The melee version of Mythril armor is currently disproportionately better than the magic and ranged equivalents, due to its set bonus +10% melee critical strike chance. The other two classes should at least have comparable set bonuses. Adamantite’s ranged set is also now completely outclassed by Frost armor.
Monk armor is still outclassed by Squire armor, and Apprentice armor is now completely outclassed by Forbidden armor (part of which is because Flameburst sentries are still useless, and the set bonus does nothing to help them).
Red Riding armor is now much better, but Huntress armor is still bad.
Chlorophyte armor is currently too expensive to be worth getting in most cases, as armors that are just as good are more easily obtainable. I think its cost in bars should be decreased to 10/20/16 – since Chlorophyte is needed for so many things, and its requirement of ore per bar is so high, this is more than fair.
Turtle armor has the same issue as Chlorophyte armor, except its defensive set bonus still isn’t good enough. It needs something else to make it worthwhile.
Cobalt armor is still never worth making, so I suggest that its cost in bars be made even less expensive. The only way a set of this armor will ever be worth making is if it’s extremely cheap.
(Credit goes to
@Bame Jouvier for many of these observations:
1.4.1 Tier List)
Titanium armor’s cost in bars is still a reflection of when it had the old set bonus. Its total cost in bars can easily be reduced back to 54, and Adamantite’s can be reduced to 45 (making its cost in bars roughly equivalent to Frost and Forbidden armor, both of which have more utility in comparison).