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Post-Mech Cross-Class Armors - Blazing and Toxic Frost armor couterparts

In order to give all dual-class combinations their own armor, I propose the introduction of two new armor sets which act as Melee-Magic and Ranged-Magic counterparts of Frost armor, which is a Melee-Ranged set.

(Thanks go to @Milt69466 for the armor sprites. Really, thanks a lot!)

Here are the stats of Frost armor for reference:


Frost Armor - 43 Defense

Primary Ingredient:
Glacial Bars (50)
Required Souls:
Souls of Might (30)
Special Ingredient: Frost Core
Dropped by Ice Golems. 100% rate. (Guaranteed)

Frost Helmet
10 Defense
+16% Melee and Ranged damage.

Frost Breastplate
20 Defense
+11% Melee and Ranged crits.

Frost Leggings
13 Defense
+8% Movement speed
+7% Melee speed.

Set Bonus: Melee and Ranged attacks inflict Frostburn.

- - - - - - - - - - - - - - - - - - - - - - - - -

(Thanks for the sprites, Milt!)
Inferno (or Blazing) Armor - 40 Defense
Required Souls:
Souls of Fright (30)
Primary Ingredient:
Hellstone Bars (54)

Special Ingredient: Fire Heart
Dropped by Infernal Dragons. 100% (Always.)


Inferno Helmet
10 Defense
+3% Melee and Magic crits.
+60 Mana.


Inferno Breastplate
18 Defense
+18% Melee and Magic damage.


Inferno Leggings
12 Defense
+6% Melee and Magic crits.

Set Bonus: Melee and Magic attacks inflict On Fire!

- - - - - - - - - - - - - - - - - - - - - - - - -

(Thanks again, Milt!)
Toxic Armor - 37 Defense

Primary Ingredient:
Hallowed Bars (46)
Required Souls:
Souls of Sight (30)
Special Ingredient: Poison Essence
Dropped by Moss Hornets. 2% rate. (1/50)


Toxic Helmet
9 Defense
+15% Ranged and Magic damage.


Toxic Breastplate
16 Defense
20% chance to not consume ammo.
-7% Mana usage.


Toxic Leggings
12 Defense
+12% Ranged and Magic crits.

Set Bonus: Ranged and Magic attacks inflict Poison.



That's the suggestion. If you have questions or comments, feel free to speak up. Feedback is appreciated. Thanks.
 
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Are you thinking of doing anything with the "summoner class?"
The thing about cross-class Summoner armors is that Summoner is a "cross-class" in itself. Since Summoner weapons and Melee/Ranged/Magic weapons can be (and have to be) used simultaneously, it would be taking full advantage of both, which feels a bit OP to me. It would have to be balanced accordingly, not having "either these good bonuses or these other ones based on what weapons you use," and instead be "get both of these slight bonuses." Doesn't feel worthwhile to me, especially when you can just wear different classed accessories along with Summoner armor or the other way around.
 
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iDuck

Golem
The thing about cross-class Summoner armors is that Summoner is a "cross-class" in itself. Since Summoner weapons and Melee/Ranged/Magic weapons can be (and have to be) used simultaneously, it would be taking full advantage of both, which feels a bit OP to me. it would have to be balanced accordingly, not having "either these good bonuses or these other ones based on what weapons you use," and instead be "get both of these slight bonuses." Doesn't feel worthwhile to me, especially when you can just wear different classed accessories along with Summoner armor or the other way around.
Ah. I understand, and total agree.

Man, If I was good at spriting, I would totally make them. Let me see what I can do.
 

iDuck

Golem
What if the new armors got special buffs?
Frostburn is kind of a special buff, so what if this:

Toxic debuff:
Toxic debuff causes you to lose 7 life per second and negates buffs. Player turns greenish.

Inferno debuff:
Inferno debuff causes you to lose 5 life per second and negates potions. Burning animation on player.

I just realized you could have Ichor armor or something...
 
Here are some sprites! (Also, some better fitting names.)

Inferno Helm:

Inferno Chestplate:

Inferno Greaves:


Toxic Mask:


Toxic Chainmail:

Toxic Greaves:
Thanks! I'll probably end up making some modifications, if you don't mind, but that's a great start!
 
What if the new armors got special buffs?
Frostburn is kind of a special buff, so what if this:

Toxic debuff:
Toxic debuff causes you to lose 7 life per second and negates buffs. Player turns greenish.

Inferno debuff:
Inferno debuff causes you to lose 5 life per second and negates potions. Burning animation on player.

