tModLoader

tModLoader

Not enough ratings
Calamity, Lunic Eye only (Post-Moon Lord)
By Okami Tomato
So I've beaten Calamity in dumb ways before, but I wanted to try something more... interesting

The Lunic Eye is an item that interested me a lot but I never really used it, so I did the only rational thing and beat the game with it.

So here it is; Calamity but your only weapon is the Lunic Eye... the 3rd and final part
2
   
Award
Favorite
Favorited
Unfavorite
[Prior Notes]
Realising that the Draedon update will be upon us soon I figured I should finish this before it gets made redundant in the middle of being written.

At the time of writing this Draedon's Gaming Chair is being added so as you can see the Calamity devs are hard at work with a serious project so I should step it up too... and where better than in Post-Moon Lord.


This is the part of the game where the 'armour bonus effects' rule comes into play as, without those, many of the bosses here become basically impossible to kill in any realistic amount of time... something I had to learn the hard way.

These bosses require actual strategy and planning before facing them. Most cheesy strategies, such as the Abyssal Amulet, stop working at this point so you have to plan for bosses in advance and make sure you bring optimal equipment when possible.



Also a quick disclaimer: I forgot to fight Dragonfolly as the right time, but even so it should be beatable.

Anyways, with that one small slip-up aside, onwards to the final part! :)

Polterghast

Summary:
There was an issue I was facing at the beginning of Post-Moon Lord. My damage output was pitiful as the Lunic was barely reaching over 100 damage, so I opted to fight the boss without a time limit first.

On one hand, right call, on the other, this fight was dreadful:

Since the Lunic Eye's projectiles don't pass through blocks I had to intentionally make a massive arena and fight Polterghast at its maximum aggression to prevent most of my shots just becoming ineffective. Smaller arenas cut off so much DPS that there was no real point continuing with the fights as most would have taken hours to complete.

Max aggression wasn't the issue with Polter, however. Even with Nebula Armour's +22.5% damage from the damage nebulas (since Calamity nerfs them) the Lunic Eye did next to no damage, leading to the longest fight in this challenge.

I mean, it was still do-able and just requires you to get into a rhythm, but the fight takes over half an hour per successful attempt so you better practice fighting Polter a little beforehand.



Difficulty Increase:
★★★★★
⏲ 36:00



Aftermath:
-The main unlock after Polterghast is the Omega Blue Armour. Trust me, this thing is critical for the next half of the run
-The Reaper Tooth Necklace grants 12% damage, which as usual is buffed to +60% for the Lunic Eye, and 100 Armour Penetration as well
Profaned Guardians

Summary:
The Profaned Guardians are an alright fight in this challenge, and may be the only Post-Moon Lord boss to be perfectly sane to fight.

The fight can be done in either Omega Blue or Nebula, however it has no drops useful to the Lunic Run so Polterghast still may as well be fought before.

Note, however, the fight is still a little lengthy even if it's not too bad



Difficulty Increase:
★★
⏲ 6:00



Aftermath:
-The player can now face Providence... that is the only major thing gained from this battle
Providence

Summary:
Providence can either be the absolute worst boss or pathetically easy, all depending on what armour the player is wearing:

Nebula Armour requires the player to use things like the Asgard's Valor dash to deal extra damage, since the Lunic Eye alone won't cut it. Dashing in the same direction as Providence is moving can remove ~0.2% of its health as it flies past. Make sure not to do it just before the Cocoon Star attack, however, or else you will die instantly.

This way is slow, so slow in-fact that it may become nighttime before Providence can summon the Guardians. This is recommended since it skips the Guardians entirely and, either way, the player will have to fight a nighttime Providence for at least a few minutes.

With Nebula Armour this fight is massively intense and may be the hardest fight in the Lunic Eye run, both being a threat with a wide array of attacks.

If you have Omega Blue armour, on the other hand:

Omega Blue makes this fight a complete joke. Providence's lack of contact damage means flying in her hitbox for ages allows the tentacles to stack up extreme amounts of damage.

With Omega Blue the fight goes from 'nigh impossible' to 'pathetically easy' astonishingly fast... so yeah please fight Polterghast first.



Difficulty Increase:
★★★★★★ (Nebula Armour)
★ (Omega Blue Armour)
⏲ 20:00 (Nebula Armour)
⏲ 3:00 (Omega Blue Armour))



Aftermath:
-The player gains access to Uelibloom Ore and Divine Geodes, used to make Tarragon Armour, the Blossom Pickaxe, another health upgrade, and some other stuff.
--I would personally still recommend keeping Omega Blue armour and just crafting Tarragon for later.
Storm Weaver

Summary:
Storm Weaver goes from being the weakest sentinel to... well moreso just the most awkward as opposed to strictly the hardest.

I ended up fighting Weaver with both Omega Blue and Tarragon armour to test which was better. Both times I managed to get into a pattern of circling Providence's Profaned Rock square, which worked quite well for Expert Weaver.

