Talk:Expert Mode

Some enemies have 3x more health. Pinky has 300hp instead of 100hp in expert.

Just was wondering if anyone was able to definitively identify how much more effective the defense statistic is for Expert mode, as I'm not seeing a huge difference at all (and in some cases I feel like it's even worse than before) --Racf92 (talk) 18:17, 4 July 2015 (UTC)
 * Take a look at the defense article. There you can find a formula for the expert mode defense stats. -TheFrostSpark (talk) 22:34, 10 July 2015 (UTC)

Move to Expert mode
This is probably the most pedantic move suggestion the wiki has seen in a while, but I'm proposing it anyway.

Generally, for pages with "convenience names" rather than proper titles, it's standard to only capitalize the first letter (see Palladium armor et al, Projectile melee weapons, Game controls etc). I don't believe that the term "Expert Mode" itself is actually used in the game anywhere (world creation and accessories only refer to "Expert") so the decision to append "mode" was made here, by one of us. It'd be more consistent to have the page titled "Expert mode", and it'd look better on the Game Mechanics template (which needs to be added here, as well as adding Expert to the template).

I'll probably make this change tomorrow morning or in a couple of hours if no one objects. I'm basically suggesting that the m be made lowercase- I don't think I need to write up an airtight case for it. Agree/disagree? Gearzein (talk) 03:35, 28 July 2015 (UTC)
 * Fine by me. I created the title, as I could've sworn the term "Expert Mode" appeared on the world creation page that had those options, but checking now showed it actually doesn't. I think you can go ahead. Equazcion  ( talk ) 03:55, 28 Jul 2015 (UTC)
 * Correction, the term actually appears capitalized in the 1.3 changelog. My vote would probably then go to leaving it as-is, but I really don't feel strongly about it either way. Nothing would really change technically. Equazcion  ( talk ) 03:57, 28 Jul 2015 (UTC)
 * Eh, it's a section header, and it's followed immediately by an uncapitalized variant. I've gone ahead and moved it. Gearzein (talk) 04:08, 28 July 2015 (UTC)

Changes with Vampire/Spectre healing
Just was curious if anyone has been able to identify how much of a change the healing has been changed whilst using either the Vampire Knives or Spectre Hood. For myself, I've only seen the spectre hood fail to heal when using stronger magic items. It's strange but i've had issues healing using Lunar Flare, for example, but Razorback Typhoon works just fine. And I really never noticed as much of a change with the Vampire Knives save for the healing multiples may be slightly lower. --Racf92 (talk) 22:10, 31 July 2015 (UTC)
 * Reduced from 36 life steal per second (with a 80 life steal buffer) to 30 life steal per second (with a 70 life steal buffer). (As long as the buffer is not empty you can steal that amount immediately. After that you are limited to the amount per second you are given.) --0icke0 (talk) 10:07, 2 August 2015 (UTC)
 * That's odd, does this buffer in question stop you from healing at any point? --Racf92 (talk) 02:34, 7 August 2015 (UTC)

Developers Items
The Developer Items do not give Debuffs as of 1.3

"On the Pc only.png Desktop version, a random set of developer items can rarely (1/20 or 5% chance) drop from a Hardmode boss's Treasure Bag in an Expert Mode world. These were unobtainable before the 1.3.0.1 update, and if somehow worn they would inflict a variety of debuffs on the wearer, thus rendering them useless.

On the Console only.png Console version and Mobile only.pngMobile version, developer items are unobtainable legitimately. If received through glitches, hacks, or inventory editors, the items, unlike the Desktop version before the 1.3.0.1 update, will not give any debuffs to the player." Ethanli702341 (talk) 22:01, 5 May 2016 (UTC)