Guide talk:PvP

I like the concept of the page, but maybe the PvP page should be turned into one explaining the pvp system (The colored teams and pvp flag) and such and create a "Trap Design" subpage that would be included in a "See Also" at the bottom of PvP. - Shadowclaimer 17:55, 19 May 2011 (UTC)
 * That stuff will come in time. -- Wynthyst [[Image:User Wynthyst sig icon.png ]] talk  18:10, 19 May 2011 (UTC)

This page neglects to mention the Star Fury sword if you're fighting in the open. The stars deal about 20 damage a pop and WILL knock back other players and can KEEP them knocked back if you constantly swing.

Also, Armor needs to be included in the damage calculations -Cyprex

I will work on explaining the PvP system! Thanks for bringing that up! Also can anyone confirm this? Star Cannon The star cannon does 134 damage per shot to a full molten armor (38 def) charater with an obsidian skull (2 def) and a cobalt shield (2 def). So 134 + 21 = 155 base damage assuming 2 def points reduces damage by 1 point. --Thanatos 17:13, 24 May 2011 (UTC)

Neglecting Defense
Because Terraria functions in set defense rather than percentage defense, pure potential dps may not be the best way to look at things. By this I mean, for example, rather than having 25% damage removed from every hit, there's a set amount like 15 damage being removed from every hit. This style of defense hurts weapons that rely on speed more than ones that rely on strong single hits. If I have a choice between a weapon that can do 60 damage and a weapon that's twice as fast that can do 35 damage, technically the faster weapon could do more damage over time disregarding defense. However, if the opponent is wearing armor that mitigates 15 points of damage (molten, should be 20 points but the set effect is non-functional at the moment) that changes the game. Now the first weapon is doing 45 damage a hit while the second is only doing 20 at 2x speed, meaning the first weapon has higher damage over time.

The main question to figure out is this: How much does defense matter?--24.162.201.114 11:41, 24 May 2011 (UTC)

Move
Currently, the article has been wrote in a way of "tips and tricks" and I'd consider it as a guide. In general, PvP article should explain what PvP is and how it works, and then link to this "guide" on See Also. Ju ze  12:22, 26 May 2011 (UTC)
 * I added a somewhat detailed intro to the PvP section, however I'm not sure how to write it as a guide as the basic principles of PvP are pretty self explanitory. I'll examine other guides and do what I can though!!! --Thanatos 20:14, 27 May 2011 (UTC)
 * This has been moved to the Guides namespace. I do agree that we could use a general PvP page in the mainspace. -- Wynthyst [[Image:User Wynthyst sig icon.png ]] talk  20:16, 27 May 2011 (UTC)

Topic headers
I added lvl 3 headers to the sections to make the TOC more functional as the page is getting longer. -- Wynthyst  talk  20:17, 27 May 2011 (UTC)

Damage and Armor
There's nothing on here mentioning damage formulas, I'm going to put that in as I've verified it all through extraneous testing. AzureShadow 21:36, 27 May 2011 (UTC)

Accessories
Is there really a need to simply restate the item description that can already be found on the item page? This section should be primarily about how the accessories affect pvp, not their general characteristics. Also, if you have a suggestion for how to improve the page, then place it on the talk page, not as a note inside the guide, or make the changes yourself. Thanks! -- Wynthyst  talk  05:32, 2 June 2011 (UTC)

Redundant classes should be collapsed together
Such as the Tank and P.R.O.

Rather than creating a new class for the P.R.O. we could just add a paragraph to the Tank about using ranged weapons. This goes for a number of other classes as well. Many of the scout/saboteur classes have nearly identical builds.

Grammar
Please take the time to edit any grammatical errors, typos or general bad writing you see. The PVP page suffers the most from this issue.