Weapons & Equip A unique set that doubles the effectiveness of potions " Star traveler set "

Terrabit

Terrarian
Hello everyone again.
This time, this sentence is just a concept.
I suggest adding a new set to the game: "Star traveler set".



A BRIEF DIGRESSION FOR THE " SPEEDRUNNERS OF THE FORUM"

This new set with zero protection is capable enhance the effect power of most potions consumed.
( Potion effect effectiveness and duration have been increased by 70% and 50% respectively ).
It will be created from new ore generated on the flying lake. The ore can only be mined if the player has at least 200 mana.



" STAR TRAVELER'S EQUIPMENT":

- Star helmet
Defence: 0
"Glows a little in the dark".
Crafting: 4 Starstones + Anvil

- Star Cuirass
Defence: 0
"It glows a little in the dark."
Crafting: 5 Star Stones + Anvil

- Star boots
Defence: 0
" Glows a little in the dark"
Crafting: 8 Starstones + Anvil

Set Bonus: " Potion effectiveness and duration increased by 70% and 40% respectively .The limit of the number of enhanced effects is 3 ".

That is, if you drink a potion of iron skin, it will give 14 points of protection instead of eight and will last for and a twelve minutes instead of eight. When calculating the duration and power of the effect, rounding up to one minute, one unit or one percent, respectively, always occurs.
However, there are exceptions to this rule: potions with no effectiveness index (obsidian skin potion, underwater breathing potion), any type of food and alcohol,fishing related potions, unique potions (potion for the worthy, strange decoction). The principle of operation of these items does not change.



" THE STAR STONE " :
This is a unique ore that can only be mined at the bottom of the "floating lake".
This ore glimmers at night, creating a little light.

Resuming this item is similar to generating shells on the beach, meaning it appears if there is a large body of water nearby and there are many cloud blocks nearby.

This ore is unique in that it can be mined with absolutely any pickaxe, but only if the player has at least 200 mana units.
In the process of mining this ore, it takes away the player's mana very quickly, and even if the ore was almost destroyed, but the player ran out of mana, the mining process of this ore will be reset.

The ore is immune to dynamite and bomb explosions.



CONSLUSION :

What problems does this innovation solve?:
1) Rewarding the player for getting the maximum amount of mana
3) More decorations for the floating lake. It looks pretty boring compared to the floating island.
2) Now, the floating lake will have value not only for anglers and the player will have a reason to return to this place later to mine ore.

I am waiting for your feedback.
Translated.
 
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Hello everyone again.
This time, this sentence is just a concept.
I suggest adding a new set to the game: "Star traveler set".



A BRIEF DIGRESSION FOR THE " SPEEDRUNNERS OF THE FORUM"

This new set with zero protection is doubles the effect of most potions consumed.
It will be created from new ore generated on the flying lake. The ore can only be mined if the player has at least 200 mana.



" STAR TRAVELER'S EQUIPMENT":

- Star helmet
Defence: 0
"Glows a little in the dark".
Crafting: 4 Starstones + Anvil

- Star Cuirass
Defence: 0
"It glows a little in the dark."
Crafting: 5 Star Stones + Anvil

- Star boots
Defence: 0
" Glows a little in the dark"
Crafting: 8 Starstones + Anvil

Set Bonus: "Potions Effectiveness doubled"

That is, if you drink an iron skin potion, it will add 16 points of protection instead of 8.
If you use, for example, a speed potion, the player will get +40% movement speed instead of 20%.

However, there are exceptions to this rule: potions with no effectiveness index (obsidian skin potion, underwater breathing potion), any type of food and alcohol,fishing related potions, unique potions (potion for the worthy, strange decoction). The principle of operation of these items does not change.

It is worth noting that the duration of the potions used does not change!



" THE STAR STONE " :
This is a unique ore that can only be mined at the bottom of the "floating lake".
This ore glimmers at night, creating a little light.

Resuming this item is similar to generating shells on the beach, meaning it appears if there is a large body of water nearby and there are many cloud blocks nearby.

This ore is unique in that it can be mined with absolutely any pickaxe, but only if the player has at least 200 mana units.
In the process of mining this ore, it takes away the player's mana very quickly, and even if the ore was almost destroyed, but the player ran out of mana, the mining process of this ore will be reset.

