I Made a Terraria Flail Update (ft. GitGudWO & Loaffy)

Weapon reworks are something I really enjoy doing in Tera and after adding weak points to Spears last month I want to give another weapon a try fla attacks can be divided into three states the first one happens when holding the left click and has the maze spinning around

The player it is thisly game but just like most hum play Styles loses inv viability pretty fast and sees little use outside of some cheesy strategies that often get patched such as the FED back knacks which could be used to slay panthera extremely fast and got heavily

Nerfed in 1.4 or abusing warm bosses like the D being frank though there are so many ways to annihilate this bus that this can’t even be considered as a per this attack method can s Sy some use against fighter type enemies that can take knock back but even there wrenched

Weapon are safer and often time better releasing the left click launches the fla forward all fles go in a straight line for a while before retracting and this can be used to hit and miss twice in most cases giving flails a mid-range use style that’s a lot more viable than

Spinning them in almost every situation and is what makes them usable against bosses at all at any point while launching or attracting it is possible to left click again and have the FL land on the ground until the player gets too far releases the button this is a cool

Mechanic but it has very little practical uses side of again dealing with one bosses and fighter enemies my take onw workk for this sub class will focus on making the true melee part of the attacks more viable that is the spin your style see the M class is called as

Such even though its viable weapons are those relying on ranged projectiles such as the new swords or to some extent Yos my goal is just like the spe work to make the subass more viable while keeping the melee melee I added charge bar to flails it

Takes a total of 5 Seconds to load while spinning the flail and a fully charge attack will do 200% damage to compensate non-charge flail attacks will only deal half damage this means every third of the charge bar increases the damage deal by 50% and the first third of the charge

Deals normal damage the states after launching the flail which are retracting and lingering on the ground also have their damage reduced by 50% but only increased by up to 75% at full charge for a total of 125% melee hits with the flail charge the bar faster which rewards Landing hit

In close range before launching the flail when retreating or when the enemy gets out of range charge does not increase spin hits damage however yet flails are now a lot better at dealing with boss minions such as Sant of Tulu or Biz before attacking the boss itself

They are also just as good if not better at dealing with one bosses due to their increased damage at full charge unlike Spears which have a clear flag in their code to indicate their weapon type and help with compatibility flails do not have any this means modded compatibility

Has to be done on a case-by Case basis by wh listing fla projectiles to work with my system if you are a developer and know a solution please contact me in the meantime I added compatibility for the torium mods and I’m open to adding new popular mods to the list if people

Ask or Implement mod cars for other developers to do it themselves a rework sub class means new accessories to go with it and just like with the spe rework I added a new crafting tree to look for starting off with the goblin greas which can be obtained from Goblin

Warriors during The Invasion or B from the tinkerer in hard mode so you’re not stuck in the recipes due to bad luck during an event it increases flare charge speed by 25% this charge boost also affects Mele hits with flares and will help launch powerful attacks more

Often next up is the Ember carving which is crafted with Embers and study fossils at an envil it increases flail charge damage by 50% and this multiplayer might not work as you expect rate of the bat taking a Max charge attack for example it will go from dealing 50 plus 150%

Damage for a total of 200% to 50 + 150 * 1.5 leading to 270 5% damage instead of the expected 300% only the damage I did by the charge is increased by this multiplier which is something I did on purpose for two reasons I don’t want endgame numbers to reach too high

Amounts especially since fles at this point deal a lot of damage up front I also want to reward Mele hits from spinning the flares and as such charge damage multipliers also increase the damage Dept by spinning attacks meaning a 50% increase will increase the damage

From 100 to 150% as the bar charges this make flare super powerful if you can stick to enemies for a long duration potentially a lot more than the weapons but again the close range and risk that come with it makes up for it all right no more numbers I promise these two

Accessories can be combined into the Ember Grace fitting all their stats into a single slot it is possible to equip ler versions of a given accessory but this is possible with any vanilla accessory and I don’t think this will cause balance issues the amember greas can be combined with an Avenger emblem

For added stats the mechanical greas totals 80% increased charge damage and 30% charge speed I won’t make the same mistake I did with the spear mod and give this Avenger emblem upgrade melee damage comments have pointed out that it was kind of overpowered for melee as a whole as taking melee damage increases

