Weapons & Equip Add a way to mix and match armor set bonuses

SpaceCadet8471

Terrarian
Over the progression of the game, specifically in hard mode, you'll likely don some armor sets with set bonuses that you think are really cool!

...only to replace them about an hour later when you get a set with more defense, that's practically a necessity for the next boss you're going to face..

I would love to have a way, to maybe, craft an armor set into a charm that overwrites your currently worn armor set with the set bonus of the charm while the charm is equipped.
For instance: wearing the nebula armor, each armor piece still has its innate increases to magic power, but I'm wearing a charm of the specter hood set, so my set bonus is replaced with the "magic damage heals nearby players, reduced magic damage" set effect.

Would be really cool to keep your favorite set bonus, and can enable more variety in multi class players. Please Red?
 
Not too sure about this one. If you want to use the set bonus of an armor set, then just use that armor set. For the most part, you can progress through the game just fine with basically all of the armors.

Also, I feel that this idea would be too overpowered to put in the base game. Imagine having Shroomite armor with Holy Dodge or something, that would be pretty busted.
 
I feel like it should be reversed, you make a charm that only gives the defense and overrides your normal armor's defense so you can use the titanium set bonus on ml
 
I feel like it should be reversed, you make a charm that only gives the defense and overrides your normal armor's defense so you can use the titanium set bonus on ml
This is definitely better, but I still don't like it much.
 
I think it's best for the really interesting and unique set bonuses to get either direct or indirect upgrades instead of an oddly tacked on accessory; there's also many opportunities for absolutely broken stuff like Beetle Endurance + Valhalla Knight. The only interesting set bonuses on not ML viable sets I can think of are Gladiator, Crystal Assassin, Forbidden, Titanium, Hallowed, Chlorophyte, and Turtle.
  • Gladiator is covered by any shield
  • Crystal Assassin is covered by Tabi and its upgrade
  • Titanium is just bad
  • Hallowed is semi-covered by Blackbelt and its upgrade
  • Chlorophyte is practically just a summon; it's niche of "afk damage" can be fixed with them anyway
  • Turtle is a thorns potion, an already kinda useless; the aggro is a part of Beetle, so it's not a problem
Crimson and Palladium are just regen boosts that you could somewhat consider Valhalla Knight to be a successor of. Palladium and Crimson are glorified regen boosts and Meteor armor has such a niche effect that there's no reason to have it later on besides making the Orange Zapinator more insane than it already is. Everything else is just stats or mindless projectiles that don't impact your Shadow's problems with not having an upgrade go beyond the set bonus and would need an entire movement-based armor, preferably one with wing support. That pretty much just leaves Forbidden with a set bonus that would let this work, but if that's the only one then just make an upgrade of it. The game could use more hybrid sets late game anyway.
 
Nowhere is this more dramatic than in the base crafted armor tiers. Lets use the bottom tier as an example (assume you are progressing only through crafting)
Copper Armor1/2/1 (+2 set) = 6
Tin Armor2/2/1 (+2 set) = 7
Iron Armor2/3/2 (+2 set) = 8
Iron Hat, Iron Chest, Copper Boots2/3/1 = 6 <--- same as just wearing a copper set!

If you have a full copper set, it does not make sense to upgrade ANY individual or even 2 pieces to Iron, becuase you lose the +2 set bonus, but you can only get +1 def PER PIECE. So you just get "stuck", and there is no point to these nearby tiers. (lets ignore the fact that there is little point to even using this low tier armor at all) I suppose one could say this might be designed to work with the ore randomness, so whichever ore you find more of, you craft that set for the bonus and ignore the others, and the small differences between them don't matter, only the set matters. But that feels really weird to me.

I want a gear chase, where individual pieces of gear feels good to achieve.

I'm currently working on a mod (Duravo Mod) that's designed to make the early game less "skippable", more of an earned investment feel rather than the early game crafting and mining just being a noob trap for people who don't skip it yet.

For my mod, I'm experimenting with:

(a) removing ALL defense from ALL set bonuses (they just get distributed into the pieces) - upgrading a piece should ALWAYS give you more defense. It should never go down!

(b) giving crafted armors *utility* set bonuses that allow mix-and-match. For example, I'm experienting with a mini-spelunker buff "shiny" that sparkles nearby ore at just a LITTLE beyond torch range (+2), but *ANY* three pieces of shiny metal armor give you the buff. So if you have all three copper, you get it. If you have Copper/Tin/Gold you get it. But thematically, Iron and Lead are not "shiny" so they don't have that set bonus. I could make it so this is just a 2-set bonus.

While I'm not planning to *extract* set bonuses.. one related idea might be to let accessories participate in these set-count buffs. As an extreme example, one could have three different armor pieces each with a *different" 2-piece set bonus, and then use some magic trinket that does all equipped sets + 1, or explicltly add set bonuses to some trinkets.

My Duravo-Mod's goal is not "MOAR POWER MOAR BETTER" buffing, but to make crafting feel more worthwhile by (a) making crafted set bonuses mix-and-match and more utility focused (b) give crafted chests some fun unique bonuses to make digging to craft feel more rewarding (c) make skipipng the *entire* crafting progression less possible/practical, especially in medium/hard-core expert.
 
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