Weapons & Equip Reworks to boring armor set bonuses

Shroomite's helmets are weird, yeah. They only have one stat that differs between them, being the damage boost from the helmets themselves.
 
-Added Shroomite
 
Cobalt armor:
Current: 14% less mana used/ 15 percent increased melee speed/ 20% chance to save ammo.
Rework: Grants an explosive double jump that sends you 23 blocks very fast, deals 225 damage, and inflicts Hellfire.

Mythril armor:
Current: 17% reduced mana cost/ 10% increased melee crit strike/ 20% chance to save ammo.
Rework: 20% increased acceleration and 100% increased speed, your attacks explode into moonlight occasionally that does 125% damage of the attack in a small area.

Adamantine armor:
Current: 19% reduced mana cost/ 20% increased melee and movement speed/ 25% chance to save ammo.
Rework: The essence of the sky lingers around you, making attacks call down lightning on hit that does 100% of your weapon's damage with a 1 second cooldown.
I think the regular armor sets shouldn't have set bonuses at all, since it removes the uniqueness of the alternate armor sets.
 
I think the regular armor sets shouldn't have set bonuses at all, since it removes the uniqueness of the alternate armor sets.
Eh
The OG armor sets compared to the new ones are just plain worse (except for Adamantite, but back in the day Titanium used to have Hallowed armor's bonus)
before this, Palladium is much better than Cobalt no matter what
Orichalcum is better than Mythril in all ways
Titanium is worse than Adamantite due to its lackluster set bonus.

I said I was going to rework the boring set bonuses, and I did so. I don't see the issue with giving the armor sets that haven't really changed since 2011 some love with a unique set bonus.
 
Orichalcum is better than Mythril in all ways
I remember mythril being great for armor mixing, but correct me if I'm wrong.
The OG armor sets compared to the new ones are just plain wors
Except for adamantite. Tier 3 ores have more use than the rest, so even if the other two might be worse, adamantite kind of balances it out because tier 3 armors have more value.

The whole tradeoff of the armor sets is better stats in exchange for no set bonus. That tradeoff would have to be changed to keep the dynamic going.
 
I remember mythril being great for armor mixing, but correct me if I'm wrong.
That is true, but I wasn’t accounting for armor mixing.
value.

The whole tradeoff of the armor sets is better stats in exchange for no set bonus. That tradeoff would have to be changed to keep the dynamic going.
That’s why the new set bonuses for the armors give no stats.
 
I think having both set bonuses be stealth makes Vortex less unique. Also, a problem I’m seeing is the fact half of these are just bonus projectiles.

Imo set bonuses should further the abilities of each sub-piece in Post-Plantera. Spooky should have a unique one that fits, same with Tiki and Shroomite.

The summoner sets as of now seem good here though.
 
I think having both set bonuses be stealth makes Vortex less unique. Also, a problem I’m seeing is the fact half of these are just bonus projectiles.
Fair point.
 
I'm kind of confused on what you mean by this.
What i meant was that the sets no longer give just raw stats, besides damage. Raw stat increases are generally rather boring, in my opinion.
 
-Changed Shroomite's bonus to be more unique from Vortex
 
-Changed Bee armor's set bonus up to be more offensive
 
What i meant was that the sets no longer give just raw stats, besides damage. Raw stat increases are generally rather boring, in my opinion.
So besides damage, there's no stats like crit and mana cost reduction?

That still doesn't change that this ruins the parallel between stats and set bonus. Now its just set bonus. If this were to be added, the dynamic would have to be changed, like less stats and better set bonus vs better stats and worse set bonus.
 
So besides damage, there's no stats like crit and mana cost reduction?

That still doesn't change that this ruins the parallel between stats and set bonus. Now its just set bonus. If this were to be added, the dynamic would have to be changed, like less stats and better set bonus vs better stats and worse set bonus.
A lot of the stats come from individual armor pieces, and the old set bonuses basically give nothing besides a boost to one or two stats.
Adamantite Ranger's set bonus is practically useless, and Mage's is mid at best.
 
If you're doing this, you should probably give Spider something.
 
A lot of the stats come from individual armor pieces, and the old set bonuses basically give nothing besides a boost to one or two stats.
Adamantite Ranger's set bonus is practically useless, and Mage's is mid at best.
Alright? Those stats still balanced out the weak set bonuses.
 
Alright? Those stats still balanced out the weak set bonuses.
The point of this is, I am trying to make the set bonuses actually usable
because currently, the set bonuses suck so bad mixing is the best option
Not saying that is in any way a bad thing, just that I do think the full sets of armor should get some love
 
The point of this is, I am trying to make the set bonuses actually usable
In doing so, the dynamic of these ore sets has been destroyed, so a new one needs to take its place.
because currently, the set bonuses suck so bad mixing is the best option
The stats from the original armor set pieces still make using the whole thing worth it.
just that I do think the full sets of armor should get some love
They already do in their components adding up.
 
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