Talk:Modifiers

Deadly Modifier
The Ranged modifier "Deadly" on Minishark shows 17% damage and 12% speed and has no Critical, Velocity or Knockback modifiers. Terraria 1.1.2 Screenshot: http://i.imgur.com/IAZY357.png
 * It has the Deadly modifier from the common section, which gives 10% damage and 10% speed. Furthermore, as noted multiple times on the page, the values may differ due to rounding. (e.g. the Minishark has 6 damage. 10% extra means 6.6 damage, which is rounded to 7 damage. The result is (7/6-1)*100%=17% damage extra. The same goes for the speed attribute.) --0icke0 (talk) 17:34, 29 September 2013 (UTC)

Sorry, I couldn't figure out the chart formatting, but deadly should say +12% speed and +8% damage, not 10 of each, at least for Melee modifiers. - 71.90.44.109 02:22, 5 November 2013 (UTC)

Mythical and Masterful on Console
I've found differences in the Console Version between Mythical and Masterful for Magic Modifiers where Masterful is a much larger -Mana Cost than Mythical, however on one table it lists the values as being the same for -Mana Cost. LodanSD (talk) 03:22, 20 December 2013 (UTC)

Different Mystic modifier
I got a Mystic Leaf Blower after beating Plantera, and it has +10% damage and -25% mana cost, while the table says Mystic is +10% dmg and -15% mana cost. Is this a new thing in 1.2?
 * More likely a rounding adjustment as well. 4*85%=3.4, rounds to 3, recalculates for display as (3/4-1)=-25%.

Sortable Table Bug
At least one of the sortable tables on this page (namely the last "complete list" table) is sorting percentage values alphanumerically. e.g. 18% is being sorted in between 10% and 5%. Specifically, I noticed this when sorting the complete list table by "Size". Sorry I don't have the knowledge of how to fix this. Roachy1 (talk) 05:58, 17 November 2013 (UTC)

Item Modifiers
Any item can be given a modifier via Invedits and using commands on servers such as Tshock, these modifiers can only be applied if they have ONLY speed or velocity buffs/debuffs, I don't know why this is, but you can get a Hasty Spooky Hook, which, using a calculator, should round to 17.8 velocity instead of 15.5, I'd like someone to confirm if this change in the velocity actually happens.

Delete Bug
The listed bug concerning deletion when exiting the reforge screen without completing the transaction is not correct for me on the PC version. If I walk away or use the Magic Mirror on accident (which I've done) the item is simply dropped where the Goblin Tinkerer was. Confirmation? Running latest version as of 1/22/2014.

Broken Modifier
The broken modifier should be -25% damage, not the previous -30% damage it used to be. --Feildmaster (talk) 14:24, 22 February 2014 (UTC)
 * Edit: I will test on a few more items to confirm. After reading some more notes I am unsure if what I'm seeing is correct or not. --Feildmaster (talk) 14:36, 22 February 2014 (UTC)

Mobile version
How do you reforge weapons gotten from a biome chest? I got a broken piranha gun T^T. -- commented by an anonymous user
 * There is a known bug with the latest mobile update where most of the 1.2 weapons cannot be reforged. The only thing you can do is wait for it to be fixed.  Chrisf1020  (talk)  03:45, 17 December 2014 (UTC)

What does "speed" mean?
when universal modifiers such as "agile" say speed what do they mean?

Armor
It is not possible to get armor modifiers no? Atleast on the mobile version?
 * No, there are no armor modifiers.

About a glitch
I don't know if this is still a thing but there used to be an issue with the mobile version whereby if an item was left in the reforge slot and the goblin tinkerer's window was exited, the item was lost. Maybe, assuming it hasn't been fixed, this should be mentioned on the page as a warning. I seem to remember losing a clockwork assault rifle to it.

question
About this edit, it looks wrong for me. Reasons is because it repeats the same modifier and it is related to PVP, please check it if it is okay. And please undo me if I am incorrect or mistaken. Thanks! -- IosKent  ( Talk Page  -  Contribs ) 09:27, 9 September 2016 (UTC)--
 * I listed it separately because it applies to all types of weapons, not just summoning. Also some people will be checking the modifiers page because they plan on doing PvP, and Ruthless is usually the best modifier for PvP. Baconfry (talk) 18:42, 9 September 2016 (UTC)

Ruthless Modifier
Hey, I noticed something on the ruthless modifier, it gains a 20% modifier as of the current update, I can't confirm the exact update that it was changed, but I am playing on the most current update.

