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)
 * you realize capitalizing all first letters independently of the importance of the word is an american hobby... you just need to see a scientific paper to understand nobody uses capitalization effciently, and it doesnt mean anything anymore.

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)

its is not a players difficulty setting
it is a world diffuculty setting, if anything. i really wonder how people can spread such confusion. hardmode is a worlds state. hardcore is a player difficulty setting. expert is a world difficulty setting. words are badly chosen, but they are sadly official, and we cant do better. at least be factually correct. if anyone thinks that expert mode is related to the player difficulty setting, i would be glad to hear its explanation. or sad. i wuld probably be sad. never had such problems on this wiki, but things all have a start it seems. 90.65.251.38 18:57, 5 August 2016 (UTC)
 * Nobody disagrees that expert mode is not a player setting, User:PowerManXD as far as I understand it, disagrees that it is a difficulty setting (for the world?). Please do not be offended, it is just a disagreement of two editors and nothing is decided, yet. As you can see I made an edit, which could solve the problem, but it is just a suggestion.
 * @User:PowerManXD I do not think he is starting an edit war (a suggestion you made on one of your edit comments). He made an edit, you changed it, he reverted it in the believe that you misunderstood him, and now he is using the talk page. It is reasonable. Flisch42 (talk) 23:17, 5 August 2016 (UTC)
 * it s better like that, flisch made a change. not sure the new versionb by ferretwings is better. its factually correct, but i m pretty sure we can alleviate a lot of confusion for new players if we can officialy talk about player difficulty settings for player modes, world difficulty settings for expert mode or not, and use world status for hardmode or pre-hardmode. or better yet, remove the bloody word hardmode from the game entirely. 90.65.251.38 20:02, 5 August 2016 (UTC)
 * Please remember to sign your name with the 4 ~'s. As for World Status, the Dryad uses that terminology to describe the amount of corruption in your world. The word Hardmode is in the game code. And player difficulty is discussed on the Difficulty page. It's fine to give players a link where they can get more information, but I would advise not going into too much detail on the Expert mode page. – Ferretwings  (talk ) 00:15, 6 August 2016 (UTC)
 * i cant see why the system cant sign it automatically... i ll try to add it. i forgot anout that dryad thingy, yes it could blow up denomination. but remeber this was the discussion about hardmode, not expert mode. as for the introduction of player difficulty setting, it was a confusion made bypowerman, which was used instead of the more correct world difficulty used to describe both hardmode and expert mode. thats why i was so upset about the correction of my, aguably perfectible post, to replace it with something factually incorrect. as for the world hardmode being in the game code, its not becasue its official thats its not utterly reprehensible. this game was constructed layers after layers, each one adding confusion...
 * @User:Flisch42 Yeah, that whole thing with the difficulty was pretty stupid, and looking back, I didn't realize I had misunderstood until it was over. At least it's over now, though. PowerManXD (talk) 01:40, 6 August 2016 (UTC)


 * Hardmode? You do realize this is the Expert mode talk page? :) In any case, the last change you made to the Hardmode page looks good. A definite improvement. Thanks :) – Ferretwings  (talk ) 01:49, 6 August 2016 (UTC)

Normal mode values compared to Expert values
I've just had a small poke around, and it seems that some damage/health values aren't exactly double. Some are almost triple, some are just one and a half. Is this usual? Because it seems very broad that some mini-boss health multiplier values for Expert seem slightly off balance when compared to bosses themselves. When I first read the description for Expert mode it said everything was double, so if you could let me know what's with this that'd be great. Also on some pages we need to specify what the Expert values in brackets mean, because I had to look at the code to figure out what it was, and regular viewers I don't think will go that in depth. Thanks --LordofEditing (talk) 04:30, 2 June 2017 (UTC)

Per-player Boss Health
It might be useful to rewrite the boss description for the "Multiplayer Factor" to include the direct calculation of the sum given by the described process: BaseMultiplayerFactor = f(n) = n - 1.95 * (1 - (2/3)^(n-1)) 23.241.59.25 08:25, 17 May 2020 (UTC)


 * woops incorrectly simplified the scale factor upon first paste. it's fixed now 23.241.59.25 08:45, 17 May 2020 (UTC)