Armor’s looking to be a hot topic right now, which is perfect timing, since I recently finished working on this, for the most part!
There is a lot of armor imbalance, and today, I’m going to try my best to take care of all of it, while making some additions here and there to really flesh out these changes. As the title suggests, there’ll be more than just armor, which I’ll tangent off into when I get there!
First off,
Pre-Hardmode
Wood Armors
There is a lot of armor imbalance, and today, I’m going to try my best to take care of all of it, while making some additions here and there to really flesh out these changes. As the title suggests, there’ll be more than just armor, which I’ll tangent off into when I get there!
First off,
Pre-Hardmode
Wood Armors
Armor Type | Helmet | Breastplate | Leggings | Set Bonus | Full Stats | Insight on my Decisions |
---|---|---|---|---|---|---|
All Wood Armors | Only require 10 Wood | Only require 20 Wood | Only require 15 Wood | They actually HAVE Set Bonuses now! And they're not just more defense, after the first one! | Only require 45 Wood, and have sweet new set bonuses! |
Wood armors currently require a LOT of wood for how non-existent their payoff is. Now, I've made the armor itself more worth it to craft while also HALVING the cost in wood.
|
Wood Armor | 1 Defense | 1 Defense | 1 Defense | +5 Defense when in the Forest | 3 Defense, +5 when in the Forest |
Being the first armor you can easily obtain, it makes sense to make it a safety cushion of sorts for before you begin exploring. Once you're done building your base, take the risk and go outside and explore! You can nab yourself one of the better wood armors on the way there!
|
Boreal Armor | 1 Defense | 2 Defense | 1 Defense | +12% Movement Speed | 4 Defense +12% Movement Speed |
Now that you've made it a bit out there, here's an armor to help you get around a little quicker! It comes with an extra point of permanent defense as a bonus!
|
Palm Armor Honestly, who ever made this? | 1 Defense | 2 Defense | 1 Defense | +4% Critical Strike Chance | 4 Defense +4% Critical Strike Chance |
For such a low defense, it has quite a nice Set Bonus early on. If you manage to get to the Ocean early on, it'll be a nice risk-reward option, but you can also just get this by planting some Acorns in the Desert and waiting a bit. Actually, wait, Palm Trees grow naturally in the Oasis, now, so getting this isn't really that big of a challenge anymore, is it?
|
Rich Mahogany Armor | 2 Defense | 3 Defense | 2 Defense | +2 Damage | 7 Defense +2 Damage |
The highest risk comes with the highest reward: a sizeable defense AND a static bonus to your damage! This should do much better than most percentage bonuses you can get by this point, and will definitely prepare you for exploring in the Jungle; just make sure you have the weapons for it.
|
Ebon Armor | 2 Defense | 2 Defense | 2 Defense | Allows falling 8 more blocks without taking damage | 6 Defense Allows falling 8 more blocks without taking damage |
I heard there were some nasty drops in the Corruption, so now its wood protects against that a little bit! This has a bit of a wider application than just the Corruption, too, so you could potentially hang on to it for mining!
|
Shade Armor | 2 Defense | 2 Defense | 2 Defense | +16% Jump Height | 6 Defense +16% Jump Height |
The counterpart to the Ebon Armor, the Shade Armor grants a bit of extra jump height to climb over the Crimson's chasm entrances and the Crimson underground! With a, once again, more general application, this armor set could really come in handy when you're mining underground, or even just on the surface!
|
Cactus Armor Thrown in here for convenience. | +15% Thorns | +35% Thorns | +25% Thorns | Increased regeneration when wet (+1 HP/s when inflicted with Wet, +2 HP/s when in a body of water; being in water overrides Wet debuff) | 75% Thorns Increased regeneration when wet |
Heeey, now here's a twist: instead of defense, you get to make everything regret touching you! You'll take full damage, which, in turn, lets you DEAL "full" damage back to the attacker; you can then patch yourself back up using some water, if you've got any nearby.
|
Progression Armor
Armor Type | Head | Chest | Legs | Set Bonus | Full Stats | Insight on my Decisions |
---|---|---|---|---|---|---|
Fossil Armor | 3 Defense +4% Ranged Critical Strike Chance | 4 Defense +4% Ranged Damage | 4 Defense +3% Ranged Critical Strike Chance and Damage | Non-critical strikes deal 1.4x knockback (as much as a critical strike) | 11 Defense +7% Ranged Crit Chance +7% Ranged Damage Non-critical strikes deal 1.4x knockback |
The Underground Desert is hard, but it, by no means, needs a lobotomy. The early game has SORELY been lacking in fun challenge, and what we have now for U.D. is perfect. The Fossil Armor instead needs to match the newfound difficulty of the desert to encourage players to seek challenge early on!
|
Pharaoh Armor An old set, repurposed! | Pharaoh Mask 4 Defense +1 Minion Capacity 4 Cloth and 10 Sturdy Fossils.
| Pharaoh Robe 2 Defense +7% Summon Damage 8 Cloth and 20 Sturdy Fossils.
| Pharaoh Sandals [New] 2 Defense +16% Summon Knockback 6 Cloth and 15 Sturdy Fossils.
| +7% Summon Damage and Knockback | 8 Defense +1 Minion Capacity +14% Summon Damage +23% Summon Knockback Requires 18 Cloth and 45 Sturdy Fossils for the full set. |
Summoner REALLY struggles when starting out, and the Pharaoh Costume kind of just exists. It fits Summoner pretty well, so, voilà! To address the Sandals: there wasn't really a problem with having another 2-piece armor set; I just thought it'd spread the stats out better, and also S A N D A L S.
|
Jungle Armor Just going through minor changes. | 5 Defense +40 Maximum Mana +5% Magic Critical Strike Chance | 6 Defense +20 Maximum Mana +5% Magic Critical Strike Chance | 5 Defense +20 Maximum Mana +5% Magic Critical Strike Chance | -16% Mana Usage | 16 Defense +80 Maximum Mana +15% Magic Crit Chance -16% Mana Usage |
All I did was up the critical strike chance bonus on each piece from 4% to 5%, because the Jungle Armor just needed a tiny, tiny boost.