This way can become very strong very fast during hard mod the subclass desperately needs some defensive options or it won’t be able to keep up with damage from enemies given its short range underground desert enemies can drop a carabid which increases damage resistance by 20% and regenerates 10

Life every time a fully CH fa attack is launched I know how strong stacking damage resistance can be for that reason the damage reduction is multiplicative instead of adding itive with player endurance the heal is especially useful when charging and using as many FID charge attack as possible which happens

When the player is in close range and again rewards a true melee gameplay this accessory is extremely powerful but I think I’ve been careful enough to make it a strong asset for making fles viable without being overpowered finally it can be combined with the mechanical graas to

Get the scar Grace reaching 100% bonus charge damage and 50% charge speed along with the sky byol effects this accessory cannot be stacked with the sky byol for obvious reasons the flate weapon progression is my opinion really fine Ina there might be less of them than

Spears but they are more spread out in a way that there’s always an upgrade to look for maybe not having eight of them crafted with hard mod ORS helps to still they lack to good end game weapon I rework the flare run to work with the mechanics implemented by the mod it

Spawns bubbles while being spawn they amount increasing with the charge level likewise throwing it will spawn a large amount of Bubbles at higher levels of charge it is a fast and accurate weapon that should definitely be able to handle the moon Lord fight and finish the game

With the anchor has also been been reworked turning it from a very like cluster hly mod weapon to an actually usable one that’s slightly under the of Po in terms of DPS it has an extremely high base damage of 220 but swings very slowly and charges twice as slow as

Other weapons it is affected by gravity making it pretty bad when used in the air it’s a fun weapon to try and get Chey 1,000 damage crates with and becomes the best play in the game if you want to have it Linger on the ground it is however pretty bad at dealing with

Buses and you should definitely be looking for other options when fighting something that’s not the Destroyer if you have any suggestion for the mod please share them in the comments I’m definitely looking to update it in the future and just like with the spear video I will be writing down ideas also

Consider showing your appreciation to the video if you’re enjoying it thank you all right hello everyone three two and one let’s do this we just give it a go you might be thinking should I throw the sphere no I’m just going to spin it because I’m a I’m I’m a l dogger like

That okay fine I’ll throw it boom insane damage I need to use my Super Fart sling on occasion to get my he he told me to Stone he turned me to a rock he reset my flil what the let me test this thing real quick T it and

Then boom throw that’s huge stacking damage I think I’m the best R player ever look I just a new Strat where you can just throw the FL and then you run away okay can I like get up there and beat him up a little bit don’t do

That let me hit that dog look at that the but is charge the but is full I throw I throw I throw wo I drag it across his balls I’m very bad at managing charging the flail and still damaging the boss rather low that’s okay he’s done

He’s done he’s he’s still hitting me he’s still hurting me okay right now right now it kills now it kills now lity lity o never mind I want it to be epic what the oh insane oh I guess you can say the Flaming maze is no I’m not going to say

The light you got to pay for it thanks a lot for watching the video I hope you enjoyed it please consider subscribing to the channel if you want to see more of my work as always the mod is available in the Steam Workshop the link is in the description

In this video, I’ll be creating my take on a flail subclass update for Terraria.
It is focused on the “Melee” aspect of the flail attacks, which are in my opinion under utilized and not really viable.
Hoping you like it!

Thanks to @GitGudWO and @LoaffyEHEHE for helping me with this video 🙂

Get the mod :
https://steamcommunity.com/sharedfiles/filedetails/?id=3164271154

GitGudWO’s channel : https://www.youtube.com/@GitGudWO
Loaffy’s channel : https://www.youtube.com/@LoaffyEHEHE

Music used in my videos :
Terraria Soundtrack – Scott Lloyd Shelly (Re-Logic)
Stardew Valley OST – ConcernedApe
Cult of the Lamb (Original Soundtrack) – @RiverBoyBeats (Massive Monster)
Plants vs. Zombies Soundtrack – @supershigi (PopCap)
Fan Made Minecraft Music Discs – @LaudividniYT

This is a Terraria mod I coded using tModLoader. You can find most of my Terraria Mods on the Steam Workshop or the ingame tModloader Mod Browser.

#terraria #gaming

36 Comments

  1. what about launched flails though? Chain knives, chain guillotine, K.O cannon and Golem’s fist? There isn’t too many but they’re still a unique and fun weapon type

  2. The concept is creative and giving the spin attack more uses is something I like to see, however these reworked flails seem mostly too weak to be useful, at least until Scarab Grease. In fact they feel a lot less viable than the current flails overall. Spending several seconds to deal only twice the damage for one attack is not worth it, and not only that but you're basically forced to do it because you're going to deal little to no damage by spamming the flail which is usually the main viable way of using them. Sure you can equip those accessories for moderate flail boosts, however it's a big opportunity cost when you could be using other accessories like Worm Scarf, Cross Necklace, Pygmy Necklace and more.

    4:32 This isn't actually an issue. Melee can already stack glove accessories with Celestial Shell for big increases to Melee damage and speed, so another accessory that acts similar to Warrior Emblem in that case isn't actually a problem at all.

  3. Man i feel like chain knives and chain guillotines need some love, they're so hard to get and are so not rewarding, I feel like both should have one more projectile, especially the chain knives

  4. Les flails dans terraria c'est un peu les pire et les meilleurs armes de terraria donc voir un rework de ces armes c'est assez cool

    zenith rework bientôt ?👀

  5. dawg your actually my goat im making a mod pack where i improve vinnila make it pritty make the sub classes better and I've used your spear and now this mod please keep doing these sub class reworks maybe spell tombes because a lot of modes rework them but add bosses which I don't like.

  6. I like this change a lot for adding somewhat of a mini game but it might be more interesting to maybe making the spinning radius larger when first charging and make it shrink as the charge grows to incentivize throwing it

  7. You should probably make the flails get increased range both while spinning and when released the more charge you have. And maybe add afterimages for fully charged flails, just because it looks cool.

  8. One small thing you could do is change the charging color to start off red and turn green instead of starting off green and turning red since we mostly associate them with stopping and going (like a traffic signal)

  9. Just something to throw against to wall and see if it'll stick. Maybe when fully charged the mace can slow/repel projectiles; thus giving it more utility in combat and makes it a bit easier to get closer to the enemy!

  10. I'm also focusing on weapons in my mods. It's impressive how quickly you keep putting out high quality mods. I'll definitely be taking notes. I have some thoughts on this too:
    Charging up for just one double damage strike doesn't feel very rewarding. How about multiple strikes per charge, and the accessories add even more? Damage is just a number, but striking multiple times is a tangible event that you can actually feel. Plus, it means less waiting.
    Also, the flails are still limited by their extremely low range, even against EoC you were taking hits trying to get in range. How about giving the spin more range, and making it circular so it can hit enemies below you? You could make the spin radius bigger at low charge levels so that the lower reward is balanced out by a lower risk, and to make it easier to charge.

    P.S. Add something for the Blue Moon! It's such a cool weapon, but it gets immediately outclassed by Sunfury.

  11. I was playing around with Flails a bit and thought "they are cool, but they could use a tweak or two" and would you look at that, one day later you post video about reworked flails, lovely work !

  12. Honestly I'm not a big fan of adding accesories that are specific to one subclass but your idea seems pretty cool! I like that the new items are obtained from sources that don't have that much content (eg the goblin army)
    It's hard to say if the rework would improve flails, it probably needs more testing. I think a simple but important improvement to mid and late game flails would be increasing their swinging range. While goofing around with drippler crippler during a solar eclipse I noticed it's really hard to actually use the swing attack without getting hit. Of course you could say that you should launch them instead them but I think it would be better for them to be viable up-close too

  13. I know you probably won't do this but, maybe add a subweapon class to the flails called chain-daggers which has a longer range than a flail but slower spin. Would be more viable against hordes of enemies if you don't like holding down the flail.

  14. hm, this is cool, but i 100% agree with the comments: it's just not as clever as the spear rework, which makes you totally rethink your playstyle. increased spin range, increased defense while spinning, or something else needs to be changed to really make it pop.
    one idea i had was that if you hit an enemy while spinning, you automatically launch the flail at that enemy at full charge. this would make full charge easier to get, and spinning more rewarding. possibly you could simply have the option to release the flail instead of it happening without your input? just increasing the charge feels so slow, especially for bosses that move rapidly in expert and master mode.

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