Weapons & Equip "Removing" endgame armor set bonuses

Turtle + Palladium + Mythril + Vamp Knives + Ichor Flask would be even more OP than the old Spectre helmet. You'd essentially be in god mode.

I like the idea, but it'd be highly unfeasible just due to how much you could stack to unbalance the game.

Add the cross necklace, grappling hook of any kind, and a spike, as well as heart lanterns and campfires.
You might turn to Red himself. :red:
 
Has anyone noticed that if you wear full beetle armor with scale mail (or shell) it will give the set bonus and 2 of the other beetle bonus ( beetle helmet and grieves)?
 
Has anyone noticed that if you wear full beetle armor with scale mail (or shell) it will give the set bonus and 2 of the other beetle bonus ( beetle helmet and grieves)?
No, the body piece will most likely override it
but two pieces are kinda messed up considering both would activate at the same time
Also Cobalt is kinda OP against the Destroyer due to worm NPC mechanics
 
I don't think we should add the complexity of mixing set buffs even though it could be interesting. Some good ideas, some less. Might be rude to say since it's a well done post but... I don't think it's worth the trouble.
 
Interesting thread, I do like it, however, what about Spectre and beetle gear, if you have the spectre pants on, would the wisps be offensive or health regenerating!
And what about beetle armour, with the haedpiece on, should the beetles be defensive or offensive. How would this be controlled?
 
Interesting thread, I do like it, however, what about Spectre and beetle gear, if you have the spectre pants on, would the wisps be offensive or health regenerating!
And what about beetle armour, with the haedpiece on, should the beetles be defensive or offensive. How would this be controlled?
*grinds teeth*

You know, that's an excellent question, and if the solution were easy, I would have included it in the main post.

For now, I'll say that the Beetle Armor without a breastplate and Spectre Armor without a headpiece offer no bonuses on their own, and I console myself by saying that it's still better than the system we've already got.
 
*grinds teeth*

You know, that's an excellent question, and if the solution were easy, I would have included it in the main post.

For now, I'll say that the Beetle Armor without a breastplate and Spectre Armor without a headpiece offer no bonuses on their own, and I console myself by saying that it's still better than the system we've already got.
Oh hey it's been a while since I heard from you.

In any case that is probably the easiest option, creating a separate bonus for lacking one of those pieces that would complete the set would be more difficult to balance.
 
once again, baconfry coming at us with another actually brilliant idea. i can already think of a ton of different combinations that i'd love to put together if this was (or becomes) a thing. a major hole that we seem to have with equipment, stems from having to fall on full-sets for actual effects to happen. sure, we have a couple interesting accessories to play with, but compared to what we could achieve with the "gear set" combinations thing, it pales horribly in contrast. my full support goes here!
 
i agree to this. it would give terraria a extra charm. (though wood stuff would be actually pretty decent to a newer player since if they combined it with good stuff that somebody gave them in multiplayer it would still ad 1 defense or something like that to it all... actually forget i ever put this side note here!)
 
I would love this to be in game, I find it weird how restrictive armor set bonuses are.

Also here's something interesting http://terraria.wiki.gg/Armor scroll past the normal armor to the wizard set, turns out there's a cool fusion set bonus thing for early game magic. It doesn't work the same way as your suggestion, but is interesting that something like it is in game.

Edit: Because of this mechanic, Wizard Hat + Diamond Robe + Jungle Pants/Meteor Pants is the best pre-hardmode magic set up
 
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Mmmh, interresting suggestion... first and foremost, the issue with the beetle and spectre sets is easily fixed - make full sets for each effect, even if those would have the same recipe or just slightly differing (its not a issue with how Terrarias crafting works). Therefore we'd have a offesive beetle breastplate, a defensive one, same for the greaves. Then same thing for the spectre set. Hallowed too.

On the first look though, i can see some combinations that seem pretty game breaking.
Imagine someone with Titanium helmet (caster), Spectre greaves (healing) and paladium greaves. Mages are the new tanks. Add star veil, master ninja gear, shiny stone and other regeneration stuff and you have literal godmode, atleast in theory.

To remedy this, i want to propose more harsh falloffs for noncomplete sets. 1 piece= 25% of the full effect, 2=50%, 3=100%

Lastly i want to note, isnt it kinda self defeating to have a "set" bonus that doesnt belong to any set in reality? Seems weird atleast.
 