This ore can also be destroyed with explosives, and there will be a flash of light and the extracted ore will disappear just as the stars disappear in the morning.



CONSLUSION :

What problems does this innovation solve?:
1) Rewarding the player for getting the maximum amount of mana
3) More decorations for the floating lake. It looks pretty boring compared to the floating island.
2) Now, the floating lake will have value not only for anglers and the player will have a reason to return to this place later to mine ore.

I am waiting for your feedback.
Translated.
Or maybe it's worth increasing the duration of potions by 40-50% and their power by ≈ +70%? Wouldn't that be too powerful?
 
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I don't know if this is balanced, even with 0 defense. Maybe the armor set triggers a debuff?
 
What about this instead folks:
permanent upgrade. obtained by shimmering a HM exclusive potion perhaps the New Jungle Juice

50% power boost on buffs
50% duration boost on buffs

to balance it it effects ALL buffs. good and bad. (which manks the ankh shield more important in HM)
 
If it was a permanent consumable, what if people find using it too hard? You can't un-consume it, and it would extend bad buffs as well. Currently, Terraria doesn't have any permanent consumables with negative effects.
 
What about this instead folks:
permanent upgrade. obtained by shimmering a HM exclusive potion perhaps the New Jungle Juice

50% power boost on buffs
50% duration boost on buffs

to balance it it effects ALL buffs. good and bad. (which manks the ankh shield more important in HM)
If it was a permanent consumable, what if people find using it too hard? You can't un-consume it, and it would extend bad buffs as well. Currently, Terraria doesn't have any permanent consumables with negative effects.
I would say 25% ish buff but no bad effects. I do like the recipe, tho
 
I don't know if this is balanced, even with 0 defense. Maybe the armor set triggers a debuff?
Possibly +70% to effect strength, +40% to effect duration, but the limit of the number of enhanced effects is 3
 
Possibly +70% to effect strength, +40% to effect duration, but the limit of the number of enhanced effects is 3
Sure, that's better.
 
And some protection: helmet: 1, armor: 2, boots: 1
No. This armor set is already amazing, defense is one of the drawbacks.
 
These are the potions I keep in my void bag, active all the time:
image0 (1).jpg

For the sake of simplicity, let's say this armour set doubled the effectiveness of all of these buff potions. The armour set would be giving me:
• +25% movement speed
• +50% knockback
• +8 defense
• +2 health per second
• +25% tile placement speed and range
• +10% damage (if I drank a Wrath Potion)
• +10% crit chance (if I drank a rage potion)
• +1 minion slot (if I drank a summoning potion)
• +120 hp (if I drank a Lifeforce Potion)
• if Ale counts, -4 defense, +2% melee crit chance, +10% melee damage, +10% melee speed
• 1.1x more bow damage (if Archery Potion)
• +20% magic damage (if Magic Power Potion)

This is an interesting set to be sure, and even at doubled potency I don't think it's overpowered. If you're just going for raw stats in a single damage type then I'm sure you can find stronger stats on dedicated armour sets, but as a generalist set this is very solid, and I'd use the hell out of it. Whether this set is a good idea or not depends on how late in the game you obtain it. I'd say available after 1 Mechanical Boss is a pretty good spot for it. Any earlier and it starts outclassing most other options in everything except for their raw defense (and Shadow's mobility).
 
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The obsidian skin potion is going to be so op with this armour set :guidegrin:
 
The obsidian skin potion is going to be so op with this armour set :guidegrin:
Not really. By the time the potion runs out, you'll be done mining hellstone.
 
It's a joke - it will only affect the duration because the effect is fixed instead of a modifier.
 
The issue with this set is that experienced players will appraise it correctly, while newer players will look at the 0 defense and immediately assume that this is dogwater. Just like how they assumed that the Spectre Hood was dogwater when they saw the -40% magic damage. Not saying that it is weak, but it does look weak at first glance, and first impressions are really important.

A potentially cleaner option is to make the armor set only increase buff duration, and then giving it actual stats. This would make it much more similar to existing armor sets. Also, the 200 mana mining requirement is really arbitrary and there's no good way to hint at it. People are 100% going to try bombs if a pickaxe doesn't work, and for that reason it would be much better to make the ore immune to explosions instead of vanishing.