|
Shadow Armor A pretty strong example of this game's questionable design. | 6 Defense +8% Movement Speed +5% Attack Speed | 7 Defense +8% Movement Speed +5% Attack Speed | 6 Defense +8% Movement Speed +5% Attack Speed | Oh Hit: Envelops you in a shadowy mist for 7 seconds, which:
The mist can only hit once every second and deals no knockback. It has a radius of 2 blocks, so it's fairly risky to play around. However, getting hit again will refresh the mist, whose damage will also increase if the hit you took did more damage than the last one.
| 19 Defense +24% Movement Speed +15% Attack Speed On Hit: Envelops you in a shadowy mist for 7 seconds, which increases movement speed and damages enemies. |
So, not only does the Shadow Armor just boost awful stats, but one of those stats is ALSO for a single damage type, which does not, at ALL, apply to Crimson Armor. As such, I turned the melee speed into a general attack speed bonus, and granted the Shadow Armor a powerful set bonus that only takes effect when hit, like with the Crimson Armor. The catch is that the effect only lasts 7 seconds, and requires some actual risk.
|
Obsidian Outlaw Armor The most badass set, with the most wasted potential. | 4 Defense +13% Damage | 7 Defense +25% Knockback | 5 Defense +21% Movement Speed Grants immunity to Burning | Critical strikes deal 1.2x damage and knockback (In other words, 250% total damage and 175% total knockback) | 16 Defense +13% Damage +25% Knockback +21% Movement Speed Grants immunity to Burning Critical strikes deal 1.2x damage and knockback |
Yeah, this armor's pretty forgettable, as-is, as it's literally just black-purple Gold Armor without the set bonus. So, now it's a Generalist armor that also grants an immunity to Burning!
I originally wanted to give THIS set an on-hit set bonus, where you'd have a 14% chance to dodge an attack and counter by firing an Obsidian Bullet with an obsidian gun for 300% damage. It was super badass in my mind, but it only worked with my previous idea for the set, which was to turn it into a Ranger set. That idea died the moment 1.4 came around, where the Necro Armor got buffed hard, so I instead came up with and gave the Obsidian Outlaw Armor the simpler set bonus that it has now. |
Related Changes |
---|
Obsidian can't be blasted anymore, until Hardmode; you've gotta mine it yourself until then. Obsidian Skull: Now grants immunity to On Fire as well as Burning. |
Ore Armor
...Well... |
---|
I am actually NOT going to go over these myself. I think Storm Diver did it perfectly, so I'm going to be linking you to his Suggestion, instead. I got his approval for this, so don't worry about it.
Revamping Pre-hardmode Ore armour
"Costume" Armor
Revamping Pre-hardmode Ore armour
"Costume" Armor
Armor Type | Head | Chest | Legs | Set Bonus | Full Stats | Insight on my Decisions |
---|---|---|---|---|---|---|
Rain Gear | 2 Defense | 3 Defense | - | +60% Movement Speed during rain Gain up to an extra 10 Defense as rain strengthens; no rain=no bonus. | 5-15 Defense, depending on rain intensity +60% Movement Speed during rain |
The set's nice and all that, but it gets outclassed by wood armor. As such, I've increased its defense and given it WILD amounts of utility during the rain.
Storm Diver and I actually had the same idea for this set, in terms of the movement speed set bonus, so if this seems familiar, that's why. |
Blue Eskimo Suit Otherwise known as Popo cosplay. | Blue Eskimo Hood 2 Defense Reduces cold damage by 9% Drop chance increased to 4% | Blue Eskimo Coat 2 Defense Reduces cold damage by 9% Drop chance increased to 4% | Blue Eskimo Pants 2 Defense Reduces cold damage by 9% Drop chance increased to 4% | Immunity to Frozen | 6 Defense Reduces cold damage by 27% Immunity to Frozen A random set piece has a 33% chance to be found in Ice Chests as secondary loot. |
This set kinda felt like a weird addition when it was converted to armor. The stats were so negligible, and the set pieces were so rare, that it is honestly never worth it to get this suit over Boreal Armor, which would be especially true, now, if I didn't also upgrade the Eskimo Suit. Speaking of said upgrade, this set is now the perfect set for exploring the Underground Tundra, especially as you can find some of the pieces WHILE exploring it now!
Why did these get renamed to "Snow Armor"? It sounds so much more bland. |
Mining Gear | Mining Helmet 1 Defense Produces light Ultrabright Helmet Is now made at an Anvil instead of the Tinkerer’s Workshop | 3 Defense Drop chance increased to 5.9% | 2 Defense Drop chance increased to 5.9% | +30% Mining Speed | With Mining Helmet: 6 Defense Produces light +30% Mining Speed A semi-random set piece has a 12.5% chance to be found in Gold Chests in the Caverns as secondary loot. Mining Helmet only has a 15% chance of being the piece you find, while the Shirt and Pants each have a 42.5% chance.
With Ultrabright Helmet: 9 Defense Produces light Improves vision +30% Mining Speed |
The Mining Gear could be pretty useful if you were ever able to get it, though its defense is pretty abysmal no matter WHAT helmet you use. I’ve boosted the total defense by 3 to make increase its lifespan a bit, made it more common so it’s actually obtainable, and allowed the Ultrabright Helmet to be crafted earlier on so people can actually make the damn thing BEFORE you already have better armor.
|
Gladiator Armor Ooga booga. | 3 Defense +7% Melee Damage Drop chance increased to 4.16% | 8 Defense +4% Melee Critical Strike Chance Drop chance increased to 4.16% | 4 Defense +13% Movement Speed Drop chance increased to 4.16% | Melee attacks pierce 4 defense and deal 0.25 more knockback for every defense point ignored Effect grants even more knockback if a Shark Tooth Necklace and Sharpening Station are used | 15 Defense +7% Melee Damage +4% Melee Critical Strike Chance +13% Movement Speed Melee attacks pierce 4 defense and deal more knockback for every point of defense ignored A random set piece will always be found in Marble Chests as secondary loot. |
This set is just as obnoxiously rare and useless as the Eskimo Suit while ALSO being harder to get, due to Hoplites' Javelins dealing a crapton of damage at a DISTANCE. Well, guess what? Now, the Gladiator Armor is a chunky Melee set that grants a damage and knockback bonus against enemies with defense! Since the set will keep increasing knockback against enemies with high defense if you use the Shark Tooth Necklace and Sharpening Station with it, you can get up to an extra 5.25 knockback!
|
Fishing Armor | 2 Defense +5% Fishing Power | 4 Defense +5% Fishing Power | 3 Defense +5% Fishing Power | Reduces enemy spawnrates | 9 Defense +15% Fishing Power Reduces enemy spawnrates |
Obviously, this set isn’t made for combat, and dealing with enemies is annoying as hell when you’re trying to fish. Now that’s sliiightly less of a problem.
|
Related Changes |
---|
Undead Miner now drops 2-3 Bombs with an 84.2% chance, instead of 1-3 Bombs with a 91.2% chance. |
Miscellaneous Armor
Armor Type | New Stats | Insight on my Decisions |
---|---|---|
Literally a bucket | Now completely covers the eyes, Obstructing your view while equipped. Bounces projectiles that hit your head. Turns your hurtsound into a metal tink. |
This thing is already a meme armor; I'm just going the full distance with it.
