So, we know that a lot of the armors currently do give kinda boring bonuses to defense, damage, etc. This is my attempt to make these bonuses more unique. Some of these might make it into my mod, if I can code them.
Fossil armor:
Current: 20% chance to save ammo
Rework: Double tap down for Bone Rage. Bone Rage increases ranged damage and speed by 15%, and makes you constantly emit gravity affected bones. This affect lasts for 10 seconds, and has a 30 second cooldown, indicated by a prehistoric roar.
Bee armor:
Current: Increases summon damage by 10%
Rework: Striking foes with your summons has a 50% chance to summon a friendly bee that homes in on foes that deals 20 summon damage. Grants permanent Dangersense and Hunter buffs. Friendly Hornets can fire faster, and occasionally fire a Queen's Stinger, which pierces twice and deals 25% more damage.
Necro armor:
Current: 10% increased crit strike chance for ranged weapons.
Rework: Thrown bones get a 20% damage buff and split into shards on hit, attacks throw out crossbones. With Bone Glove, these crossbones are thrown twice as often.
Spider armor:
Current: Increases summon damage by 12%
Rework: Increases summon damage by 10%, and attacks spawn mini spiders that infest foes, dealing DoT for 10 seconds. After the timer runs out, the spiders explode.
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.
Turtle armor:
Current: 200% thorns and 15% reduced damage taken
Rework: 15% DR, 200% thorns, and you can do a Turtle Dash, which has a very long cool down in exchange for an extrodinarily long ram dash (30 blocks) that does 400 base damage.
Spooky armor:
Current: increases summon damage by 25%
Rework: Double tap down to enter a spectral state. This increases summon damage by 30%, reduces aggro by 750, and increases acceleration by 30% and movement speed by 120%. However, this mode also reduces defense and DR by 80%, making you incredibly fragile.
Tiki armor:
Current: +1 minion slot, and 20% increased whip range
Rework: +1 minion slot, 25% increased whip range, and each hit with a whip Grants the Tiki Power buff, slightly increasing whip speed by 2.5%. This stacks up to 10 times.
Shroomite armor:
Current: Grants 15% multiplicative damage to the corresponding subclass of ranged weapons, allows you to go into stealth mode when standing still, greatly buffing ranged stats, but you get kicked out of it if you move.
Rework: Grants 15% multiplicative damage to the corresponding subclass of ranged weapons, depending on helmet. Ranged attacks carry the spores of the Mushrooms, infecting foes hit. This gives them a stacking DoT debuff that can stack to 90 DPS. When an enemy either dies with this debuff or the debuff runs out, it explodes into a cloud of spores that rapidly deal 60 ranged damage.
These are subject to change, as they may be too under/overpowered for the class. Give me your feedback, it is welcome!