Talk:Reforge

Since the values of these properties can vary, should the complete value ranges be included? Should we also display some sort of rarity modifier (eg Menacing on a Cobalt Shield makes it red, while a Shackle turns orange)? --Machetes and Sauce 15:50, 3 December 2011 (UTC)


 * Yes we should, but I don't have access to those values, I made the "Complete List" table based on values there were before, I don't know who put them here. It was suggested to make a table out of it, so I took some time and made one. The best way should be searching in game files. Does someone have access to these values? --Nailer


 * Oh, I get it now. The modifiers are always the same, but the displayed value changes due to rounding. I guess the values are better left alone, then. --Machetes and Sauce 18:43, 4 December 2011 (UTC)

The Magical Harp and the Clockwork Assault Rifle don't seem to have access to higher level reforgings. I cannnot get Godly, Mythical (for Harp) or Unreal (for Assault Rifle) for any of them despite hundreds of reforgings. Can someone confirm, and if so is this a bug?

- I can confirm it. Not sure if it's a bug, though. Should we also list things that cannot be Reforged, like the Harpoon? BetrayerOfNihil 17:04, 4 December 2011 (UTC)


 * Seems Star Cannon got this limitation as well. After 500 platinum worth of tries it didn't get Godly or Unreal; also noticed deadly was nerfed for it as that only gave damage and speed bonuses. --ShadowTani 10:05, 6 December 2011 (UTC)


 * It has been listed elsewhere, but any weapon without a knockback value (Star Cannon, Magical Harp, Clockwork Assult Rifle, etc.) does not have access to any mod values with knockback modifiers, which unfortunately includes all the top level mods (Godly, Legendary, Mythical, and Unreal). Also, you probably got the 'Common' deadly instead of the 'Ranged' deadly. --TheBaron 02:34, 9 December 2011 (UTC)

It seems that items with mods lose the mods if the player dies while carrying them. This could be a bug. Should it be listed here? Confirm? 95.16.152.222


 * It happens for me too, when dropping items when I die using a mediumcore character. But I've seen videos of people playing in softcore (items are not dropped) not losing their stats when they die. So I think this is an anomaly.83.202.39.252 23:05, 13 December 2011 (UTC)

Editing an adamantite drill over one hundred and fifty times, I only came up with Keen, Demonic, Damaged, Zealous and Hurtful as prefixes, Demonic being the best. Haven't tested this with lesser drills. Also couldn't get a hamdrax past Godly. PlagueOfCats 09:24, 6 December 2011 (UTC)

It says on the page that spears only use common but a Gungnir can be Legendary: 

Well, damn. Blew through 300+ platinum, still stuck on "Godly" Gungnir.

You can mod weapons using an inventory editor. My friend made a legendary gungnir and even a legendary 5 stacked light disc set. These are illegit as the actual mechanics of reforging don't allow you to do it. -Ecksplisit

Really? I'd be glad to stop wasting reforging funds if that really is the case. I was starting to go insane.

Just curious, but some items cost roughly the same each time I reforge them (ie Vilethorn), goes up if it has a good mod and down if its a bad mod, but others will continue to get more expensive with each reforging (ie Molten Pickaxe). Is this a bug or intentional?

Tier Modifier
What is a tier modifier? Is it related to what items can have which enhancements? --Theothersteve7 19:53, 5 December 2011 (UTC)
 * It's related to the items rarity/power level which is represented by the color code the name of the item has. Better enchants increases this tier more. --ShadowTani 10:15, 6 December 2011 (UTC)

Sell value
Should we also start calculating/recording how each of these mods affect the sell price? --JonTheMon 20:51, 6 December 2011 (UTC)

Crit chance percentage vs. percentage points
http://www.xkcd.com/985/

The article should clarify that (if I'm not mistaken), the crit chance bonuses are percentage points, not percentages. As an example: if a weapon's default crit chance is 4% and it has, say, a +10% crit chance bonus, then its crit chance is 4% + 10% = 14%, not 4% * (1 + 10%) = 4.4%, which is a huge difference.
 * The modifiers are indeed percentage points, but that's clear enough for most because all items affected have the displayed values modified accordingly in-game. For example, a Godly Fiery Greatsword is listed as having "10% critical strike chance" in my inventory, as well as clarifying below, in green, that it has received a "+5% critical strike chance". 190.55.92.154 23:57, 10 December 2011 (UTC)