Weapons & Equip Armor Modifiers!

What do you think?

  • This is a great idea!

  • Sounds good!

  • Meh. Could go either way.

  • This is a bad idea.

  • Terrible!

  • Good idea, poor execution.

  • I don't really care...


Results are only viewable after voting.

Dman1791

Spazmatism
I did a search, and surprisingly did not find anything, so if this is a copy, sorry!

My idea is to have armor-specific modifiers, and possibly modifiers that are specific to class (Mage, warrior, ranger) to make armor more unique than just the odd cool set bonus. The more powerful the modifier, the rarer it is. Negative modifiers are slightly rarer than positive ones. The number after the prefix is the rarity color change, mixed bonuses do not change rarity. Matching bonuses add their effect when your whole armor set matches modifiers, this is independent of set bonuses. Lost defense cannot go below zero. Standard wood armor cannot receive modifiers that affect defense because the greaves add no defense.

Note: For armors which have different headpieces for different classes, either only the helmet can get class-specific bonuses, or you can only reforge class-specific ones when you have the correct headpiece in your inventory.

Positive
Fine, +1: +5% defense, minimum of 1. Matching bonus: +2 defense
Strong, +1: +8% defense, minimum of 1. Matching bonus: -50% duration of Broken Armor (When inflicted on you)
Guarding, +2: +10% defense, minimum of 1. Matching bonus: -1% damage from all sources
Speedy, +1: +3% movement speed. Matching bonus: +10% movement in water
Swift, +1: +5% movement speed. Matching bonus: +2 jump height
Traveller's, +2: +8% movement speed. Matching bonus: -50% duration of Slow (When inflicted on you)
Excellent, +2: +8% (Min 1) defense, +5% movement speed. Matching bonus: -3% damage from all sources

Negative
Uncomfortable, -1: -3% movement speed. Matching penalty: +50% duration of Weak (When inflicted on you)
Bulky, -1: -5% movement speed. Matching penalty: -20% movement in water
Deformed, -2: -8% movement speed. Matching penalty: +50% duration of Broken Armor
Rusted, -1: -5% defense, minimum of 1. Matching penalty: +1% damage from all sources

Flawed, -1: -8% defense, minimum of 1. Matching penalty: +2% damage from all sources
Damaged, -2: -10% defense, minimum of 1. Matching penalty: Permanent Broken Armor debuff
Terrible, -2: -8% (Min 1) defense, -5% movement speed. Matching penalty: +3% damage from all sources

Incoherent, -1: -50% power of set bonus, does not stack. Rounds down. Matching penalty: Removes set bonus

Mixed
Thick: +5% (Min 1) defense, -3% movement speed. Matching bonus: -50% duration of Chilled and Frostburn, +50% duration of On Fire! and Cursed Inferno (When inflicted on you)
Heavy: +8% (Min 1) defense, -5% movement speed. Matching bonus: +5 defense, -2 jump height.
Massive: +10%
(Min 1) defense, -8% movement speed. Matching bonus: Enemies more likely to target you, -2% damage from all sources
Thin: -5% (Min 1) defense, +3% movement speed. Matching bonus: +50% duration of Chilled and Frostburn, -50% duration of On Fire! and Cursed Inferno (When inflicted on you)
Light: -8% (Min 1) defense, +5% movement speed. Matching bonus: -5 defense, +2 jump height