Put away those Captain Picard facepalm images, because this thread probably isn't what you think it is... but you're here viewing this thread anyways, so I'm going to guess that either the controversial-sounding title did its job, you're watching this subforum (as you dang well should be), or you saw me fat-fingering and posting this thread by mistake a while ago. i don't really want to talk about it okay

But technically, yes, I am proposing the removal of endgame armor set bonuses. A set bonus is defined as a special bonus that activates only when three armor pieces of the same set are worn. Replace one piece, and the entire thing is gone.

That takes away a lot of creative freedom when it comes to armor sets! Mixing and matching endgame armors is almost unheard of, except in PvP situations in which the Spectre set bonus never activates anyways so you're better off wearing the Chlorophyte Headgear for a little bit more raw damage.

So this is a new system that I've devised, and I'm aware that it introduces some big changes. Rest assured that the full set bonuses will be untouched for the most part. One or two might be buffed a bit, but those are the ones I think are currently underpowered anyways.

The basic idea is that wearing an incomplete set of armor will grant an incomplete set bonus. This allows players to put a bit more thought into their armor configuration; suddenly, combinations of different armor sets are no longer objectively inferior to completed sets! If you think gaining a weaker version of the Chlorophyte leaf crystal is worth a percentage loss to Spectre lifesteal, then swap out the Spectre Pants for Chlorophyte Greaves. Loads more possibilities than there were before.

(stand by while I figure out how this table thing works)

Armor Set | 1 piece equipped | 2 pieces equipped | Full set equipped (current)
Palladium_armor.png
Palladium | Striking an enemy grants Rapid Healing at a 60% healing rate for 3 seconds | 80% rate for 4 seconds | 100% rate for 5 seconds
Orichalcum_armor.png
Orichalcum (buffed) | Striking an enemy causes a petal to fly across the screen | 2 petals fly across the screen at different angles (due to pierce mechanics, they cannot strike the same enemy twice) | 3 petals fly across the screen
Titanium_armor.png
Titanium | Striking an enemy grants Shadow Dodge with 40 second duration/cooldown | 30 second duration/cooldown | 20 second duration/cooldown
Chlorophyte_armor.png
Chlorophyte | Summons a leaf crystal with 24 base damage | 32 base damage | 40 base damage
Turtle_armor.png
Turtle (buffed) | Returns 80% damage to attacker | Returns 130% damage to attacker | Returns 200% damage to attacker*
Shroomite_armor.png
Shroomite | Stealth increases ranged damage and crit, maxes out at 15% damage and 5% crit | Maxes out at 30% damage and 8% crit | Maxes out at 45% damage and 10% crit
6sw31Ai.png
Spectre (Mask) | Magic damage has a 50% chance to create a damaging wisp | 80% chance to create damaging wisp | 100% chance to create damaging wisp
ekctpWj.png
Spectre (Hood) | Magic damage has a 50% chance to create a healing wisp | 80% chance to create healing wisp | 100% chance to create healing wisp
dWQzmx3.png
Beetle (Scale Mail) | Beetle Might maxes out at 1 Beetle | Maxes out at 2 Beetles | Maxes out at 3 Beetles
j7GGSgm.png
Beetle (Shell) | Beetle Endurance maxes out at 1 Beetle | Maxes out at 2 Beetles | Maxes out at 3 Beetles
*I know what you're going to say. DON'T EVEN SAY IT. The dodge effect granted by the Shadow Dodge buff or Black Belt will no longer trigger the Star Cloak, Honey Comb, Panic Necklace, Turtle Armor (and hypothetical Mythril, see below) set bonus, or Thorns buff.




Just to prove that we can keep doing this for any set bonuses we introduce in the future, I'll extend this to some purely hypothetical armor set bonuses of my own invention. Most of them have been listed here: http://forums.terraria.org/index.php?threads/cobalt-mythril-adamantite-brainstorming-thread.1734/

