to wait 1~3 days

Yes. To keep it fed, you gotta kill things. To keep it alive, you gotta use repair kits. And again, the level 3 Maul eats through a LOT of repair kits just to make it relevant. And again, the lifesteal per hit stinks.

You can have a low durability Maul with full hunger (and just repair it), but not a high durability Maul with zero hunger BECAUSE it will drain said durability until it was fed. Again, counterproductive to the whole 'repairable' weapon shtick.

Given the current trends of this post, do players want damage from the Maul than I think they do? I think it's OK that even to becomes Maul is most weak damage than any other Planar Weapon if it has decent amount lifesteal.

2 hours ago, arubaro said:

Is how it works, is funnier than simply flat buffs...also it doesn't need to have the best dps because it heals
If you dont like the damage,  the healing or the fact that you have to feed it every many minutes you all have other planar weapons to fit your playstile

Good point.

The current Maul is almost no reason or unique abillity to stick with it, so easily replaced by other planar weapon. It's really shame that this is the most end-game item in this game.
The previous Maul(and Batbat) filled a niche for fighting while recovering health.

1 hour ago, SilverSpoon said:

Given the current trends of this post, do players want damage from the Maul than I think they do? I think it's OK that even to becomes Maul is most weak damage than any other Planar Weapon if it has decent amount lifesteal.

Good point.

The current Maul is almost no reason or unique abillity to stick with it, so easily replaced by other planar weapon. It's really shame that this is the most end-game item in this game.
The previous Maul(and Batbat) filled a niche for fighting while recovering health.

This isn't terraria

20 minutes ago, SilverSpoon said:

image.png.ed4010f9811fc876d2a76741ac624d8b.png

What offtopic im generating by saying that this game never had lineal progression with items made clearly to replace previous items???? Makes no sense for the maul to be better in any scenario than the rest of planar weapons when you can have them all at the same time.

Horrible design, klei is better than that

That lines show your inner frustration that you use against me for not agreeing with you

27 minutes ago, arubaro said:

What offtopic im generating by saying that this game never had lineal progression with items made clearly to replace previous items???? Makes no sense for the maul to be better in any scenario than the rest of planar weapons when you can have them all at the same time.

Horrible design, klei is better than that

I agree with that. That's why when I argue that buff of Maul is necessary, I'm also saying that I don't mind lowering Maul damage, actually I don't like that the current Maul is a superior replacement to Reaper in terms of damage.

27 minutes ago, arubaro said:

That lines show your inner frustration that you use against me for not agreeing with you

All of inner frustrations I have for you is that you don't follow the community guidelines, and you have no intention of following the community guidelines.

In fact, I've met plenty of people who have disagreed with me, and I've respond normally to them. Even you, would have responded normally as above, if you didn't throw a nonsense like "This isn't terraria".

And I have to laugh when who notorious for being "you use against me for not agreeing with you" says so.

6 minutes ago, SilverSpoon said:

agree with that. That's why when I argue that buff of Maul is necessary, I'm also saying that I don't mind lowering Maul damage, actually I don't like that the current Maul is a superior replacement to Reaper in terms of damage.

I wouldn't mind an adjustment based on buffs at the cost of nerfs and i agree that the scythe should be the top damage dealer since is their whole thing

The problem is that it can end up as a planar batbat which is a non creative solution 

37 minutes ago, arubaro said:

The problem is that it can end up as a planar batbat which is a non creative solution

How about this; the Maul can restore a bit of its durability only at level 3. Even better, if you already have full HP via the Maul's lifesteal and the mob is still alive, when it dies later on, the durability regain is given to the Maul. That's great, right?

3 hours ago, arubaro said:

The problem is that it can end up as a planar batbat which is a non creative solution 

(I know this may be unreasonable compares but) if the Nightmare Saddle is just a planar saddle, the Howlitzer is just a cheap blow dirts, and the Polar Bearger Bin is just a rope-free bundling wrap, and that haven't make backlash from the community, I don't think it's bad to being just planar batbat...

Also, at least I think it's definitely better than the current "Just more planar Shadow Reaper (with Axe)"

8 hours ago, Tranoze said:

Always wear doesnt mean the max damage bonus always there like i mentioned earlier. 
Case 1: Void cowl require you to not being hit for damage bonus to not decay.
Case 2: Damage bonus decay after 3 secs.

For most new planar enemies that require you to dodge to apply case 1, you often have to dodge them for quite a long period, which trigger case 2, reset all damage bonus. Some boss can be stunned for 10+ hits, but you can only do that few times per fight, after that, boss doing rampage and you reset cowl again back to 5 planar damage start.

