stormconure
Duke Fishron
I've heard the suggestion before: "Armor should be able to acquire modifiers the same way as accessories!" I can't remember exactly who first posted that, but nonetheless I have always supported it, and really wanted it to be put in the game.
However, since then, another idea has come to me: why make armor have the same mods as accessories? Armor should be its own unique game mechanic. This lead me to a conclusion: creating an entirely new type of modifier. The armor modifier. Like accessory mods, there is no such thing as a "bad" armor mod.
Rather than just giving a list of mods that armor can acquire, I have decided to create a list of things that mods can actually do (i.e. Damage for swords). Here is what I have come up with so far:
Defense: This one just happens to be the same as the accessory defense mods, always being a specific number of defense that the bonus gives you. It can range from 1-5 defense (unlike accessories, which can only reach four).
Resistance: though this sounds like defense, it is actually more like the Beetle Armor's Beetle Shield buff, in that rather than taking off a set amount of damage, this actually reduces damage by a percentage. The percentage can range from 3-8% resistance.
Regen Boost: acts a little like the Band of Regneration in that it regenerates a certain amount of HP per second. Can range from 0.25-1.5 HP/sec.
Reflecting: acts like the Thorns Potion and Turtle Armor- it reflects a small amount of damage back on the attacker. Only works on melee attackers. Can range from 2-10% damage reflection.
That's all I can think of for now, but if you have any more ideas for mod mechanics, please tell me! What do you think?
However, since then, another idea has come to me: why make armor have the same mods as accessories? Armor should be its own unique game mechanic. This lead me to a conclusion: creating an entirely new type of modifier. The armor modifier. Like accessory mods, there is no such thing as a "bad" armor mod.
Rather than just giving a list of mods that armor can acquire, I have decided to create a list of things that mods can actually do (i.e. Damage for swords). Here is what I have come up with so far:
Defense: This one just happens to be the same as the accessory defense mods, always being a specific number of defense that the bonus gives you. It can range from 1-5 defense (unlike accessories, which can only reach four).
Resistance: though this sounds like defense, it is actually more like the Beetle Armor's Beetle Shield buff, in that rather than taking off a set amount of damage, this actually reduces damage by a percentage. The percentage can range from 3-8% resistance.
Regen Boost: acts a little like the Band of Regneration in that it regenerates a certain amount of HP per second. Can range from 0.25-1.5 HP/sec.
Reflecting: acts like the Thorns Potion and Turtle Armor- it reflects a small amount of damage back on the attacker. Only works on melee attackers. Can range from 2-10% damage reflection.
That's all I can think of for now, but if you have any more ideas for mod mechanics, please tell me! What do you think?
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