... Okay, yes, I did also want to make a Plants VS Zombies reference. I really like the SFX when you hit Conehead and Buckethead Zombies in the first game, for some reason. |
Goggles | 1 Defense +4% Critical Strike Chance |
Just a little bonus so that they have a use outside of protecting you from half a damage point.
|
Viking Helmet | 5 Defense Deals 30 Classless Damage and 6 Knockback to enemies that touch it. Damage and knockback increase with your vertical velocity, up to 75 Damage and 10 Knockback. |
This is just another reference. This time, it's to Spongebob Squarepants: Battle for Bikini Bottom.
Ignoring the reference for a moment, the helmet isn't really the best, despite its 4 Defense, just because set bonuses are probably preferable, if not equal. Now, it's a nice piece of utility with the defense to back it up if you wanna actively make use of it, though it's definitely not gonna outdo most set bonuses. |
Diving Helmet This is an armor piece? | Not anymore, it isn't; it's now an Accessory. 2 Defense Increases breath time to 90 seconds. |
I would have gone the route of turning all of its tinkers into head armors, instead, but I didn't want to copy what J Bame did in his mod, and also he replaced the Ice Skates with the Frozen Turtle Shell and that's basically the only way that the Arctic Diving Gear WILL work as a head armor.
|
Related Changes |
---|
Diving Gear | Jellyfish Necklace | Jellyfish Diving Gear | Ice Skates | Arctic Diving Gear |
---|---|---|---|---|
2 Defense Extends breath time to 90 seconds. Allows swimming. | Produces a small pink glow that becomes much stronger underwater. Enemies in the glow receive a Hunter Potion highlight and take 40% more knockback. | 4 Defense Extends breath time to 90 seconds. Allows swimming. Produces a small pink glow that becomes much stronger underwater, which highlights enemies in it and increases the knockback they take by 40%. | Increases acceleration by 75%, but reduces deceleration by just as much. Instantly decelerate on ice. Is now dropped by Ice Mimics instead of being found in Ice Chests, locking its tinkers until Hardmode. | 5 Defense Extends breathing time to 110 seconds. Allows swimming. Produces a small light-blue glow that becomes much stronger underwater, which highlights enemies in it and increases the knockback they take by 40%. Increases acceleration by 75%, but reduces deceleration by just as much. Instantly decelerate on ice. |
The Diving Gears now all grant defense, and the Jellyfish Necklace and Ice Skates have gotten new bonuses to make them more useful while retaining their original functions. NOW the Arctic Diving Gear is a nice bundle of utility, and both it and the Frostspark Boots actually gain something! |
Hardmode
Ore Armor II
Armor Type | Head Armors | Breastplate | Leggings | Set Bonus | Full Stats | Insight on my Decisions |
---|---|---|---|---|---|---|
All Hardmode Ore Armors | Only require 10 Bars | Only require 20 Bars | Only require 15 Bars | The newer Ore Armors' set bonuses are unchanged, for the most part, but the original Ore Armors' set bonuses are wildly improved. They are NOT fancy-shmancies like the newer Ore Armor set bonuses. | Only require 45 Bars |
What, each stronger bar requiring more ores to make wasn't enough for you? You also want more bars; you wanna pluralize the plural? You're a monster.
|
Cobalt Armor Indirect damage buffs, with a slight secondary theme of speed. | Cobalt Mask: 14 Defense +14% Movement Speed +14% Melee Speed Cobalt Helmet: 5 Defense +10% Firing Speed +6% Ranged Critical Strike Chance Cobalt Hat: 3 Defense +15% Casting speed +60 Maximum Mana | 10 Defense +8% Critical Strike Chance | 8 Defense +24% Movement Speed | With Mask: +14% Melee Speed, with a bonus 14% with the Cobalt Sword or Naginata With Helmet: +20% Projectile Velocity, with a bonus 20% with the Cobalt Repeater With Hat: -14% Mana Usage, with a bonus 14% with the Elemental Amethyst Staff- | With Mask: 32 Defense +8% Critical Strike Chance +28% Melee Speed, with a bonus 14% with the Cobalt Sword or Naginata +38% Movement Speed With Helmet: 23 Defense +10% Firing Speed +8% Critical Strike Chance, plus 6% for Ranged weapons +24% Movement Speed +20% Projectile Velocity, with a bonus 20% with the Cobalt Repeater With Hat: 21 Defense +15% Casting Speed +60 Maximum Mana +8% Critical Strike Chance +24% Movement Speed -14% Mana Usage, with a bonus 14% with the Elemental Amethyst Staff |
Now THIS is where things get interesting.
