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      • Crumble undead has a max hit of 15, 18 when paired with the salve amulet (ei). When wearing an Elidinis' ward (f), occult necklace, tormented bracelet, imbued god cape, ancestral robes, and staff of the dead (or similar +15% magic damage weapon), Crumble Undead has a maximum damage of 21.
      oldschool.runescape.wiki › w › Crumble_Undead
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  2. Sep 10, 2007 · The exp earned with Crumble Undead is 24.5 + HitDone*2 Your data says that you are averaging 38 exp per CU cast, so your average Hitdone is (38-24.5)/2 = 6.75 The "simple" expected value for HitDone is Maxhit/2 For CU that is 15/2 = 7.5 So, you are averaging 90% of the "simple" expected damage. That's sounds pretty good to me.

  3. terraria.fandom.com › wiki › DamageDamage - Terraria Wiki

    • Damage Types
    • Invincibility Frames and Piercing
    • Calculations

    Melee

    Melee weapons are used in close- to medium-ranged combat. Their defining trait is the fact that they do not consume ammunition or mana upon use. They are roughly categorized into swords, spears, flails, boomerangs, and yoyos. There are several other melee weapons not fitting any of these types. In total, there are currently 190 unique melee weapons.

    Ranged

    Ranged weapons are used in long-ranged combat. Their defining trait is the requirement of ammunition in order for the weapon to operate. They are roughly categorized into bows, repeaters, guns, and launchers. Although boomerangs are thrown, Terraria classifies them as melee weapons. In the PC version, Console version, Old-gen console version, Mobile version, Windows Phone version, Nintendo 3DSversion, and tModLoader version, all consumable weapons are classified ranged weapons. However, in th...

    Magic

    Magic weapons are used in medium- to long-ranged combat. Their defining trait is the consumption of manaupon every use. Due to their unusual and unique forms of attack, the majority of magic weapons can hardly be categorized into distinct types. In total, there are currently 77 unique magic weapons.

    Player invincibility

    After being damaged, the player gets a period of time called an "invincibility frame" during which they cannot be damaged again. By default this is 2/3 of a second (40 ticks), but various equipment can extend this: 1. Use of a Cross Necklaceor any of its upgrades will add another 2/3 of a second (40 ticks) after receiving any attack. (The Cross Necklace does not stack with its upgrades.) 2. If a Black Belt (or its upgrade the Master Ninja Gear, but the two do not stack) is worn, a successful...

    Piercing attacks against enemies

    Enemies get a similar but more limited effect from "piercing" and continuous attacks: Any damage source that can strike an enemy, and then remain able to cause damage afterwards. After being struck by such an attack, the enemy cannot take damage from another such attack for a brief period, usually 1/6 of a second (10 ticks). Thus, when in lava or when pierced by a persistent weapon such as a Vilethorn, they can take damage at most 6 times a second. However, for multi-segmented enemies (usuall...

    The damage that a player-wielded weapondeals upon hit is determined cumulatively: 1. Step 1: Apply weapon modifier 1. step1 = BaseDamage × (1 + WeaponModifier/100) 1. Step 2: Round to the nearest integer 1. step2 = round(step1) 1. Step 3: Apply all other mods (Armor, Accessories, Accessory Modifier, Buffs) added up 1. step3 = step2 × [1 + (Head + C...

  4. First, I went there with Chaos Gauntlets to see if the damage would stack to hit 1 point higher than it's normal max hit. As it uses a chaos rune, I'd think that this would work. Nope. Still hits 15.

  5. A consumable is an item that is removed from a player's inventory upon direct use. For items that are consumed from use of another item, see Ammunition. Some consumable items, like consumable weapons, may be recoverable as dropped items afterward in certain situations. There are some consumables that only cause a cosmetic effect, such as the Sparkle Slime Balloon. These have no effect on ...

  6. Effects. -10 defense and 0.7x damage reduction (if player) 0.92x damage reduction (if enemy) Tooltip. Your armor is damaged. Crumbling is a debuff that decreases the target's damage reduction. It can be considered a weaker version of Armor Crunch.

  7. Don’t think there is a way to take damage if you did the mechanic correctly Could be completely wrong tho Edit- it can splash and it seems to be around -65 when it can occur

  8. Aug 25, 2018 · Terrarian. Aug 25, 2018. #1. General notes. The best prefixes are Menacing, Warding, and Lucky. Warding is the safest choice if you're aiming for survivability. For increasing DPS, Menacing and Lucky can be considered roughly equal. However, Menacing has an edge when facing armored enemies; because critical hits double the damage of a hit after ...

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