I just realized you could have Ichor armor or something...
I'm going to have to refuse. I picked fire and Poison because these are supposed to be less potent debuffs than Frostburn. Armor for Ichor and stuff would be better made in a mod.
 

Dragrath

Skeletron Prime
I support this even though I feel the debuffs here are too useless for 2 reasons :
1)fire gauntlet already provides the Inferno sets bonuses to all melee attacks perhaps a different set bonus could be developed do they all really have to be DOTs?
2)poison is useless even in most of the early game it should either be replaced with the slightly less useless venom or receive a buff(which honestly all DOTs need...)
 
I support this even though I feel the debuffs here are too useless for 2 reasons :
1)fire gauntlet already provides the Inferno sets bonuses to all melee attacks perhaps a different set bonus could be developed do they all really have to be DOTs?
Fire Gauntlet doesn't work for Magic weapons, though.
2)poison is useless even in most of the early game it should either be replaced with the slightly less useless venom or receive a buff(which honestly all DOTs need...)[/QUOTE]
http://forums.terraria.org/index.php?threads/changes-and-buffs-to-dot-debuffs.1403/
;)
 

Dragrath

Skeletron Prime
Umm seems your message broke... :dryadwhat:
Also yes it doesn't work for magic weapons but I don't feel that is enough to validate it though it's true there isn't really a better option...
While your suggestion is an significant improvement, face it that with the health of hardmode foes no DOT is really worthwhile... take 4 hit points from...300,4000 ish HP? It doesn't really do anything to a hardmode enemy especially post mech (remember the Dungeon, Lizahard temple and the Jungle are the really only remaining areas for these armors to be used in and quite a few of these enemies are immune to these debuffs)
Perhaps some of those DOT additional effects could be felt by enemies? (with the number of enemies affected by poison so low it has to be worth it... which is why I think venom would be a better choice...)

Additionally note that Toxic armor is actually post all 3 mechanical bosses unlike the other two yet is by far the weakest. To make the armor one could already create superior armors that render it nearly obsolete as one could preform better with a class related armor Thus it needs something as now its a bit weak...
 

Wilbobaggins

Headless Horseman
This Is pretty cool, but it feels kind of excessive to have four armor types in the same tier.
(Hallowed, frost, ect..)
 

Ravvynfall

Duke Fishron
sooo what you're proposing is hybrid armor? you sir, deserve a damn award! this is actually one of the better suggestions i've ever seen :D

hybriding classes in general can get painfully complicated with how much further the solo classes are boosted these days, and getting involved with gear that actually keeps the focus entirely on hybrid, is an admirable change of pace.

that said, may i suggest staying awesome? but seriously, i found the overall boosts to be nice, but in all fairness, what would the drawbacks be? since hybrid should never be 100% flawless purely by design :|

an example of what i mean, (picking on the mage bonuses because i'm a mage) the magic bonuses, you've reduced mana usage in the sets, i think you should consider changing it to increased usage to help balance out the perk of hybriding with the class. and so on for all of the sets where and how it is proper to do so. just a thought really. was never a fan of 100% gain with 0% flaw, really hurts the glamour of powerful gear in my opinion.

all that aside, i found your concepts to be very nice and i do believe, very original as far as i can tell.

i hope this suggestion gets additional support from the community and consideration from the dev team :)

cheers!
 

Pixel

Terrarian
This idea overall is really cool, I'd love to have it in the game. Bravo, the formatting and everything is great. I very much enjoy reading your suggestions.
 
Updated the main post.
Added the amount of Bars required to craft each set of armor. Also added Mechanical Boss Souls to the recipe to keep them all in post-Mech tier.
(Also, each mechanical boss soul seemed to be perfectly colored to match each armor set. It's like this was always meant to be...)
 

iDuck

Golem
WAIT! THIS IS THE MOST IMPORTANT PART!

Heh, not really. But what sounds would they make when you are hurt? (Like, the Frost Armor.)
 

URMPH

Terrarian
The whole idea seems pretty cool, just one thing bugged me out...
Why does toxic armor have to be harder to obtain?
Firstly, it needs chlorophyte bars
haven't done my research, but you can only get chlorophyte ore if you kill all 3 mechanical bosses right?
whereas the others only need 1 mechanical boss and a mini-boss killed?
secondly, a minor thingy, 1/50 chance to get the poison essence makes it even harder to obtain, maybe change it to become obtained 100% from a mini-boss in the jungle or something?
 
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