Everyone knows that the original Ore Armors suck when compared to the newer Ore Armors, and a lot of people just want to give them fancy-shmancy set bonuses. Relogic's stated that they don't want this, though, and I didn't want to quite go there, either. Why not, instead, embrace the raw stat bonus gig and use it to improve the Hardmode Ore weapons' usability? Of course, this won't single-handedly make the melee weapons a worthwhile option to use, but it'll provide that extra bit of encouragement to the player. Already, you'll notice that I did away with the "Chance to not consume Ammo" bonus. Let's be real, that does nothing for you inside or outside of combat, and you already have a Furniture item and a Potion to give you them if you DO want them that badly. That being said, a big change I'll be making for all of these Ore armors is that the Ranged head pieces will always have the least amount of bonuses out of the three, with the Melee or Magic ones instead being the highest.. Ranged weapons are NOT ones that need massive damage bonuses. |
Palladium Armor Straight damage and crit chance buffs (which have been improved, mainly for Melee) with Rapid Healing. Defense is pretty mushy. | Palladium Mask: 12 Defense +10% Melee Damage +10% Melee Critical Strike Chance Palladium Helmet: 4 Defense +8% Ranged Damage +8% Ranged Critical Strike Chance Palladium Headgear: 2 Defense +9% Magic Damage +9% Magic Critical Strike Chance +40 Maximum Mana | 8 Defense +3% Damage +2% Critical Strike Chance | 7 Defense +2% Damage +1% Critical Strike Chance | Grants Rapid Healing for 4 seconds every time you strike an enemy. Rapid Healing's duration has been reduced by 1 second, and the regen it provides has been lowered by 0.5 HP/s (to +2.5 HP/s).
| With Mask: 27 Defense +5% Damage +3% Critical Strike Chance +10% Melee Damage +10% Melee Critical Strike Chance Grants Rapid Healing for 4 seconds every time you strike an enemy With Helmet: 19 Defense +5% Damage +3% Critical Strike Chance +8% Ranged Damage +8% Ranged Critical Strike Chance Grants Rapid Healing for 4 seconds every time you strike an enemy With Headgear: +5% Damage +3% Critical Strike Chance +9% Magic Damage +9% Magic Critical Strike Chance +40 Maximum Mana Grants Rapid Healing for 4 seconds every time you strike an enemy |
So, two things you may have noticed by now:
I actually might've designated HELMETS to be the Melee pieces, but then Storm Diver and Jota Bame brought up the fact that a Mask provides more overall head protection than a Helmet, and I realized that I'm not very good at noticing simple things like that. Now, I'm not gonna make every head armor of a specific damage type conform to the usual if it's not necessarily causing confusion. Hoods and Headgears, for example, I'm both okay with, since they're only used for Magic. It brings some variety. As for the defense... ...I COULD have just upped the the defense for the original ones, but then the numbers would just be overall higher and I'd need to adjust basically every armor to compensate. The defense swap works to keep things from getting out of hand while still enforcing the original Ore Armors as the raw-stats armors. |
Mythril Armor Damage buffs with a secondary theme of making attacks easier to land. Has a bit of a jump height thing, as well. | Mythril Helmet: 19 Defense +18% Melee Damage +18% Melee Speed +14% Jump Height Mythril Hat: 7 Defense +16% Ranged Damage +24% Projectile Velocity Mythril Hood: 5 Defense +20% Magic Damage +80 Maximum Mana +7% Jump Height | 13 Defense +10% Damage | 10 Defense +20% Jump Height | With Helmet: +15% Melee Knockback and Weapon Size, with a bonus 15% with the Mythril Sword or Halberd With Hat: +10% Firing Speed, with a bonus 10% with the Mythril Repeater With Hood: +13% Casting Speed, with a bonus 13% with the Elemental Sapphire Staff | With Helmet: 42 Defense +10% Damage +18% Melee Damage +18% Melee Speed +34% Jump Height +15% Melee Knockback and Weapon Size, with a bonus 15% with the Mythril Sword or Halberd With Hat: 30 Defense +10% Damage +16% Ranged Damage +24% Projectile Velocity +20% Jump Height +10% Firing Speed, with a bonus 10% with the Mythril Repeater With Hood: 28 Defense +10% Damage +20% Magic Damage +80 Maximum Mana +27% Jump Height +13% Casting Speed, with a bonus 13% with the Elemental Sapphire Staff |
Have I ignored the Elemental Gem Staves for long enough? Okay.
Yeah, it always bothered me how the Hardmode Ores didn't have corresponding Magic weapons like the PreHardmode ones do. I didn't want to make them as simple as the original Gem Staves, though, since that would be boring, so I took the Elemental Gem Staves from an entirely unrelated suggestion I made years ago and refined them with some peer revision for use in this suggestion! They even got new sprites, which I'm excited for you to see! Moving back to the armors, I gave them each a theme for their stats, in case you haven't noticed. I'm pretty sure most of the armors already had one, but they weren't fully dedicated to it, so I made that the case. I also added in some stats that you'd normally wouldn't see on armors, such as Jump Height and Weapon Size, along with Casting Speed, which I wanted to do because it seemed like a waste to have certain stats be increasable in such few ways; adding more ways of getting these stat bonuses into the game could allow for more flexibility in the gear you use. |
Orichalcum Armor Crit chance buffs with movement speed bonuses and piercing flower petals. | Orichalcum Mask: 16 Defense +17% Melee Critical Strike Chance +20% Melee Weapon Size +14% Movement Speed Orichalcum Helmet: 6 Defense +15% Ranged Critical Strike Chance Orichalcum Headgear: 4 Defense +18% Magic Critical Strike Chance +60 Maximum Mana +7% Movement Speed | 12 Defense +6% Critical Strike Chance | 9 Defense +20% Movement Speed | Causes flower petals to pierce through foes for 30 damage with every attack. Has a cooldown of 1 second. | With Mask: 37 Defense +6% Critical Strike Chance +17% Melee Critical Strike Chance +20% Melee Weapon Size +34% Movement Speed Causes flower petals to pierce through foes for 30 damage with every attack With Helmet: 27 Defense +6% Critical Strike Chance +15% Ranged Critical Strike Chance +20% Movement Speed Causes flower petals to pierce through foes for 30 damage with every attack With Headgear: 25 Defense +6% Critical Strike Chance +18% Magic Critical Strike Chance +60 Maximum Mana +27% Movement Speed Causes flower petals to pierce through foes for 30 damage with every attack |
Okay, I've actually run out of things to say about the armors in general, and I don't really have much to say on any specifics, besides their pre-existing themes that I just exaggerated.
