PeggleFrank
Terrarian
As of now, most (if not all) accessories give a multiplicative/additive increase to a certain value; very few actually decrease these values, as an accessory with negative effects simply won't be used.
Making accessories with purely negative effects won't help, for the reason stated above, so I propose a few new accessories (and, most importantly, a concept for future accessories). These accessories, instead of giving purely positive or negative effects, give both, and fit into a very unique accessory slot: the play-style slot. It's located underneath the accessory slots, and has visibility options, just like any other slot. Only one play-style slot can be equipped at any given time, but the effects of play-style accessories are drastic compared to regular accessories.
Please note that the effects applied are applied in the order listed. This means that, if 4 is subtracted from the base damage and then the base damage is reduced by 30%, the 4 will be subtracted before the percentage is applied. Exceptions are given a superscript value, showing the order in which the effects are applied.
Onto some sample play-style accessories:
Lead Sights
EDIT: Fixed superscripts by manually inserting the Unicode, since this forum doesn't seem to support super/subscripts.
Making accessories with purely negative effects won't help, for the reason stated above, so I propose a few new accessories (and, most importantly, a concept for future accessories). These accessories, instead of giving purely positive or negative effects, give both, and fit into a very unique accessory slot: the play-style slot. It's located underneath the accessory slots, and has visibility options, just like any other slot. Only one play-style slot can be equipped at any given time, but the effects of play-style accessories are drastic compared to regular accessories.
Please note that the effects applied are applied in the order listed. This means that, if 4 is subtracted from the base damage and then the base damage is reduced by 30%, the 4 will be subtracted before the percentage is applied. Exceptions are given a superscript value, showing the order in which the effects are applied.
Onto some sample play-style accessories:
Lead Sights
- Gives ranged players the potential for more critical strikes and accuracy at the cost of movement speed and base damage.
- Increases critical strike chance by 35%
- Increases critical strike damage by 15%
- Increases accuracy by 100%
- Decreases base damage by 20%
- Decreases movement speed by 20%
- Gives melee players the potential for quick strikes and dodges at the cost of weapon size and non-critical damage output.
- Decreases use time by a flat value of 3
- Decreases use time by 30%
- Increases critical strike chance by 40%
- Increases movement speed by 35%
- Increases dodge chance by 15%
- Decreases base damage by 60%
- Decreases critical strike damage by 30%
- Reduces weapon size by 30%
- Gives mages the potential for trivializing mana usage and spell conjuration at the cost of intensity.
- Mana regeneration is no longer affected by combat
- Decreases use time by a flat value of 3
- Increases base damage by 10
- Increases mana regeneration by 25%
- Decreases base damage by 50%
- Attacks no longer apply debuffs
- Increases incoming magic damage by 20%
- Gives ranged players the potential for higher damage and accuracy at the cost of autofire and critical strike chance.
- Increases base damage by 60%²
- All weapons are hit-scan
- Increases critical strike damage by 200%
- Increases accuracy by 100%
- Decreases base damage by a flat value of 25¹
- Decreases critical strike chance by 60%
- All weapons are semi-automatic
- Gives melee players the potential for longer rods with more pleasing aftereffects at the cost of use speed for regular weapons and thrust speed for extra-long poles.
- Increases weapon size by 40%
- Increases base damage by 20
- Increases knockback by 25%
- Increases base damage by 30%
- Decreases swing speed by 60%
- No critical hits
- Gives mages the potential for extremely powerful magic attacks and magic resistance at the cost of mana regeneration.
- Increases magic damage by 275%
- Incoming damage is reduced by 20% of current mana
- Absorb 10 mana upon receiving any damage
- Absorb 50% of incoming physical damage as mana
- Absorb 200% of incoming magic damage as mana
- Increases mana cost by 200%
- Mana potions are 75% less effective
- Mana doesn't regenerate
- Gives ranged players the potential for extremely fast-firing weapons at the cost of damage and accuracy.
- Decreases ammo consumption chance by 50%
- Decreases use time by a flat value of 2
- All weapons are fully automatic
- Decreases accuracy by 200%
- Decreases base damage by 35%
- Attacks no longer apply debuffs
- No critical hits
- Gives melee players the potential for quick swings at the cost of weapon size and damage.
- Decreases use time by 60%²
- Increases critical strike chance by 400%
- All weapons are fully automatic
- Weapons can't stop swinging
- Increases use time by a flat value of 7¹
- Decreases weapon size by 25%
- Decreases base damage by 10%
- Decreases critical strike damage by 80%
- Gives mages the potential for total magic nullification and all the downsides that brings.
- Decreases incoming magic damage by 80%
- Reflect 25% of magic attacks
- Mana potions are 100% less effective
- Mana doesn't regenerate
- Increases incoming physical damage by 30%
- Allows baseball players of the most lethal of leagues to wall-ride at the cost of jumping normally.
- Increases movement speed by 40%
- Allows the riding of walls, blazing wheel style
- No jumping
- Gives clowns a little extra love at the cost of your play-style slot.
- Increases fun by 20%
- Creates confetti on every attack
- Creates whoopee cushion noise upon receiving damage
EDIT: Fixed superscripts by manually inserting the Unicode, since this forum doesn't seem to support super/subscripts.
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