Baconfry
Terrarian
This is just a place for us to put our ideas about what the Cobalt/Mythril/Adamantite set bonuses should be. Because as of now, they're kind of boring, don't you think?
So, in addition to the standard melee speed/ammo conservation/mana cost reduction bonuses, here are my ideas on how to make these three armor sets more interesting to use:
Cobalt
Adrenaline
"Increases strength based on the strength of your enemies"
The four enemies with the highest contact damage values within a certain distance from the player have their damage values added up. The result is divided by 400 (but changed to 1 if the quotient exceeds 1) and multiplied by 20. Damage and movement speed are increased by that percentage. Defense is also increased by that number of points, but the bonus is capped at 20.
Mythril
Vengeance
"Lowers defense of enemies that hit the wearer"
When an enemy deals contact damage to the wearer, its defense is reduced to zero for six seconds. DG is immune, and this only affects individual worm segments.
Adamantite
Resolve
"Picking up hearts strengthens the wearer"
Picking up a heart grants the Resolve buff for 8 seconds, which grants +10% damage and +10 defense.
And how could I forget Hallowed?
Hallowed Mask
Valor
Increases melee damage and speed by up to 20% depending on how low the player's health is.
Hallowed Helmet
Insight
Increases ranged damage and crit in proportion to the distance to the closest enemy to the player. Half a screen's width = 20% damage, 10% crit.
Hallowed Headgear
Focus
Gradually increases magic damage and crit by up to 10%, but the boost is lost upon taking damage. (Devised by SzGamer227 in this thread's TO counterpart.)
Looking forward to hearing what you guys can come up with! I would also strongly encourage giving feedback to other ideas people have shared here.
By the way, I'd recommend looking at SzGamer227's approach before you begin. His approach is quite different from mine, but it's certainly worth mentioning here. Originally his response was to the TO version of this thread, but it grew into its own separate idea.
That being said, let it begin!
So, in addition to the standard melee speed/ammo conservation/mana cost reduction bonuses, here are my ideas on how to make these three armor sets more interesting to use:
Cobalt
Adrenaline
"Increases strength based on the strength of your enemies"
The four enemies with the highest contact damage values within a certain distance from the player have their damage values added up. The result is divided by 400 (but changed to 1 if the quotient exceeds 1) and multiplied by 20. Damage and movement speed are increased by that percentage. Defense is also increased by that number of points, but the bonus is capped at 20.
Mythril
Vengeance
"Lowers defense of enemies that hit the wearer"
When an enemy deals contact damage to the wearer, its defense is reduced to zero for six seconds. DG is immune, and this only affects individual worm segments.
Adamantite
Resolve
"Picking up hearts strengthens the wearer"
Picking up a heart grants the Resolve buff for 8 seconds, which grants +10% damage and +10 defense.
And how could I forget Hallowed?
Hallowed Mask
Valor
Increases melee damage and speed by up to 20% depending on how low the player's health is.
Hallowed Helmet
Insight
Increases ranged damage and crit in proportion to the distance to the closest enemy to the player. Half a screen's width = 20% damage, 10% crit.
Hallowed Headgear
Focus
Gradually increases magic damage and crit by up to 10%, but the boost is lost upon taking damage. (Devised by SzGamer227 in this thread's TO counterpart.)
Looking forward to hearing what you guys can come up with! I would also strongly encourage giving feedback to other ideas people have shared here.
By the way, I'd recommend looking at SzGamer227's approach before you begin. His approach is quite different from mine, but it's certainly worth mentioning here. Originally his response was to the TO version of this thread, but it grew into its own separate idea.
That being said, let it begin!
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