|
Adamantite Armor Now the beast of stats. All-around damage bonuses and all-around mobility. The set bonuses pull no punches. | Adamantite Mask: 24 Defense +17% Melee Damage +9% Melee Critical Strike Chance Adamantite Helmet: 9 Defense +16% Ranged Damage +8% Ranged Critical Strike Chance Adamantite Headgear: 7 Defense +18% Magic Damage +10% Magic Critical Strike Chance +100 Maximum Mana | 16 Defense +7% Damage +14% Jump Height | 12 Defense +6% Critical Strike Chance +18% Movement Speed | With Mask: +11% Melee Critical Strike Chance, with a bonus 11% with the Adamantite Sword or Glaive With Helmet: +10% Ranged Critical Strike Chance, with a bonus 10% with the Adamantite Repeater With Headgear: +12% Magic Critical Strike Chance, with a bonus 12% with the Super Ruby Staff. | With Mask: 52 Defense +7% Damage +6% Critical Strike Chance +17% Melee Damage +20% Melee Critical Strike Chance,with a bonus 11% with the Adamantite Sword or Glaive +18% Movement Speed +14% Jump Height With Helmet: 37 Defense +7% Damage +6% Critical Strike Chance +16% Ranged Damage +18% Ranged Critical Strike Chance, with a bonus 10% with the Adamantite Repeater +18% Movement Speed +14% Jump Height With Headgear: 35 Defense +7% Damage +6% Critical Strike Chance +18% Magic Damage +22% Magic Critical Strike Chance, with a bonus 12% with the Elemental Ruby Staff +100 Maximum Mana +18% Movement Speed +14% Jump Height | Nothin' for now.
|
Titanium Armor King of speed. | Titanium Helmet: 22 Defense +28% Melee Speed Chance +6% Melee Critical Strike Chance Titanium Hat: 8 Defense +21% Firing Speed +4% Ranged Critical Strike Chance Titanium Hood: 6 Defense +23% Casting Speed +5% Magic Critical Strike Chance +80 Mana | 14 Defense Chance +17% Attack Speed +17% Movement Speed | 11 Defense +6% Critical Strike Chance +25% Movement Speed | Produces orbiting protective titanium shards on every hit, which deal 50 damage and HUGE knockback on contact | With Helmet: 47 Defense +9% Critical Strike Chance +17% Attack Speed +28% Melee Speed +6% Melee Critical Strike Chance +17% Attack Speed +42% Movement Speed Attacks produce orbiting titanium shards that damage enemies on contact With Hat: 33 Defense +9% Critical Strike Chance +17% Attack Speed +4% Ranged Critical Strike Chance +21% Firing Speed +42% Movement Speed Attacks produce orbiting titanium shards that damage enemies on contact With Hood: 31 Defense +9% Critical Strike Chance +17% Attack Speed +5% Magic Critical Strike Chance +23% Casting Speed +80 Mana +42% Movement Speed Attacks produce orbiting titanium shards that damage enemies on contact | The idea I had with these stats is to make it easier to get and use the Titanium Shards with attack speed and movement speed. There's a bit of backing critical strike chance, but other than that, this set heavily encourages you to make the most out of your Titanium Shards for maximum damage. Easiest done with Melee, I think; might do something about the set bonus for Rangers and Mages.
|
Related Changes and Additions |
---|
Any Hardmode Ore weapon that's not a Repeater needs some serious help. The Hardmode Ore Armors' Set Bonuses are just a complimentary bonus; we've gotta tackle these weapons head-on to fix them. |
Jota Bame has kindly given me permission to use Melee ideas from his Rebalancing Mod in this suggestion. As with Storm Diver and the PreHardmode Ore Armors, I think Bame did things pretty well.
However, I DO also have my own changes and ideas, including some in place of Bame's, so I'll be showing everything off here. Swords Cobalt, Mythril, and Adamantite Sword Damage, Speed, Knockback, and Size are all increased by 25%, and Critical Strike Chance is increased to 8%. Palladium, Orichalcum, and Titanium Sword Fires short-lived, powerful beams at a slow rate, which quickly begin to decelerate and fade away after less than a second. Each sword's beams behave slightly different. Palladium Sword Fires a beam that travels with a velocity of 10, dealing 175% damage and no knockback. It lasts 0.5 before fading away, and has a 1.7-second cooldown. Orichalcum Sword Fires a beam that travels with a velocity of 8.5, dealing 140% damage and no knockback. It lasts 0.6 seconds before fading away, and has a 1.3-second cooldown. Titanium Sword Fires a beam that travels with a velocity of 9.5, dealing 167% damage and 33% knockback. It lasts 0.4 seconds before fading away, and has a 1.5-second cooldown. "Spears" Cobalt Naginata, Mythril Halberd, and Adamantite Glaive Their Use Time is increased from 28/26/25 to 33/31/30. They stay out for longer, but it lowers their DPS. However, the invincibility frames are heavily reduced, and their hitbox width is doubled, letting them hit WAY more often. This should end in a net increase in DPS. The Adamantite Glaive also gets a 15% damage bonus and its critical strike chance upped to 8%. Palladium Pike, Orichalcum Halberd, and Titanium Trident Each has a special effect that resembles their armors' Set Bonuses. Except the Trident. Palladium Pike Restores 1 HP on every hit. Simple as that. Orichalcum Halberd Summons piercing flower petals on every hit. These are identical to the petals from the Orichalcum Armor's Set Bonus. Titanium Trident Can be thrown like a Bone Javelin with Alt-Fire, flying really far and really fast to deal 140% damage and getting stuck on impact. Stuck Tridents inflict a better version of Penetrated, which deals 5 DPS over 1 tick and reduces the target’s defense by 3, per stack. The debuff can be stacked up to 6 times for 30 DPS and -18 Defense against a single target. I'll call it Pierced because I dunno what Bame called it. | Hey hey, now you'll finally get to see what those Elemental Staffs were!