Are the modifiers weighted at all?
That is, is there always equal chance of getting any available modifier, or are they weighted? If so, this suggests that it should be possible to figure the average number of tries needed to get whatever modifier is desired, or even to get either of 2 equally-desirable modifiers. --MentalMouse42 (talk) 04:27, 8 February 2018 (UTC)
 * Not sure if they’re weighted, we might need someone with the source code to find out —ϟ Awesome_Diamonds ϟ 「talk」 13:01, 8 February 2018 (UTC)
 * It seems to me that modifier chances are affected by playing time elapsed. I've noticed when I craft weapons very early in the game I get a lot of whites and greys. A blue is very rare.  This seems to be part of the overall design to not allow you to get too powerful too quickly,  in the same way that you will get a lot more random encounters on surface early and worms will appear at more shallow underground depths early. 72.77.93.107 12:55, 2 September 2019 (UTC)
 * I have not heard any indication that the modifiers are weighted (or that enemy encounters change solely from time elapsed), but this properly calls for a source-diver to confirm. --MentalMouse42 (talk) 00:24, 3 September 2019 (UTC)
 * As far as I can tell via Prefix(int pre) in Item.cs, modifiers are completely random, regardless of item. I'm not sure about enemy spawns changing, but I suspect a similar situation there, although it's always good to check. 4e696e6a6f795844 (talk) 02:19, 3 September 2019 (UTC)

Base Stats
While the best modifiers for each weapon are already listed, should we have a ‘Base Stats’ subsection where the best stat boosts are listed? This would be similar to the accessories table, where the best modifier for each stat is listed. This would be like “Mana: Adept”, and so on. Diamondcat6746 (talk) 23:57, 2 January 2019 (UTC)

Unreal Modifier
Could this be a reference to Unreal Tournament? Why else would this adjective be used?

Ambiguous Tip
The tip that states reforging with autopause leads to some advantage is quite ambiguous (there is as far as I know after 1700hs+ of play, no affect in terms of time spent thinking about reforging an item...) Is there some missing information that belongs in the tip? Or is it merely incorrect? Also maybe is it for devices rather than pc/xbox? If so shouldn't that be stated? 108.21.5.22 10:32, 1 October 2019 (UTC)


 * In fact, using autopause actually slows down the process, in my opinion, because you do not instantly see the new modifier without hovering over the item. If that is different on other platforms (to which the tip would therefore only apply), then yes, we would definitely need to point that out. Unfortunately, I only have access to Desktop, so I cannot provide any insight there. --Rye Greenwood (talk) 18:39, 1 October 2019 (UTC)

Chance of initial modifier seems excessive
Currently it lists a 75% chance of an initial modifier, and I'm pretty sure I'm not seeing that from crafting, at least. Also, directly-fished items don't seem to get initial modifiers, which is in fact not listed, but I will note it as an exception. Can we get verification from a source-diver? --MentalMouse42 (talk) 11:06, 2 October 2019 (UTC)


 * The chance is correct, at least for 1.3.5.3. An item's initial modifier is assigned by the function Terraria.Item.Prefix which is called by Terraria.Item.NewItem, the standard functions for creating new items, and in a few cases also in other places. Prefix must be passed an integer depending on which it either does nothing and returns immediately, applies a modifier in 3 of 4 cases, or always applies one.
 * I can explicitly verify the second behavior, the 75% chance, for items that are obtained via looting naturally generated chests, crafting, or opening Treasure Bags and Golden Lock Boxes. Items obtained via fishing, opening Presents, or as quest rewards from the Angler are created with the first method, never receiving an initial modifier. Items obtained from crates generally also have the 75% chance, although it might be possible (unlikely, though, I guess) that certain eligible items do not get a modifier, because in the respective function, each item has its own call of the NewItem function and I wasn't too keen on checking every single one (it's a looong function). The same goes for dropped items.
 * --Rye Greenwood (talk) 12:47, 5 October 2019 (UTC)


