Weapons & Equip Buff the Hardmode Ore Armours from 1.1

For some reason, the 3 original Hardmode ores (the ones that generate when you break alters with the Pwnhammer) that were introduced in 1.1 are inferior in every way to their 1.2 counterparts. I suggest adding set bonuses to the armours and increasing some stats to make them as good as the other Hardmode ore armours, as well as reducing some stats so as not to make them better.

My Proposed Changes

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Cobalt Armour
Leggings: Fine as-is.
Breastplate: 5% increased critical strike chance --> 1% increased damage and 4% increased critical strike chance
Hat (Mage Headpiece): increases maximum mana by 40, 10% increased magic damage and 9% increased magic critical strike chance --> increases maximum mana by 60, 9% increased magic damage and magic critical strike chance
Helmet (Melee Headpiece): Fine as-is.
Mask (Ranger Headpiece): 10% increased ranged damage and ranged critical strike chance --> 9% increased ranged damage and ranged critical strike chance

Set bonus: 14% reduced mana usage (Hat)/ 15% increased melee speed (Helmet)/ 20% chance to not consume ammo --> damaging blue orbs spawn for 5 seconds that fire themselves at enemies (do not home) after taking damage from an enemy
Defense: 18 (Hat)/ 28 (Helmet)/ 20 (Mask) --> 22 (Hat)/ 33 (Helmet)/ 24 (Mask)
Or
Leggings: Fine as-is.
Breastplate: 5% increased critical strike chance --> 1% increased damage and 4% increased critical strike chance
Hat (Mage Headpiece): increases maximum mana by 40, 10% increased magic damage and 9% increased magic critical strike chance --> increases maximum mana by 60, 10% increased magic damage and magic critical strike chance
Helmet (Melee Headpiece): Fine as-is.
Mask (Ranger Headpiece): 10% increased ranged damage and ranged critical strike chance --> 11% increased ranged damage and ranged critical strike chance
Set bonus: 14% reduced mana usage (Hat)/ 15% increased melee speed (Helmet)/ 20% chance to not consume ammo --> 15% reduced mana usage (Hat)/ 17% increased melee speed (Helmet)/ 20% chance to not consume ammo
Defense: 18 (Hat)/ 28 (Helmet)/ 20 (Mask) --> 22 (Hat)/ 32 (Helmet)/ 23 (Mask)


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Mythril Armour
Leggings: Fine as-is.
Chainmail: Fine as-is.
Hood (Mage Headpiece): increases maximum mana by 60 and 15% increased magic damage --> increases maximum mana by 80 and 15% increased magic damage

Helmet (Melee Headpiece): 8% increased melee critical strike chance and 10% increased melee damage --> 10% increased melee damage, 7% increased melee critical strike chance and 4% increased melee speed
Hat (Ranged Headpiece): 12% increased ranged damage and 7% increased ranged critical strike chance --> 13% increased ranged damage and 9% increased ranged critical strike chance
Set bonus: 17% reduced mana usage (Hood)/ 10% increased melee critical strike chance (Helmet)/ 20% chance to not consume ammo (Hat) --> For 6 seconds after getting struck by an enemy, runes will appear around you, increasing stats when you attack depending on what weapon you attack with. (Or perhaps just what weapon your holding when the runes spawn)
Defense: 24 (Hood)/ 37 (Helmet)/ 27 (Hat) --> 28 (Hood)/ 42 (Helmet)/ 30 (Hat)
Or
Leggings: Fine as-is.
Chainmail: Fine as-is.
Hood (Mage Headpiece): increases maximum mana by 60 and 15% increased magic damage --> increases maximum mana by 80 and 16% increased magic damage
Helmet (Melee Headpiece): 8% increased melee critical strike chance and 10% increased melee damage --> 10% increased melee damage, 8% increased melee critical strike chance and 5% increased melee speed
Hat (Ranged Headpiece): 12% increased ranged damage and 7% increased ranged critical strike chance --> 15% increased ranged damage and 9% increased ranged critical strike chance
Set bonus: 17% reduced mana usage (Hood)/ 10% increased melee critical strike chance (Helmet)/ 20% chance to not consume ammo (Hat) --> 18% reduced mana usage (Hood)/ 11% increased melee critical strike chance (Helmet)/ 20% chance to not consume ammo (Hat)
Defense: 24 (Hood)/ 37 (Helmet)/ 27 (Hat) --> 28 (Hood)/ 42 (Helmet)/ 30 (Hat)