Compare that to image.png.87ee0549418337bb734c74781bf5b259.pngonly need you to eat banana shakes and deal steady 42.5 damage to normal mobs, 29 damage to planar mob (equal cowl max stacks)

Your case: perfect condition, light all set up.
image.png.3a2cffd13873194f97858d1c41d06b24.pngimage.png.2055a37e93a76a5d91c6d5b24bd2a4ce.pngimage.png.5492aa5222e724fd08dfbdd5e68ab0df.png
Other case:
Fight at night/cave where you dont wanna waste star caller because the fight is not that long:
image.png.3a2cffd13873194f97858d1c41d06b24.pngimage.png.f1c667d20882769bf2c68c0e7a170973.pngimage.png.5492aa5222e724fd08dfbdd5e68ab0df.png High speed build
image.png.3a2cffd13873194f97858d1c41d06b24.pngimage.png.2ea8608d0fe5f5ae8b75f2dddd76f400.pngimage.png.87ee0549418337bb734c74781bf5b259.pngHigh damage build

Fight when your cowl break but you have to continue anyway:
image.png.3a2cffd13873194f97858d1c41d06b24.pngimage.png.1635cdd344176740757d38434fd3321e.png
If you say void cowl never break and you always have 10 image.png.6d0b168f9c93b25d3bd8f506836a4eea.png with you, might as well bring image.png.c3d53c0a28a092d300aad2cdd4be260a.pngimage.png.db883b5526f084dcfb7b9a7dbd689188.pngimage.png.d82cfcdfaebb5ac8dfc1282d0fe3a48c.pngimage.png.53826fa7f99f8227b8d34ad92bf7b406.pngimage.png.87ee0549418337bb734c74781bf5b259.png...

the wolfgang situation can't always be replicated.

YOU NEED RAIN, YOU NEED THE RESOURCES TO HAVE THAT CHILLY CHAUD FROID AND YOU CAN'T JUST RABDOMLY EAT A CHAUD FROID TO KULL A COUPLE OF ENEMIES.

16 minutes ago, Anis5240 said:

How about this; the Maul can restore a bit of its durability only at level 3. Even better, if you already have full HP via the Maul's lifesteal and the mob is still alive, when it dies later on, the durability regain is given to the Maul. That's great, right?

Is a fitting idea 

7 minutes ago, SilverSpoon said:

(I know this may be unreasonable compares but) if the Nightmare Saddle is just a planar saddle, the Howlitzer is just a cheap blow dirts, and the Polar Bearger Bin is just a rope-free bundling wrap, and there's no backlash from the community, I don't think it's bad to being just planar batbat...

Also, at least I think it's definitely better than the current "Just more planar Shadow Reaper (with Axe)"

Nightmare saddle is awful, makes the war saddle obsolete and can be crafted faster because isnt attached to rng. The only scenario were the war saddle is better is when you want to use volt goat jelly. Bad design

Howlitzer has less damage than blowdarts and dont scale with volt goat jelly as good. Is just better because the ammo is free compared to damn white feathers. Are different items with different design

Bearger bin is far from being a ropeless bundle wrap.  Is exactly what makes dst good. An item that works in a different way than other without stepping on top of the other. Is like fridge and saltlick, void armor and BQ crown, hambat, thulecite club and dark sword.... perfect designs for a real sand box

Maul being a planar batbat is as creative as how other games c&p the same weapon with other colour but higher damage made of the same ore with different colour that you adquired by the same mining mechanic but with a pickaxe of other colour... i think klei is capable of doing original stuff instead of the same cr@p that other studios are doing to get easy money from people who is okey with such bland and brainless designs

 

14 minutes ago, SilverSpoon said:

Also, at least I think it's definitely better than the current "Just more planar Shadow Reaper (with Axe)"

Well... it heals at the cost of sanity. That only is good and interesting for me. I wish it has less damage

It also has a hunger mechanic but is barely noticeable unless you wanna make drama like others above saying they are wasting all their resources on the weapon (clearly a lie or they dont understand the mechanic...)

27 minutes ago, arubaro said:

It also has a hunger mechanic but is barely noticeable unless you wanna make drama like others above saying they are wasting all their resources on the weapon (clearly a lie or they dont understand the mechanic...)

Again, I already gave an example. You wasted the durability on the Maul just to prevent it from starving. And you can't afford to make it break after fighting 9 bosses to get to the level 3, now do you? So it's a never-ending chore of getting it fed while also not letting it break. And you WILL waste tons of repair kits for that.

That's what make people not happy with the Maul. If it can just regain the durability after killing mobs (the bigger the mob's HP, the more it can restore its uses), then it'd be more than fine and a LOT more interesting than just +4 Reaper.