 * ---Having just crafted 12 wooden hammers and only 4 of them received a modifier on the desktop I think there must be something more going on as the chances of me being that unlucky are stupid low if it really does have a 75% chance to have a modifier. I've only recently begun playing the game so I can't comment about items from chests and drops but crafting (at least for wooden hammers) is not a 75% chance to get a modifier. 107.211.123.147 18:13, 22 December 2019 (UTC)


 * I understand your doubts, but it is fairly clearly stated in the source code. This is the relevant bit in Terraria.Item.Prefix:
 * num is the parameter passed to Prefix, and that is -1 for the call in Terraria.Main.CraftItem. A modifier is then only applied if num is -1, -2, or -3. Therefore, 3 of 4 crafted items receive a modifier while the fourth one does not.
 * It is very important to understand that RNG will never be statistically correct – it's random after all. With every subsequent roll, the chance approaches the statistical 3/4 (due to the law of large numbers), but it is not bound to ever reach it. This is known as the gambler's fallacy, which is described as assuming that, in this case, after not getting a modifier for five items, the sixth one should definitely get one because five ones before it didn't get one, an unusually high number for the chance of 3/4. This assumption is incorrect, however. The die is rolled anew every time you craft an item – it doesn't have a "memory" and is thus unable to favor or disfavor certain results in the long term. Another example is the misconception that you will never get two Slime Staves or two Rods of Discord in one game because of their extremely low drop rate – which is wrong; you could get two Slime Staves from the very first two slimes you defeat in a world.
 * Fun fact: It is even possible to never get a modifier on a crafted item. Of course, this chance decreases with every crafted item to incredibly low numbers eventually, but it will never be zero.
 * --Rye Greenwood (talk) 22:06, 22 December 2019 (UTC)
 * I really hate when people talk about statistics as if they understand anything they are saying. If the actual chance of having a modifier is 75% (3/4) then the statistical odds that I failed to get a modifier 75% of the time is so low that it is extremely unlikely to have happened with my sample size of 12. But since you are clearly willing to throw that real world example out the window I have created 20 more, wooden swords this time, and 13 had modifiers. I then created 20 wooden hammers and ONLY 7 had modifiers. I am now at a total sample size of 52 with 24 modifiers, 32 of them wooden hammers with 11 modifiers. Gambler's Fallacy does not explain away real world results and those real world results clearly indicate there is something else going on to reduce the actual chance of getting a modifier to something much less than 75%. If you feel that I am simply the unluckiest person in the world feel free to do your own test and see if you get anything near 75% of them with a modifier. I don't know if you simply don't understand the code you are looking at or if there is something faulty with the random function itself but there is clearly something less than a 75% chance to get a modifier, especially for wooden hammers.107.211.123.147 04:49, 25 December 2019 (UTC)
 * I really hate when people talk about statistics as if they understand anything they are saying. If the actual chance of having a modifier is 75% (3/4) then the statistical odds that I failed to get a modifier 75% of the time is so low that it is extremely unlikely to have happened with my sample size of 12. But since you are clearly willing to throw that real world example out the window I have created 20 more, wooden swords this time, and 13 had modifiers. I then created 20 wooden hammers and ONLY 7 had modifiers. I am now at a total sample size of 52 with 24 modifiers, 32 of them wooden hammers with 11 modifiers. Gambler's Fallacy does not explain away real world results and those real world results clearly indicate there is something else going on to reduce the actual chance of getting a modifier to something much less than 75%. If you feel that I am simply the unluckiest person in the world feel free to do your own test and see if you get anything near 75% of them with a modifier. I don't know if you simply don't understand the code you are looking at or if there is something faulty with the random function itself but there is clearly something less than a 75% chance to get a modifier, especially for wooden hammers.107.211.123.147 04:49, 25 December 2019 (UTC)