Tarragon was first and it seemed to deal more damage vs the tail-end than against the head, even in Phase 2. The fight was long but I was never in any significant danger.

Omega Blue once again proved better, taking less than a third of the time Tarragon took to kill Weaver.



Difficulty Increase:
★ (Tarragon Armour)
★ (Omega Blue Armour)
⏲ 13:00 (Tarragon Armour)
⏲ 4:00 (Omega Blue Armour)



Aftermath:
-Weaver, like the other Sentinels, acts as a gatekeeper to the Devourer fight. Defeating Weaver here also weakens it during the Devourer's 2nd phase, which is strongly recommended due to your severe lack of DPS in this challenge
Signus

Summary:
At this point I made the executive decision to just stick with Omega Blue until I was Post-DoG, since it was showing excessively promising results compared to the other armour sets available right now.

Signus proved to be very weak to the Omega Blue's tentacles which is very ironic for a boss that canonically can shift into any shape and in-game is meant to deal extremely high melee damage.

Play carefully and the fight can actually end in a reasonably short amount of time; the shortest of any Post-Moon Lord boss and even faster than some from Hardmode and even Pre-Hardmode!



Difficulty Increase:
★★
⏲ 1:30



Aftermath:
-Like Weaver, Signus is just a gatekeeper to the Devourer fight. Like Weaver, it is recommended to weaken Signus for the fight to ensure all 3 Sentinels are defeated before the Devourer's 2nd phase.
Ceaseless Void

Summary:
Ceaseless Void wasn't all too special, honestly. Most of the usual applies here, aside from the fact the player will likely want to get close to groups of Dark Energies for the Omega Blue tentacles to deal heavy damage to them.

This fight takes the longest of the three, even with Omega Blue Armour, and was the only one to actually have the risk of dying (even if that was solely because I was idiotically dive-bombing the Dark Energies for half the fight).



Difficulty Increase:
★★★
⏲ 6:00



Aftermath:
-Now, with all 3 Sentinels defeated, the player can fight the Devourer. Void especially needs to be defeated pre-Devourer due to how long the fight takes; as otherwise it can persist long enough for not just Weaver and Signus to spawn, but the Devourer to spawn back in as well before the player can even kill Void.
Devourer of Gods

Summary:
As with the Double Trouble page I will break the Devourer fight down into 3 segments, based on the 3 phases of the fight.

Phase 1:
Devourer Phase 1 is fairly standard. Omega Blue will likely deal most of your damage since the Lunic Eye can barely deal chip shots anymore due to the Devourer's health being in excess of 1,000,000.
The main thing to note for this phase is that Omega Blue can heal off of DoG's body so standing next to his segments as he passes by both allows for a little healing and for a fairly decent amount of damage.

Phase 1.5:
The Sentinels arrive in reverse-order of difficulty.
Ceaseless Void will likely require hyper-aggression to beat. Even a weakened Void will take more than 2 minutes to kill, meaning Weaver will be allowed to spawn in the middle of the fight regardless.
Storm Weaver is annoying, but not too big of a threat on its own here. The main thing is that it interrupts the Ceaseless Void fight, and between it and a half-dead Void a chance for Signus to spawn as well may arise
Fortunately, by the time Signus spawns, the other two Sentinels will likely be weak as well, so all 3 can be dealt with before the Devourer's return

Phase 2:
Most of the Phase 1 notes apply here as well, seeing as Phase 2 Devourer is mostly the same as Phase 1.
The Devourer can still be hit during the laser wall attack, so Omega Blue can still deal a chunk of damage and heal the player a little if it rams the player in the middle of the laser wall attack.
The Cosmic Guardians are a nuisance, but not really a threat on their own. Just play carefully and the fight should be yours.



Difficulty Increase:
Phase 1:
★★★
⏲ 6:40
Phase 1.5:
★★★★
⏲ 4:30
Phase 2:
★★★★
⏲ 10:20



Aftermath:
-The player can now craft God Slayer Armour, which should be used in-place of Omega Blue for the next few bosses due to their high contact damage and significant mobility making the Omega Blue's tentacles far less effective.
--Of course, summoner is the goal for the mini-Mechworm. Even un-upgraded the Mechworm provides a lot of damage
-The Nebulous Core dropped from the Devourer grants another 12% damage buff and can spawn damaging stars, making it quite useful
Dragonfolly

Summary:
It was at this point when I realised I hadn't fought the Dragonfolly yet. It doesn't drop anything useful for the challenge for me, so accidentally skipping it hasn't hindered me in any way. As expected, with God Slayer Armour, Dragonfolly was no problem, but I wonder how it would have gone using Omega Blue or, heck, even Nebula.

I didn't go back and fight it with weaker gear, even though I probably should have, since the Providence and Polterghast fights had put me off fighting early Post-Moon Lord bosses at this time.