Elemental Amethyst Staff Crafted with an Amethyst Staff, 10 Cobalt Bars, 3 Souls of Night and 3 Souls of Light. Casts a lavender Amethyst beam that splits into 6 much-smaller beams on impact. These secondary beams fly out in all directions but are evenly spaced out in a hexagon formation, each dealing 1/2 of the main projectile's base damage. They are otherwise identical to the main projectile, except that they fade away after 10 blocks and can each pierce once. Every 6th shot, the main beam and its secondary beams become a LOT more vibrant and all inflict Venom for one second. The main beam will split into 8 secondary beams instead of 6, which fly out in an octagon formation. Each of the smaller beams will deal 3/4 of the main projectile's base damage instead of 1/2, and are each still capable of getting critical hits. Damage: 42 (Magic) Knockback: 5 (Average) Mana: 28 Critical Strike Chance: 4% Use Time: 39 (Very Slow) Velocity: 8 Projectile Pierce: 1, Secondary projectiles only Inflicts Venom Debuff Effects: 30 DPS Rarity: Light Red Sell: 2 Gold Elemental Topaz Staff Crafted with a Topaz Staff, 10 Palladium Bars and 6 Souls of Light. Fires a vibrant yellow Topaz beam with a pierce of 5 that bounces from enemy to enemy, ignoring a LOT of defense. The beam can bounce between the same few enemies, though the projectile will prioritize untouched targets first, making it kinda like the Huntress's Laser Glaive from Risk of Rain 1. Unlike the Laser Glaives, though, if there is only one enemy nearby, the beam will stay on and repeatedly damage the same enemy unless another one comes by or the beam reaches its limit. The beams each have their own invincibility frames, allowing multiple Super Topaz Beams to go around without interfering with each other. Damage: 16 (Magic) Knockback: None Mana: 17 Critical Strike Chance: 4% Use Time: 28 (Average) Velocity: 9 Extra Updates: 1 Projectile Pierce: 5 Armor Penetration: 20 Inflicts Electrified Debuff Effects: Deals 4 DPS, or 16 if the victim is moving. Enemies pretty much always take 16 DPS Rarity: Light Red Sell: 2 Gold, 50 Silver Elemental Sapphire Staff Crafted with a Sapphire Staff, 10 Mythril Bars and 6 Souls of Night. Fires a deep-blue Sapphire beam that pierces two enemies and causes a splash on each hit for area damage. The first hit produces a splash with a radius of 4 blocks, the second one produces a splash with a radius of 3 blocks, and on the third and final hit, a Grenade-sized explosion is produced. If the beam hits a block, it will burst and damage anything within a 7-block radius, a much bigger area than the beam would normally be able to cover. Damage: 42 (Magic) Knockback: 4 (Weak) Mana: 20 Critical Strike Chance: 4% Use Time: 37 (Very Slow) Velocity: 8 Projectile Pierce: 2 Rarity: Light Red Sell: 4 Gold Elemental Emerald Staff Crafted with an Emerald Staff, 10 Orichalcum Bars, 3 Souls of Night and 3 Souls of Light. Fires a vibrant Emerald beam that bursts into a gale on impact, which flows 8 blocks straight in the direction the projectile was heading, instantly dealing moderate knockback and damage to all enemies caught in it. If the beam deals a critical hit, the entire gale will, as well. Basically, the beam has infinite pierce, but only for 8 blocks after hitting the first enemy. Said enemy actually gets hit twice, by both the beam and the gale it creates. Damage: 38 (Magic) Knockback: 6 (Average) Mana: 16 Critical Strike Chance: 4% Use Time: 27 (Average) Velocity: 13 Projectile Pierce: Infinite, Gale only Rarity: Light Red Sell: 4 Gold, 50 Silver Elemental Ruby Staff Crafted with a Ruby Staff, 10 Adamantite Bars and 6 Souls of Light. Shoots a fiery-red Ruby beam that pierces four times and causes a small, 3-block-radius explosion at the end. Its attacks momentarily inflict Blazing, a fire debuff that deals 15 damage per second via 5 ticks of 3 damage, and that finishing explosion will instead inflict Burning for 2 seconds on all enemies caught in it. The explosion is also triggered when the beam hits a block. Damage: 34 (Magic) Knockback: 5 from Beam (Average), 8 from Explosion (Very Strong) Mana: 20 Critical Strike Chance: 4% Use Time: 28 (Average) Velocity: 10 Projectile Pierce: 4 Inflicts Blazing Burning Debuff Effects: 15 DPS, 50 DPS Rarity: Light Red Sell: 6 Gold Elemental Amber Staff Crafted with an Amber Staff, 2 Forbidden Fragments, 3 Souls of Night, and 3 Souls of Light. Fires a bright-orange Amber beam that moves pretty fast and deals huge damage. The catch? The beam drops like a ROCK after traveling 13 blocks. At any point, if the beam hits a block or a grounded foe, it will cause a tremor in a large, 10-block radius that deals 60% damage to all enemies caught inside. Damage: 100 (Magic) Knockback: 8 (Very Strong) Mana: 27 Critical Strike Chance: 4% Use Time: 34 (Slow) Velocity: 13 Rarity: Light Red Sell: 6 Gold, 25 Silver Elemental Diamond Staff Crafted with a Diamond Staff, 10 Titanium Bars and 6 Souls of Night. Fires a very light blue Diamond beam that travels at a snail's pace but is able to partially freeze enemies, causing ice shards to grow on them. Attacking these enemies again will shatter the ice, dealing an extra 33% damage to the victim and sending five ice shards flying to gash surrounding targets, which ALSO deal 33% damage. Damage: 64 (Magic) Knockback: 7 (Strong) Mana: 20 Critical Strike Chance: 4% Use Time: 21 (Fast) Velocity: 6 Projectile Pierce: 1 Inflicts Snap Freeze Debuff Effects: When hurt, the victim takes an additional 33% damage and sends five ice shards flying to hurt other enemies, each also dealing 33% damage. The debuff is removed when the victim takes damage. Rarity: Light Red Sell: 6 Gold, 50 Silver |
Summoner Hybrids
"WAIT WAIT, hooOOOLD on a second; Hybrids?"
*cough* Well, let's just say I took a page or two from Baconfry's book.
Armor Type | Head | Chest | Legs | Set Bonus | Full Stats | Insight on my Decisions |
---|---|---|---|---|---|---|
Frost Armor No longer Melee-Ranged, but Melee-Summoner! | 10 Defense +16% Melee and Summon damage Grants immunity to Frozen | 20 Defense +12% Melee Critical Strike Chance Grants immunity to Chilled | 13 Defense +29% Movement Speed +1 Minion Capacity | Melee and Summon damage inflicts Frostburn on enemies, with the armor now boosting its DPS to 20! Double-tap DOWN to freeze the bottom half of your character, doubling defense, halting all sideways momentum and sending you STRAIGHT down with 75% increased velocity. Your arms aren't frozen, so you are still able to use items without issue. If you land, fall damage will be halved.
