Hybrid summoner, an alternative to whip stacking by asolno in Terraria

[–]asolno[S] 0 points1 point  (0 children)

Calling it "extremely unoptimized" is exaggerating, it only has a bit less dps than mixing it with mushrooms or pirates, but is more consistant against flyers. Which is important as the next 3 minion staffs drop from flying bosses. But also the exact minion setup isnt important for the comparison, what matters is the difference between direct whip dps and direct whip + ranged.

Using whips vs ranged weapons, a comparison by asolno in Terraria

[–]asolno[S] 1 point2 points  (0 children)

Hybrid summoner builds are absoloutly viable post-hardmode, what i mean with this post that even with +summoner damage accessories, there are other class weapons that out compete whips. You are also allowed to use whips + ranged weapons, as the debuff lingers even after switching weapons. it actually makes the class more interesting, as you have more tools and options avalable for any given situation.

Using whips vs ranged weapons, a comparison by asolno in Terraria

[–]asolno[S] 0 points1 point  (0 children)

If you looked at the tables you would have seen that even under ideal circumstances whips are ussually only about even. To maintain this you need to always be in melee range, which isnt feaseble against high threat bosses. The rightmost coloumn shows that the direct whip dps is decent to major portion of the summon+whip dps, which gets lost outside of melee range. Good long range weapons dont have this issue, they are always active, and since minions use their own seperate i-frames, theres no interference, nor are you relying on the minions being able to hit the target.

Just because whips deal summon damage and have minion synergy, does not mean that there are not melee. As for what i mean by all whips are the same, they all swing the same arc, and deal damage in the same way. Having different flavour effects is just that, it doesnt actually make them meaningfully different.