41 minutes ago, arubaro said:

Nightmare saddle is awful, makes the war saddle obsolete and can be crafted faster because isnt attached to rng. The only scenario were the war saddle is better is when you want to use volt goat jelly. Bad design

Howlitzer has less damage than blowdarts and dont scale with volt goat jelly as good. Is just better because the ammo is free compared to damn white feathers. Are different items with different design

Bearger bin is far from being a ropeless bundle wrap.  Is exactly what makes dst good. An item that works in a different way than other without stepping on top of the other. Is like fridge and saltlick, void armor and BQ crown, hambat, thulecite club and dark sword.... perfect designs for a real sand box

I won't argue with this point because it's a matter of personal thinking. For me, Howlitzer is a cheap blow dirt, and the Polar Bearger Bin is a rope-free bundling wrap (about regarding transporting food).

41 minutes ago, arubaro said:

other games c&p the same weapon with other colour but higher damage made of the same ore with different colour that you adquired by the same mining mechanic but with a pickaxe of other colour... i think klei is capable of doing original stuff instead of the same cr@p that other studios are doing to get easy money from people

41 minutes ago, arubaro said:

barely noticeable unless you wanna make drama like others above saying they are wasting all their resources on the weapon (clearly a lie or they dont understand the mechanic...)

Seriously, even not to me, must really you say these unnecessary and toxic swears? Please stop.

51 minutes ago, Anis5240 said:

Again, I already gave an example. You wasted the durability on the Maul just to prevent it from starving. And you can't afford to make it break after fighting 9 bosses to get to the level 3, now do you? So it's a never-ending chore of getting it fed while also not letting it break. And you WILL waste tons of repair kits for that.

That's what make people not happy with the Maul. If it can just regain the durability after killing mobs (the bigger the mob's HP, the more it can restore its uses), then it'd be more than fine and a LOT more interesting than just +4 Reaper.

And again, i build for hundreds of days and only experience the maul asking for food 2 times were i simply killed a couple the bees or repaired a wooden  wall with twigs from my roads to stop the hunger

I dont see how that can waste tons of durability and repair kits... and if someone plays so passive to the point of the maul never eating then why they are choosing the maul in the first place?

18 minutes ago, arubaro said:

And again, i build for hundreds of days and only experience the maul asking for food 2 times were i simply killed a couple the bees or repaired a wooden  wall with twigs from my roads to stop the hunger

I dont see how that can waste tons of durability and repair kits... and if someone plays so passive to the point of the maul never eating then why they are choosing the maul in the first place?

I think he is referring not only to the durability loss during starvation, but also to the durability loss due to "feeding". A level 3 Maul has a hunger drain of 12 per minute, so it is forced to lose 1% durability every 8 minutes. Considering that the punishment for a broken Maul is too extreme so people feel pressured to manage the durability of their Maul, this durability loss could be quite a mental and kits burden.

7 minutes ago, SilverSpoon said:

I think he is referring not only to the durability loss during starvation, but also to the durability loss due to "feeding". A level 3 Maul has a hunger drain of 12 per minute, so it is forced to lose 1% durability every 8 minutes. Considering that the punishment for a broken Maul is too extreme so people feel pressured to manage the durability of their Maul, this durability loss could be quite a mental and kits burden.

Yes. That's the problem the Maul has.

27 minutes ago, arubaro said:

only experience the maul asking for food 2 times

I too, had the experience 2 times now. It's just a lucky thing that its durability at both times are high enough to prevent the durability drain from going down further by the time I found a mob to feed it. Again, just imagine if you have a low durability Maul, and then it starved and broke. Hours of your hard work, gone in an instant.

8 minutes ago, Anis5240 said:

Yes. That's the problem the Maul has.

I too, had the experience 2 times now. It's just a lucky thing that its durability at both times are high enough to prevent the durability drain from going down further by the time I found a mob to feed it. Again, just imagine if you have a low durability Maul, and then it starved and broke. Hours of your hard work, gone in an instant.

That is unlikely because it tells you, you have plenty of time to use a kit/bundle and look after a mob or a wall

17 minutes ago, SilverSpoon said:

I think he is referring not only to the durability loss during starvation, but also to the durability loss due to "feeding". A level 3 Maul has a hunger drain of 12 per minute, so it is forced to lose 1% durability every 8 minutes. Considering that the punishment for a broken Maul is too extreme so people feel pressured to manage the durability of their Maul, this durability loss could be quite a mental and kits burden.

Im not against their idea of recovering durability by killing but, unless you feed it with a boss, you barely lose durability by feeding it

Sure, is a little more expensive than the scythe but both weapons,  and all the new gear in general, are so damn cheap that is barely noticeable for me

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