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Adamantite Armour
Leggings: Fine as-is.
Breastplate: Fine as-is.
Headgear (Mage Headpiece): increases maximum mana by 80 and 12% increased magic damage and critical strike chance --> increases maximum mana by 100, 12% increased magic damage and critical strike chance
Mask (Melee Headpiece): 7% increased melee critical strike chance and 14% increased melee damage --> 8% increased melee critical strike chance and 14% increased melee damage and 8% increased melee critical strike chance
Helmet (Ranged Headpiece): Fine as-is.
Set bonus: 19% reduced mana usage (Headgear )/ 20% increased melee and movement speed (Helmet)/ 25% chance to not consume ammo (Mask) --> 20% reduced mana usage (Headgear )/ 20% increased melee and movement speed (Helmet)/ 25% chance to not consume ammo (Mask)
Defense: Fine as-is.
 
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I agree with buffing Cobalt and Mythril, but I don’t really agree with buffing Admanatite or changing the set bonuses.

Cobalt and Mythril simply have lower stats than their alts, obviously. But Adamantite is actually pretty bolstered in stats. Compare its pure total damage and defense for each set to that of Titanium, and you see a reasonable difference in both. Hot take: Adamantite may even be more worthwhile than Titanium, because the titanium spikes are incredibly dangerous to use and Adamantite’s pure stats are more beneficial.

Second point is that the set bonuses sbouldn’t be changed, because the 1.1 sets are meant to be stats. It gives them a more defined niche against their alts - in 1.2 sets, much of the profit comes from set bonus rather than what the armor itself offers. Now, Cobalt and Mythril clearly failed at this, but Adamantite is a good example of how this should work. Stats roughly equivalent or slightly higher than that of Titanium, and then a stat based set bonus to add even more to this - at the payoff of not having whatever utility the other set bonus offered.
 
I agree with buffing Cobalt and Mythril, but I don’t really agree with buffing Admanatite or changing the set bonuses.

Cobalt and Mythril simply have lower stats than their alts, obviously. But Adamantite is actually pretty bolstered in stats. Compare its pure total damage and defense for each set to that of Titanium, and you see a reasonable difference in both. Hot take: Adamantite may even be more worthwhile than Titanium, because the titanium spikes are incredibly dangerous to use and Adamantite’s pure stats are more beneficial.

Second point is that the set bonuses sbouldn’t be changed, because the 1.1 sets are meant to be stats. It gives them a more defined niche against their alts - in 1.2 sets, much of the profit comes from set bonus rather than what the armor itself offers. Now, Cobalt and Mythril clearly failed at this, but Adamantite is a good example of how this should work. Stats roughly equivalent or slightly higher than that of Titanium, and then a stat based set bonus to add even more to this - at the payoff of not having whatever utility the other set bonus offered.
But the problem is that if you get the original ores in your world and you want a set bonus armour set, you have to fish for a long time, which is boring, and you could get super unlucky and get the wrong ores. So maybe all six ores should generate in all worlds and the amount of alters should be doubled.

Also, Palladium and Orichalcum armours stand a chance against all the other Hardmode ore armours because of the useful set bonuses, but Cobalt and Mythril, when compared to the others, are outclassed. Adding set bonuses to them would make them stand a chance too.
 
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But the problem is that if you get the original ores in your world and you want a set bonus armour set, you have to fish for a long time, which is boring, and you could get super unlucky and get the wrong ores. So maybe all six ores should generate in all worlds and the amount of alters should be doubled.

Also, Palladium and Orichalcum armours stand a chance against all the other Hardmode ore armours because of the useful set bonuses, but Cobalt and Mythril, when compared to the others, are outclassed. Adding set bonuses to them would make them stand a chance too.

It’s kind of the same deal as corruption v crimson, where you have to jump through hoops to get whatever you didn’t get in your world, but still.

And yeah, cobalt and mythril do need buffs
 
has anyone noticed that titanium has a little less defense but a good set bonus so it seems that you are trading defense for set bonus
 
it wouldn't be bad to give them a little buff. after all they are the original armours so they should be superior i guess
They shouldn’t be superior, just equal.
I agree, same applies to prehardmode ores. Imo the original ores should have some sort of benefit like a bit of damage or movespeed to help compete with the other ones.
Yeah for some reason the original pre-Hardmode ore armours have 2-4 less defense then their counterparts, and the pre-Hardmode ore armours don’t boost anything other than defense.
 
Hot take: Adamantite may even be more worthwhile than Titanium, because the titanium spikes are incredibly dangerous to use and Adamantite’s pure stats are more beneficial.

It's not hard to use Titanium Barrier; not when using Shield of Cthluhu's charges to gain invincibility. It may be a little tricky but once you get used to it every Bonk is hundreds of damage.
 
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