Maybe the armor set triggers a debuff?
I would never recommend this for any item that's supposed to actually help.

In general, any statement that claims that a new item is unbalanced should also explain exactly why. How are we meant to nerf an item if we don't even know what's too strong about it?
 
A potentially cleaner option is to make the armor set only increase buff duration, and then giving it actual stats.
Not only would that be boring, I think that would make it useless, honestly. Most combat potions only last 4-6 minutes, which is more than enough for most fights. The potions you want to have active for long periods of time for exploring or grinding also tend to last much longer, usually 8-10 minutes, and are cheap enough to where you can just craft more if you need more (refer to the screenshot in my previous post :D ).

I think the potency boost should be lowered to 50% or so to keep the armour set both interesting and useful without being crazy (after some consideration I realized that the stats I posted are very strong), and then compensate with some basic armour stats.
 
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Not only would that be boring, I think that would make it useless, honestly. Most combat potions only last 4-6 minutes, which is honestly more than enough for most fights. The potions you want to have active for long periods of time for exploring or grinding also tend to last much longer, usually 8-10 minutes, and are cheap enough to where you can just craft more if you need more (refer to my previous screenshot).

I think the potency boost should be lowered to 50% or so to keep the armour set both interesting and useful, and then compensate with some basic armour stats.
50% sounds good. Obviously some of these will have to be rounded up (Summoning Potion) but it's nice that most of those values are divisible by 2. Note that some of these buffs (particularly knockback and movement speed) do basically nothing, so their only function is to increase the amount of text required to describe the set's benefits, and therefore intimidate people into thinking that this is OP.

Regarding the duration, I would actually be far happier to use this armor set if it made all combat potions last at least 10 minutes; I don't particularly care about the duration of those that are already more than 10 minutes at base.
 
50% sounds good. Obviously some of these will have to be rounded up (Summoning Potion) but it's nice that most of those values are divisible by 2. Note that some of these buffs (particularly knockback and movement speed) do basically nothing,
I mainly have those two because they may as well be free, but movement speed is useful to me since I'm a devout Bundle of Balloon user, and movement speed% has some wacky effects with Sandstorm. While you're spinning, your movement speed bonus is actually doubled, so the potion actually helping a decent bit. Titan potion though? Yeah, I barely notice it.

so their only function is to increase the amount of text required to describe the set's benefits, and therefore intimidate people into thinking that this is OP.
Why would it add any text at all? Wouldn't the set bonus just say "Increases the potency of potion effects by 50%" and everything from that is implied? Earlier I was just listing what the set would be providing me if I wore it using the potions I normally consume.

Regarding the duration, I would actually be far happier to use this armor set if it made all combat potions last at least 10 minutes; I don't particularly care about the duration of those that are already more than 10 minutes at base.
I would like this a lot too, it does irk me that some potions last 10 minutes and some last 4, so they're always on different timers and the old ones can't be refreshed just by QuickBuffing again. Having to press once every 10 minutes for permanent buffs instead of every two like we currently have to would be quite nice.
 
50% sounds good. Obviously some of these will have to be rounded up (Summoning Potion) but it's nice that most of those values are divisible by 2. Note that some of these buffs (particularly knockback and movement speed) do basically nothing, so their only function is to increase the amount of text required to describe the set's benefits, and therefore intimidate people into thinking that this is OP.

Regarding the duration, I would actually be far happier to use this armor set if it made all combat potions last at least 10 minutes; I don't particularly care about the duration of those that are already more than 10 minutes at base.
Yes, the explosion resistance of the ore makes sense.
Also, to balance this set, the number of enhanced effects (+70% effectiveness and + 50% duration) is limited to three. To make the enhanced effects different from the standard ones, they will have a gold-plated frame.
I also have an idea to add a "star protection mode" to this kit. It switches in the same way as the "invisibility mode" in the "vortex armor". Entering this mode, all effect boosts are canceled, in return, all the power of the player's equipment will be used to absorb damage from 1 negative effects applied to it.
Thus, the timer of the negative effect will be accelerated three times.
 
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