Delicate: -10% (Min 1) defense, +8% movement speed. Matching bonus: Enemies less likely to target you, +2% damage from all sources.
Positive
Enchanted, +1: +25 mana. Matching bonus: +25 mana
Imbued, +1: +5% magical damage. Matching bonus: +5% casting speed
Divine, +1: -5% mana costs. Matching bonus: +10% mana regeneration
Mage's, +2: +10 mana, +3% magic damage, -3% mana costs. Matching bonus: +20 mana, +5% casting speed
Negative
Petty, -1: -10 mana. Matching penalty: -10 mana (Mana cannot go below 10)
Common, -1: -5% magical damage. Matching penalty: -5% casting speed
Earthly, -1: +5% mana costs. Matching penalty: -10% mana regeneration
Antipathic, -2: -5 mana, -3% magical damage, +3% mana costs. Matching penalty: -5 mana, -5% casting speed
Mixed
Chaotic: +10% magical damage, +10% mana cost. Matching bonus: +5% magical critical chance, -5% casting speed
Unstable: +10% magical critical chance, -10% magical damage. Matching bonus: +10% casting speed, +10% mana cost
Unruly: -10% casting speed, +10% magical damage. Matching bonus: -20 mana, +5% magical critical chance
Positive
Bewitched, +1: +10% minion damage. Matching bonus: +25% minion knockback
Angering, +1: +10% minion attack speed. Matching bonus: +10% minion damage
Negative
Draining, -1: -10% minion damage. Matching penalty: -25% minion knockback
Calming, -1: -10% minion attack speed. Matching penalty: -10% minion damage
Mixed
Infused: +10% minion damage, -5% minion attack speed. Matching bonus: +10% minion knockbak, -10% minion attack speed
Splitting: +1 minion slot, -15% minion damage. Matching bonus: +2 minion slots, -60% minion knockback
Positive
Replicating, +1: -2% ammo consumption. Matching bonus: -4% ammo consumption
Dire, +1: +5% ranged damage. Matching bonus: +5% ranged critical chance
Supplying, +1: +5% fire rate. Matching bonus: Adds automatic fire to all ranged weapons
Ranger's, +2: -2% ammo consumption, +3% ranged damage, +3% fire rate. Matching bonus: +20% velocity
Negative
Wasteful, -1: 2% chance to consume double ammo. Matching penalty: 4% chance to consume double ammo
Interfering, -1: -5% ranged damage. Matching penalty: -5% ranged critical chance
Hindering, -1: -5% fire rate. Matching penalty: Removes autofire on all ranged weapons
Troublesome, -2: 2% chance to consume double ammo, -3% ranged damage, -3% fire rate. Matching penalty: -20% velocity
Mixed
Manic: 2% chance to consume double ammo, +10% damage. Matching bonus: +10% fire rate, -5% ranged critical chance
Frugal: -2% ammo consumption, -5% fire rate. Matching bonus: +10% ranged damage, -10% velocity
Precise: +10% ranged damage, -10% fire rate. Matching bonus: +5% ranged critical chance, -5% fire rate
Positive
Empowering, +1: +5% melee damage. Matching bonus: +10% melee damage
Titanic, +1: +15% defense or +5 defense, whichever is greater. Matching bonus: -3% damage from all sources, more likely to be targeted by enemies
Agile, +1: +5% melee speed. Matching bonus: +5% melee critical chance
Warrior's, +2: +3% melee damage, +12% defense or +4 defense (Whichever is greater), +3% melee speed. Matching bonus: Autoswing for all melee weapons (But not tools)
Negative
Weakening, -1: -5% melee damage. Matching penalty: -10% melee damage
Insignificant, -1: -15% defense or -5 defense, whichever is greater. Matching penalty: +3% damage from all sources
Impairing, -1: -5% melee speed. Matching penalty: -5% melee critical chance
Woeful, -2: -3% melee damage, -12% defense or -4 defense (Whichever is greater), -3% melee speed. Matching penalty: Removes autoswing from all melee weapons (But not tools)
Mixed
Frantic: +10% melee speed, -5% melee critical chance. Matching bonus: +10% knockback (Round up), -10% melee damage
Amplified: +15% melee damage, -10% melee speed. Matching bonus: +10% melee critical chance, -10% melee speed
Decisive: +10% melee critical chance, -10% melee knockback. Matching bonus: +10% melee damage, -10% melee speed
 
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I think this is cool. Would add more variety, though more prefixes are needed. Just look at all the prefixes for weapons.
 
Best armor modifier thread I've seen so far. You might want to check for dupes, though: Guarding and Agile, to name a few, have already been used.
 
Best armor modifier thread I've seen so far. You might want to check for dupes, though: Guarding and Agile, to name a few, have already been used.
true. Naming is the hard part. As is having the patience to write all of it out.
 
While I would like to see this in the game, I also don't want to, because it can mess up the usefulness of armours and you don't know if you should craft them, since you might need to make a second piece or spend money on one or multiple reforges. I get that it's the same for weapons, but you don't use three of them at once and they don't usually make you tankier or make you shoot supercool pink leaves at your enemies. Also no summoner bonuses?

Completely contradicting myself I am gonna support this, just because it'd be interesting to mess around with, because I think the set-bonus-round-down-handicap still works for wood armour and having that wood armour which does absolutely nothing for you is a nice thing.
Though I do think that negative modifiers shouldn't be as common as positive ones.
 
I know some are duplicates from weapon/accessory modifiers, but it's hard to come up with new names for some things that make sense on armor.

