Talk:Night's Edge

Is it a bug or some kind of ... er? The weapon seems to do 45 damage (42 vs a Zombie(6 defense), also 42 vs a Jungle Slime(6 def)), xxx vs a Snatcher(18 def), 43 vs a Jungle Bat (4 def), 45 vs a Green Slime(0 def). --User:Shrooms 04:21, 24 June 2011 (UTC)


 * Molten Armour now gives a 15% melee damage bonus when the full set is used. --94.192.184.187 09:01, 24 June 2011 (UTC)


 * Ooh I never noticed that. Thanks :) --User:Shrooms 14:55, 24 June 2011 (UTC)

speed
this weapon is going more faster than the Fiery Greatsword even though it says it's very slow; is that a bug?

Roaringjohn 19:22, 25 June 2011 (UTC) Nope it was changed to avarege speed in 1.6

Shadow/Molten Armor
I did some calculations and have found out that, according to the attack speed talk page, the Night's edge's base damage is 40 and its base speed is 31. If you crunch the numbers, using the methods discussed on Attack speed, then you will find that night's edge has a decreased useAnimation time of 25.75 (35 - (35 * .15) = 25.75) and a damage of 40. This turns out to be a DPS of 1.55 (40 / 25.75). Using the molten armor's damage increase of 15%, this works out to an increased damage of 46 (40 + (40 * .15) = 46). Therefore the DPS will be 1.48 (46 / 31 = 1.48).

The difference of Shadow armor's DPS (1.55) and Molten armor's DPS (1.48) is not that different (0.07), it would be better to equip molten armor and have an armor rating of 25, than to equip shadow armor and have an armor rating of 19.


 * The problem is that these numbers assume that the enemy has 0 defense. Very few enemies have 0 defense and the majority of enemies that do have 0 defense are One-hit killed anyways. When fighting an enemy with any defense raw damage gains an advantage for each point. This gives the molten armor an even larger advantage. --Moxxy 17:21, 29 June 2011 (UTC)

Hold Click Attacks
If you could hold down click to attack other then having to click each time would make this weapon so much worth using the Feral Claws. My friend uses two claws and favors his Muramasa... It would make sense because you use a Muramasa to make it --RadioActiveIt 01:03, 1 August 2011 (UTC)

Shortened?
It feels like it's shorter than in 1.0.5. Confirm? 75.36.154.249 04:43, 16 August 2011 (UTC)

Nights Edge
Does the sword give off a firey effect when the magma stone is in accesorys? Tuckerscottykittens (talk) 16:27, 26 June 2015 (UTC)
 * All melee weapons give off fiery particles when a Magma Stone is equipped. --KM100 (talk) 18:21, 26 June 2015 (UTC)

Talk about what is better (Pre-Hardmode) than the Night's Edge
When I played through, I got a Bee Keeper a good time before the Night's Edge, and found that having an Unpleasant Bee Keeper, compared to the Small Night's Edge that I crafted, was marginally better. Both weapons had practically the same size (maybe because I got "Small"), and found the Bee Keeper has auto-swing, while Night's Edge does not. Combined with the bee effect from the Bee Keeper, I found that the Bee Keeper was a generally better weapon. I know that it is still useful for getting the True Night's Edge, but on it's own it seemed worse than my current loadout at the time.

In theory Bee keeper Lost his autoswing and some damage and knockback but still its good weapon for confusing enemies until dao of pow

And if we consider that Nights edge is weaker than some of its components namely fast autoswinging Muramasa or damage on hit like Blade of Grass or Fiery Greatsword The advantage over that was High damage that matter otherwise it has medium speed, non autoswing and smaller range. Which was not great as breaker blade got buffed

So Muramasa for autoswing fast speed, Fiery Greatsword for on fire and Blade of Grass for Poisoned dont consider Lights Bane as its weak than other swords as its earliest and weakest component.

Decision: Keep Muramasa and either Blade of Grass or Fiery Greatsword. Redybird (talk) 17:36, 22 June 2020 (UTC)