You sink right through liquids, completely unhindered; be careful if you're above lava when you activate this! You can actually smash through enemies, dealing 50 Melee damage and gaining really brief invincibility. | 43 Defense +16% Melee and Summon damage +12% Melee Critical Strike Chance +29% Movement Speed +1 Minion Capacity Grants immunity to Frozen and Chilled Melee and Summon damage inflict a stronger Frostburn Double-tap DOWN to freeze your legs, doubling defense and sending you straight down |
In one of his suggestions, Baconfry turned the Frost Armor into a Summoner armor, and I thought that was an amazing idea. I wanted to follow it, but not exactly, which is something that'll probably be a bit hard to believe when you compare the stats we each gave it.
The set bonus, however, is completely different. I opted to just increase the damage of Frostburn, but J Bame actually suggested the freezing thing and I liked it. I am an avid user of the Slime Mount, which, when put next to my love of the Melee class, just makes this armor set perfect for me. Hopefully it's not just perfect for me, though, and you guys really like the utility this set brings, too! |
Jungle Guardian Armor A completely new set to complete the trifecta! | Jungle Guardian Hood 16 Defense +27% Summon Damage +1 Sentry Capacity 1 Mystic Jade and 10 Adamantite/Titanium Bars
Jungle Guardian Mask 7 Defense +17% Ranged Damage +1 Minion Capacity 1 Mystic Jade and 10 Adamantite/Titanium Bars
If the hood isn't worn, it will still be shown on the player, but will be hanging down. Anything else can be equipped in the head slot, and it will still show the hood down, even with items that completely cover the head. | Jungle Guardian Cloak 10 Defense +21% Projectile Velocity +1 Sentry Capacity Projectile Velocity will also affect Minion, Sentry, and Whip projectiles.
1 Mystic Jade and 20 Adamantite/Titanium Bars
The character's familiar clothes will be shown under the cloak. | Jungle Guardian Boots 7 Defense +14% Movement Speed +1 Sentry Capacity 1 Mystic Jade and 16 Adamantite/Titanium Bars
The character's familiar clothes will be shown under the boots. | With Jungle Guardian Hood: All Sentries produce a yellowish-lime Nature’s Blessing aura, which grants +10 Defense, +1.5 HP/s Health Regeneration, +200% Thorns, and a leaf trail to all players and friendly entities inside of it. Enemies instead take 30% more knockback when inside the auras. With Jungle Guardian Mask: All Sentries produce a yellowish-lime Nature’s Bane aura, which grants +20% Damage, +10% Critical Strike Chance, and a sparkly green trail to all players and friendly entities inside of it. Enemies instead take damage equal to 50% of the sentry's base damage every second when inside the aura. The radius for both aura types is 15 blocks. Stacking multiple of the same aura type on top of each other will not stack the bonuses, though connecting them at the edges will let you walk between them without momentarily losing the buffs.
However, the Nature's Blessing and Nature's Bane buffs will cancel out if both are possessed at the same time. Positioning is key, with these auras. Auras take 3 seconds to appear around Sentries after they are spawned or after you put on the full set or switch headpieces. | With Jungle Guardian Hood: 33 Defense +27% Summon Damage +21% Projectile Velocity +14% Movement Speed +3 Sentry Capacity Sentries produce Nature's Blessing auras that grant supportive boosts With Jungle Guardian Mask: 24 Defense +17% Ranged Damage +21% Projectile Velocity +14% Movement Speed +1 Minion Capacity +2 Sentry Capacity Sentries produce Nature's Bane auras that grant offensive boosts |
I think this is a really fun set, and I had a lot of fun creating it and getting to see it finally stand in the spotlight! I'm sure a select few of you will recognize the armor from an older work of mine, and I'm grateful to you if you do!
This set tries a LOT of new things, from all of its visuals, to its identity as a Summoner-hybrid set, to its incredibly powerful supportive auras. The set itself takes a lot of inspiration from the Bloons Tower Defense games, which becomes super obvious once you see the its corresponding Mini-boss. The Hood, originally being the only head piece this armor had, is a nod to the Glaive Lord from BTD5, while the Mask references the Crossbow Monkey from BTD6. The aura, however, is actually completely unrelated, and is, in fact, a much more basic concept. It originally came from this old idea, the Glowy Stone, which was also made with Mystic Jades. |
Related Changes and Additions |
---|
The three Summoner Hybrid sets are now each getting two weapons in total! The aim here is to give each set a weapon of its non-Summoner damage type, as well as a different type of Summoner weapon so players have a reason to fight each associated Miniboss! Yes, the Jungle Guardian Armor also has its own corresponding Miniboss. I'll show it off after the weapons! |
|
|
|
Musta been wonderin’ where those Mystic Jades come from. Well, here’s your answer! The Mini-boss of the Jungle Guardian Armor: LITERALLY A MONKEY
...with a sweet cloak. This primate is incredibly intelligent for its species, which is in no small part due to the jade it possesses. Its magic allows the monkey to create a Nature’s Blessing aura on-demand, which strengthens itself and fellow creatures while purifying nearby terrain. Whereas the Ice Golem and Sand Elemental are large in stature and bring a lot of power to the table, the Guardian Monkey is smaller and fights with more strategy. Found anywhere in the jungle during a clear day, Guardian Monkeys are most commonly spotted near contaminated jungle, attempting to ward off the evils with their jades. If they spot a player, they will immediately become alert and hop towards the nearest tree, or just away from you if none are in sight (they won’t target trees through blocks). They will continue to hop away from you if you get within 9 blocks of them, but will otherwise stay in place on the ground or on a tree and begin attacking. All of its attacks can be performed on the ground or a tree, though its knockback resistance grows heavily when hanging on a tree. The Guardian Monkey will be able to latch right back on to its tree in midair if it barely gets knocked off, and it otherwise can’t be interrupted mid-attack. To attack, the Guardian Monkey will throw Poison Darts at the player every 0.9 seconds in a 42° spread, with one dart flying straight, and two darts flying 21° to either side. Once it falls under 35% HP, or there are at least 3 enemies nearby, the Guardian Monkey will pull out another Mystic Jade and create a Nature’s Blessing aura around itself, which is going to be your taste of how enemies feel around the Dryad. This aura grants the Guardian Monkey and creatures inside the aura 10 Defense, 4 HP/s Health