Weapons & Equip Glass Gauntlet

Goblin Mage

The Destroyer
An equipable that doubles your damage, but only while you're not wearing armour.

It would probably need many changes to how this works that would be figured out through playtesting, and I'm not exactly sure where in progression this could fit.
It's meant to reward skilled dodgers, and could be considered a challenge mode to fight all the bosses with it.

It makes daytime EOL twice as easy however, which could either be fixed or remain as a strategy, but given they removed the shimmer cheese I think it would be changed to not work in some way.
 
Armor gives a lot of the stat boosts. Losing, say, the Beetle set (Scale Mail) would be losing out on +59% damage, alongside +8% crit chance and +12% melee & movement speed. That is a lot to lose when you also lose 61 defence.
if it turns out too weak then it can be buffed to 3 times damage or have some other affect, like giving a high dodge chance
it's meant to be a trade-off that sometimes is not worth it, like if you had beetle armour you simply wouldn't use it but if you are a mage that is trying to do the most damage possible it could come in handy
 
Maybe the damage multiplier is (300 - Armor Points)/50 so if you had say 140 armor points you would get a multiplier of 3.2 but if you had only 80 armor points you would have a multiplier of 4.8
Now these numbers can obviously change, but something along these lines would be better than just completely abandoning armor. There actually was a YouTube video where a guy attempted to beat terraria with 0 armor and he actually had to use some damage reducing debuffs to counteract necessary armor pieces.
 
Maybe the damage multiplier is (300 - Armor Points)/50 so if you had say 140 armor points you would get a multiplier of 3.2 but if you had only 80 armor points you would have a multiplier of 4.8
Now these numbers can obviously change, but something along these lines would be better than just completely abandoning armor. There actually was a YouTube video where a guy attempted to beat terraria with 0 armor and he actually had to use some damage reducing debuffs to counteract necessary armor pieces.
thats a cool idea, so it basically just converts armour points into damage multiplier
 
Defense doesn't do as much as you think it does to justify a boost for forsaking it, but Armor itself does far more than a damage boost like this would provide. Also if you make the buff worthwhile, it becomes unfun because armor effects are usually fun to play with.

Maybe the damage multiplier is (300 - Armor Points)/50 so if you had say 140 armor points you would get a multiplier of 3.2 but if you had only 80 armor points you would have a multiplier of 4.8
Now these numbers can obviously change, but something along these lines would be better than just completely abandoning armor. There actually was a YouTube video where a guy attempted to beat terraria with 0 armor and he actually had to use some damage reducing debuffs to counteract necessary armor pieces.
I don't like how this interacts with classes. Also the values are too high, it would take the highest defense loadout in the game to get a multiplier less than 2x. Given that classes like summoner and mage are naturally squishy, this also means they don't trade as much for a very very high attack boost.

This also doesn't block Damage Reduction, meaning a DR build would still function to reduce damage.
 
Defense doesn't do as much as you think it does to justify a boost for forsaking it, but Armor itself does far more than a damage boost like this would provide. Also if you make the buff worthwhile, it becomes unfun because armor effects are usually fun to play with.


I don't like how this interacts with classes. Also the values are too high, it would take the highest defense loadout in the game to get a multiplier less than 2x. Given that classes like summoner and mage are naturally squishy, this also means they don't trade as much for a very very high attack boost.

This also doesn't block Damage Reduction, meaning a DR build would still function to reduce damage.
what do u suggest
 
There needs to be a tradeoff otherwise it would simply feel like a required item to play. Even if its a 1.3 multiplier with say 80 armor, its still broken compared to for an example emblems from WoF.
 
what do u suggest
I’ll aim for post-Plantera stats…

{.75(Def + DR + Dodge_chance)}
[All stats used here cannot be used for their original purpose.]

Examples:
Beetle Scale Mail gives +89% damage (+100% damage the armor’s stat boosts.)
Spooky Armor gives +23% damage (+81% with the armor’s stat boosts.

That seems more balanced; maybe it’s a bit low, but somewhere between x.75 & x1 should work.
 
What about doubles your damage (or a more fine-tweaked multiplier), but negates all your defense? So even if you are wearing armor, you still gain all the boosts from it BUT the defense. Could also be more fine-tweaked by making it a percentage decrease of armor instead of negating all of it.
 
What about doubles your damage (or a more fine-tweaked multiplier), but negates all your defense? So even if you are wearing armor, you still gain all the boosts from it BUT the defense. Could also be more fine-tweaked by making it a percentage decrease of armor instead of negating all of it.
That would be broken for summoners. Their defence is so useless that they might as well not have it. That’s why it scales with defence.
 
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