@Emral: Well armor is just... Boring, frankly, atm. You always know what you're getting, and armor is the only type of equipment that cannot get modifiers, excluding pet/light summoners. And the minion bonuses are under magical. I didn't add minion slots because you can already get 7, if I am correct. Minion knockback is too negligible for bonses, and pretty much all of them move fast enough, so attack speed and damage are upgraded. I'll omit the mana pool and mana cost modifiers from the minion armors, I guess.
 
@Dman1791 welp, sorry about the summoner thing. Seems like I skipped a part of your description.
While I agree about the boringness-part, I'm concerned about some armour outclassing usually better ones, running around with a good Palladium set as opposed to a useless mythril set. I'll have to try this out to fully wrap my mind around it and probably come up with a new routine to obtaining armour (right now I use wood armour and Crimtane items so it shouldn't be too big of a deal :p).
 
@Emral Well, as for the palladium/mythril example, you are comparing the better low-tier ore to the worse mid-tier one, plus palladium has a health regen ability. PLus, in hardmode, you won't be penniless unless you are a very aggressive reforger. What could happen is that only generic modifiers are applied on creation, and reforging is needed for the more powerful, unique ones, thus meaning that you get at max a 10% difference in armor, making this a non-issue in most cases, as the larger differences would be rarer.
 
If armor with a ranged modifier which increases fire rate is used with a weapon with a fire rate that doesn´t give an exact number, and the approximation would leave it unchanged (Such as a Rapid Chain Gun), would it still apply a minimum?
Summoning armor should get it´s own prefixes, as the weapons are going to do the same in 1.3, along with making the specific prefixes able to apply to all armour sets, as they would be always useful.
 
I wasn't going to add summon specific bonuses as there are only 2 stats worth buffing that are similar to the ones for mages. For the ranged, it would just increase the number, all of them have a number. A rapid chain gun already fires so fast that it glitches its own bullets, therefore adding a minimum increase of 1 use time would bring the rapid chain gun to 0 use time, although I'm sure that 1 is the minimum. This would be overpowered, plain and simple.
 
I wasn't going to add summon specific bonuses as there are only 2 stats worth buffing that are similar to the ones for mages. For the ranged, it would just increase the number, all of them have a number. A rapid chain gun already fires so fast that it glitches its own bullets, therefore adding a minimum increase of 1 use time would bring the rapid chain gun to 0 use time, although I'm sure that 1 is the minimum. This would be overpowered, plain and simple.
1 would be an obvious limit.
Summoning weapons will likely get more stats, such as minion speed, or minion range.
 
1 would be an obvious limit.
Summoning weapons will likely get more stats, such as minion speed, or minion range.
Not all minions have range, so a universal minion modifier could not take that into account. Minion knockback is so negligible that it isn't really worth buffing in many cases. Minion speed is already quite high, and does not need buffs. Damage and attack speed are the only 2 stats that could gain much of anything from buffs.
 
Not all minions have range, so a universal minion modifier could not take that into account. Minion knockback is so negligible that it isn't really worth buffing in many cases. Minion speed is already quite high, and does not need buffs. Damage and attack speed are the only 2 stats that could gain much of anything from buffs.
It depends on the definition of range. If it were to be how far from the player will they go to attack, then it could be universal. If speed were to be how fast they attack, it would also be able to be universal. There is also the number of minions.
 
I do have minion attack speed in there, actually. Range from the player seems to be a bit worthless, as they can already attack beyond the screen in many cases. Minion slots can already be increased to a very large amount, and if each armor piece gave just 1 minion slot, you could get 10 minions. That is an exorbant amount even for a summon-based character. I'll rephrase my previous statement, there are only 2 minion stats worth buffing that wouldn't be overpowered.
 
I'd split the summoner and magic armor. I mean, not all summoners use magic weapons to go with their minions.
 
I would say you copied my idea, but these are so different its like two totally different threads. Idk what to say. Also some questions: if a mage is using a generic armor, how will you apply mage mods if the game doesnt know youre a mage? Also, what about dual class armors, like frost armor?
 
Generic armor bonuses are for ANY armor, as in you could get a Fine Shroomite Mask, or a Flawed Spectre Hood. For the mage bonuses, they are applied for the armor type, not the character, so you can have, say, an Antipathic Spectre Mask, but not an Enchanted Beetle Scale Mail. Frost Armor is melee/ranged, therefore could get either melee/ranged modifiers.

One thing I just realised is the hardmode metal armors, they have multiple head pieces, but that means they are all three classes. I have 2 ideas: Only the helmets get the class-specific modifiers, or you can only get the modifiers for a class type with the correct helmet in your inventory.
 
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