Regeneration, and +16% Knockback Resistance, as well as a little green sparkly trail that follows behind them as they move. You, however, lose 1% of your Max HP every second and take a bit of extra knockback from attacks, meaning you suddenly have a lot less room to work with if you don’t think dying slowly is really for you. This aura lasts 15 seconds and has a radius of 20 blocks. Health: 3,700 Damage: 52 on Contact, 42 from Poison Darts Defense: 26 KB Resistance: 48%, 72% when on trees Inflicts Poisoned Drops: 1 Gold, 50 Silver 1 Expert Mode Changes: Is almost completely resistant to knockback while on trees. The Poison Dart attack’s spread lowers to 36° (18° between each dart); they don’t receive a direct damage increase. Nature’s Blessing aura lasts for 3 more seconds. Occasionally throws Bananarangs instead of darts, which behave like a slightly-faster Combat Wrench with the same reach as the current Bananarangs. When they return to the Guardian Monkey, the monkey will then begin to eat it, healing for 15% HP after 1 second if you let it finish. After eating its banana, or after you knock it out of its hands with a well-aimed bullet, a banana peel will be flung out. The difference is that the Guardian Monkey will throw it at you if it finishes eating, while you shooting the banana out of the monkey’s hand will cause it to fly backwards. Health: 4,800 Damage: 73 on Contact, 52 from Poison Darts, 85 from Bananarangs Defense: 26 KB Resistance: 54%, 81% when on trees Inflicts Poisoned Master Mode Changes: Completely immune to knockback when on trees. Now tosses Heavy Darts instead of Poison Darts, which deal a LOT more damage instead of waiting for poison to do its thing. Nature’s Blessing aura lasts for 1 more second, gains an additional 3 blocks of radius, and has ALL of its effects instead by 1.25x, including the damage against players. The monkey can use its cape to glide straight at you, covering long distances incredibly quickly while slowly descending. It can attack during this, albeit at a 35% slower rate, and will take very little knockback, but if you can slow them down enough mid-air, they'll drop. Health: 6,000 Damage: 94 on Contact and from Heavy Darts, 111 from Bananarangs Defense 26 KB Resistance: 60%, 100% when on trees Inflicts Nature's Bane |
Chlorophyte-Made Armors
These sets didn't go through an entire process and a half of change; I just tweaked their set bonuses.
Armor Type | Set Bonus Changes | Insight on my Decisions |
---|---|---|
Chlorophyte Armor wao, who woulda guessed | The Leaf Crystal's projectiles now go through walls and moderately home in. |
There's not much to say about this change; it just makes it so the Leaf Crystal doesn't miss as often.
|
Turtle Armor Hey look the outline isn't completely desaturated now. | Its Thorns now deals a whopping 1,000% of what you took, and ignores half of enemy defense; however, it gets split evenly between all enemies within 20 blocks. |
This change is made because Thorns in this game is just awful. It deals pitiful damage and only works against contact hits, making its worth heavily decrease as ranged enemy attacks become more common in Hardmode.
Now, the Thorns from this set will affect nearby enemies, letting it still do something if you get hit by a projectile. Thanks to how its damage gets split, it's also now good against both single targets AND crowds of enemies. |
Other Armor
Not really "Miscellaneous", per se, but it's not "Costume Armor", either.
Head | Chest | Legs | Set Bonus | Full Stats | Insight on my Decisions | |
---|---|---|---|---|---|---|
Pearlwood Armor This might be meme-ier than the bucket. | 2 Defense +10% Magic Damage | 3 Defense +18% Casting Speed | 2 Defense +7% Magic Damage +7% Casting Speed | +140 Maximum Mana | 7 Defense +17% Magic Damage +25% Casting Speed +140 Maximum Mana |
GLASS CANNOOOOOOOOOOOOOON!
Okay, seriously, this was easily the best and most fun option I could've honestly thought of. The defense is still on par with what a Hardmode wood armor would give, but the magic power is BLOWN outta proportion to create a hilariously powerful Glass armor! If you're really good at dodging, this might honestly be a better option than most starting Hardmode armors! |
Crystal Assassin Armor Ninja Armor, the Second. | 12 Defense +10% Critical Strike Chance +8% Movement Speed +8% Jump Height | 14 Defense +10% Damage +8% Movement Speed +8% Jump Height | 10 Defense +5% Critical Strike Chance +5% Damage +8% Movement Speed +8% Jump Height | 14% chance to evade and counter an attack with a tossed Crystal Cluster that is guaranteed to hit. The Cluster deals 150% damage and sends out 7 large shrapnel shards that each deal 30% damage. The Cluster will go through blocks and move at an INCREDIBLE velocity, seeking out the biggest-health target on the screen to smash into.
| 36 Defense +15% Critical Strike Chance +15% Damage +24% Movement Speed +24% Jump Height 14% chance to evade and counter an attack with a sure-to-hit Crystal Cluster that releases shrapnel on impact |
I decided to make this set improve overall agility while ALSO providing a hopefully-great example of a good When-Hurt effect! It fit thematically, and it gives this armor its own unique place in the game!
Queen Slime is difficult for what people expect her to be, but that's not at all a bad thing; just balance everything accordingly, and you have yourself a really fun and worthwhile Extra Boss fight! Appreciate the challenge you guys get in life! |
Oh, my god, I think I took over a week just to get all of this on here.
OKAY, so, THANK you for reading through this massive show of a suggestion. This is definitely not my best presentation, but I wanted to experiment, and also putting Tables in Spoilers takes more effort than it's worth with someone who edits posts as much as I do.
I want to credit a few folks, real quick, for helping me in some form:
Storm Diver
Allowed me to simply link to his suggestion for the PreHardmode Ore armors, since we practically had the same ideas.
Helped me with the Fossil Armor and other Ranged content.
His suggestion: WIP - Revamping Pre-hardmode Ore armour.
Jota Bame
Allowed me to use some ideas and concepts from his Rebalancing Mod (namely, changes to Hardmode Ore weapons) and gave me the idea for the Frost Armor's Set Bonus.
Helped me with balancing everything so much that I honestly feel bad.
His Mod, which is really good; check out it: tModLoader - Bame's Vanilla Rebalancing
Omega Derpling
Taught me about the existence of sundews, which gave me a visual concept to work with for the Mystic Jade Sentry.
Helped me with balancing.
Baconfry
Inspired me to do my own take on their idea of turning the Frost Armor into a Summoner Hybrid alongside the Forbidden Armor.
Wasn't actually involved with this, otherwise.
His suggestion: Rework of Frost armor + hybrid sets + debuffs
Last edited: