How good is the lucky reforge?

Just in case you wanted more math
I didn’t check every single boss like I did in the defense video, but I feel like a pretty clear pattern established itself quickly.

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21 Comments

  1. Very good video (especially with the Monster Hunter cameo!), but you seem to have failed to mention that having a crit chance above 100 is super funny

  2. Idk whats more crazy. The amount of math and testing that goes into these videos or the seemingly impossible challenges you do. You've earned my sub

  3. So if I were to play as menacing summoner with ichor flask and my friend as lucky mage it would be marginally better than both of us going for menacing?

  4. I was kinda hoping to see it explained but nothing was shown about mages and mana sickness to see which is/could be theoretically better. Good video however 👍

  5. Speaking from my two years experience in League as a former Jinx main, yeah, crit rate is better than damage. What you generally want is any gear slot that can't boost crit rate boosts damage and attack speed, and every slot that CAN boost crit rate boosts crit rate. Boosting attack speed increases your crits per minute and boosting your damage increases the size of your crits. You really wanna be throwing as many crits as possible because it works out to more damage possible, plus getting a few crits in a row will really burst down someone unprepared.

    Then you abandon your team to fight 4v5 on mid, while you sneaky push top or bottom. The enemy team will be forced to choose between taking the advantage fighting your team, or sending someone to waste their time hunting you. I won a lot of games just sneaking on the other teams towers while everyone fought for control of mid. My "support" consisted of getting my ult up, and firing it from our nexus at their nexus right down mid during the mid fight where it would inevitably kill someone because Jinx ult gains damage the longer it spends in the air. I also used teleport to jump between lanes so that I could be super unpredictable and pressure both sides. I'd often get their jungle chasing me on bot, then hop to top and blow out a couple towers.

    It was all just insane enough to work. Like Jinx.

    So, here, for basically every class but summoner, you want gear that natively boosts crit, attack speed, and damage, and you want the modifier to all be lucky. Plus a movement item.

    Summoner is about making the game play itself, so you want to hard focus survivability and summon damage so you can pay full mind to looping through your whips.

  6. Just stopping by to say how i l9ved your description of health as a resource there are so many people in all different types of games that put focus on not losing any health when that is an available resource that your just handicaping away from yourself especially in games where you have some type of regen younalmost dont want to be at full hp becuase one of your core abilities is that hore ho regens but only to a point (full hp) so go ahead and take that small hit and start healing

  7. (Before watching the video)
    Probably want to balance Damage% and Crit% bonuses to be roughly equal due to diminishing returns. My guess, at least.

  8. Im not trying to be rude but are you trying to sound like that is or is that just an accent?
    Because it really annoys me and it doesnt help when you have a catguy pfp

  9. For the worthy unfortunately throws a lot of issues at wardimg builds by just making contact damage borderline instagib you even from some basic enemies – when a turtle spinning into you hits for over 700 damage, no amount of defense or survivability is going to be enough. I think people that see Menacing and Lucky as the best reforges, like myself, focus on this part of the game, ignoring that there's at least three other difficulties to play on, depending on how you count them.

    That being said, regarding health as a resource, I will die on the hill that Hallowed Armor letting you take 1 hit for free every now and then makes it the best pre moonlord set specifically for that reason – you can reliably let a hit connect, get no punishment for it, and use the opportunity to reposition yourself or stack melee damage or anything else you want to do. The fact that it still works regardless of difficulty, at least until Empress at daytime shows up, adds to it further.

  10. playing with damage optimization in mind simply is more fun for me, and that's exactly what i said after watching the defense video when one of my friends sent it to me

  11. finally someone mentioned the healt bas as a resource bar, this is one of the best explanations i have ever seen of why the amount of health left is not always an indication of skill, or lack there of. Speaking of health, can you analyse ways to make defensive builds that don't use warding? like using worm scarf, anch shield and other accesories to make up for a low defense on armor sets, while still using reforges that specialise in damage? it could be interesting to compare that to the same thing with a wading setup

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