Difficulty Increase:
[N/A]



Aftermath:
-The player can fight Yharon. You get nothing else for this fight.
Old Duke

Summary:
Unlike Dragonfolly, the Old Duke was left to be fought after the Devourer intentionally. Omega Blue, while it has the damage, lacks the range and thus I wanted to use the mechworm from the God Slayer's armour set bonus to deal with it.

My plan worked and, thanks to all my damage buffs, the Old Duke wasn't as big of an issue as I've had in prior runs. Still not too fun for me personally, but do-able.



Difficulty Increase:
★★
⏲ 4:40



Aftermath:
-The Old Duke has nothing of use in this run, as most of his drops are weapons. The Mutated Truffle is banned due to the rules, and the Old Duke's Scales are alright but not really worth giving up an accessory slot for.
Jungle Dragon, Yharon

Summary:
Yharon's strategy is mostly the same; involving you mostly playing defensively and running away since fighting Yharon head-on is typically a bad idea; something further exaggerated when your main active weapon only deals around 1000 DPS... vs Yharon's several-million-health.

Something interesting I found was that the Mechworm alone was actually doing damage comparable, sometimes even exceeding, the damage dealt during the Weaponless run. Initially I thought this was odd since there's a mechworm present in those runs, but then I remembered I had something like another 80%-odd extra damage in accessories I didn't have in those runs.

So, somehow, this fight ended up being... alright for a challenge run Yharon fight.



Difficulty Increase:
★★★★
⏲ 11:00 (Phase 1)
⏲ 15:10 (Phase 2)



Aftermath:
-After Phase 1 the player can get Yharim's Insignia and the Darksun Ring from the buffed Eclipse. Both of these grant a wide array of buffs, including damage, and considering this challenge's rules allow for +3 accessory slots by this point in the game it is likely the player can swap out a few things and make good room for these buffs
-Phase 2 grants access to Auric Tesla armour, specifically for the summoner set, and the Celestial Tracers. Most of the other items made from Auric Tesla are weapons, so they are useless.
Supreme Calamitas

Summary:
Supreme Calamitas had essentially become the weaponless run by this point thanks to the Auric Tesla's mines, damaging aura, crystals and mechworm, and thus the Lunic Eye had become so weak in proportion that it make negligible difference in the fight.

Supreme Calamitas is a long fight, but not necessarily a particularly unique one compared to the other challenge runs due to how many specific parameters are in-place to make the fight consistent, so there's not much to report.

Of course, being stuck in an arena with a boss that can basically 2-shot you for 20-minute periods is still awful, so the fight wasn't easy by any means.



Difficulty Increase:
★★★★
⏲ [Go do the run yourself and find out :P]



Aftermath:
-This... is the end of the run. Nothing beyond this point is worth crafting since almost all of SCal's items are weapons, and the D.Shade Armour loses the benefits of both the revives and of the minions.
[Final Notes]
And that is the final part of the Lunic Eye run written out. To be honest I've had the notes for this since before the first was even written, but due to other things taking priority I never got around to writing it until now.

This run was overall worse than the weaponless run due to the restrictions I had given myself. I'd say that, unlike weaponless, I cannot recommend attempting this one yourself since it is an unnecessary gauntlet the moment you get into the Post-Moon Lord game.

Also, you may be asking "hey, where's Terminus?" to which I say:


"No."




Anyways, hope you enjoyed and I hope my ramblings were still legible.
Not sure what the next thing I'll be doing is, as I've got a few other things I need to finish before I start doing more Calamity challenge runs, so hopefully I'll have something cool ready for next time too

Anyways, see you next time :P
15 Comments
Okami Tomato  [author] 12 Apr, 2022 @ 7:18am 
Probably not this run, but with other interesting items maybe
Bus 12 Apr, 2022 @ 12:33am 
but 3d..
Bus 12 Apr, 2022 @ 12:33am 
you would do this run again!
Bus 12 Apr, 2022 @ 12:33am 
if there just was calamity in minecraft.....
hauntedvessel 20 Nov, 2021 @ 6:04pm 
legend
Okami Tomato  [author] 20 Nov, 2021 @ 10:49am 
It was enjoyable until around Ravager-tier

LC was easy, ML was awkward, Polter was a gruelling fight, and most of PML was just relying on armour minions and not the Eye since it simply doesn't have the DPS necessary to deal with literally anything else
SolarPoweredEggs 20 Nov, 2021 @ 9:39am 
wow
libero2711 11 Nov, 2021 @ 2:40pm 
congrats
DeuSJS 9 Nov, 2021 @ 5:07pm 
I feel like this would actually be an enjoyable run to attempt until post-moon lord. Might consider doing it sometime
M0thim 8 Nov, 2021 @ 7:28am 
i always knew polter was pre-radiance