Armor Set | 1 piece equipped | 2 pieces equipped | Full set equipped (current)
Cobalt_armor_Hat.png
Cobalt_armor_Helmet.png
Cobalt_armor_Mask.png
Cobalt | Increases damage, movement speed, and defense in proportion to damage output of nearby enemies. Capped at +10% damage and movement, and +10 defense. | Capped at +15% damage and movement, and +15 defense. | Capped at +20% damage and movement, and +20 defense.
Mythril_armor_Hood.png
Mythril_armor_Helmet.png
Mythril_armor_Hat.png
Mythril | Enemies that hurt the wearer have defense reduced by half for 2 seconds. | Defense reduced by 75% for 4 seconds. | Defense reduced to zero for 6 seconds.
Adamantite_armor.png
Adamantite | Picking up a heart grants the Resolve buff. Resolve grants +6% damage and +6 defense for 6 seconds. | Resolve grants +8% damage and +8 defense for 8 seconds. | Resolve grants +10% damage and +10 defense for 10 seconds.|
Hallowed_armor_Mask.png
Hallowed (Mask) | In proportion to how much health the wearer has lost, increases melee damage and speed by up to 10%. | Increases melee damage and speed by up to 15%. | Increases melee damage and speed by up to 20%.
Hallowed_armor_Helmet.png
Hallowed (Helmet) | In proportion to the distance to the target, ranged damage and critical strike chance are increased by up to 10% damage, 6% crit. | Increased by up to 15% damage, 8% crit. | Increased by up to 20% damage, 10% crit.
Hallowed_armor_Headgear.png
Hallowed (Headgear) | As long as the wearer avoids taking damage, magic damage and critical strike chance increase by up to 8%. | Increased by up to 14%. | Increased by up to 20%.
Frost_armor_male.png
Frost | Melee and ranged damage leave behind stationary ice crystals that deal 60% damage and last for 4 seconds. | Ice crystals deal 80% damage and last for 7 seconds. | Ice crystals deal 100% damage and last for 10 seconds.
The Frost Armor set bonus probably demands some explanation. As almost everyone knows, the Flask of Frost and Frost Bullets are confirmed for 1.3, and the reason why people are not enthusiastic about it is because Frostburn can already be reliably inflicted by anyone wearing Frost Armor. If we make it so Frost Armor does something else, then the Flask of Frost and Frost Bullets might find a niche. I didn't consider this change major enough to include in its own thread (my standards are too high nowadays), but it deserves to be mentioned here.


Oh, and a reminder: I did all the balancing and statistics with my gut. I have a pretty sensible gut, and it's right more often than not, but don't go around thinking that I've done in-depth simulations or anything like that. If you feel like something needs to be adjusted for balance, then please bring it up, and we'll talk mathematics.

That concludes the suggestion. It may be a little late for 1.3, but this is a change, albeit a major one, that could add a whole lot more dimensions to Terrarian combat. So please consider it carefully!

now to think of an appropriate punishment for anyone who brings up the time I posted this thread on accident
OMFG Thank Jesus. I thought you were saying to completely remove the bonuses! FWEW. Support to this.
 
When I read the title and as I start to read the thread I was hoping you were referring to the Celestial Event armour made with Luminite "ONLY", because honestly this is way too big a swapping change. Huge pain in the arse to add and balance something that feels so convoluted...

Please lock, make a third thread to replace this and the other one, or update this to account for 1.3 additions.

My recommendation if you're serious about this is to scale back the number of armour sets this extends to, to something like Celestial ones, Frost because I think it's under used and I personally never ever wore it more than once and took it off immediately, the Chlorophyte variants (Turtle, Shroomite, Spectre) not Chlorophyte itself, and maybe Hallowed. I support furthering the life span of existing armours but not as any as you oringinally proposed.

Even then that might be a few too many but I'd like to think the majoriy would agree those armour sets I pointed out need it.

As far as mixing these sets goes, maybe instead of getting overlaping effects you could have a priority system whereby headpice overrides chest and chest overrides legs? Not a pefect solution but it's better?
 
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~~UPDATE!~~

Since there are 4 new armor sets created by the Lunar Event expansion, I would like to suggest the bonuses of each armor.

Solar: Solar Flare Shield maxes out at 1/2/3 charges.
Nebula: Nebula buffs max out at 1/2/3 nebulas.
Vortex: Stealth increases ranged damage by 20%/40%/80% and crit chance by 5%/10%/20%.
Stardust: Stardust Guardian deals 33/66/100 damage.

(notice me baconfry)
 
nerf shadow dodge tho
like one could give 35% chance to give dodge for 15 secs, two gives 70% for 30, set 100% for 45
or less

plz add 1.3 armours
 
From reading the title of this suggestion at 1st, it sounded like set bonuses for endgame armor would be removed which caused some head scratching. But your suggestions are extremely awesome so I knew there would be a reason behind this. And extremely awesome this suggestion is!

This would promote more hybridization for Class and Armor Combinations which is something I'd love to see more of. The only Hybrid Armor in the game now is the Frost Armor I believe. Even though I focus on one class for the most part in terms of armor, I always find myself also using several weapons from other classes. Being able to pick and choose pieces from certain armors to get small bonuses that affect different weapons and abilities would be interesting to experiment with.
 
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