Weapons & Equip Set Bonuses of Old One's Army Armor Sets

MegaByte

Skeletron
The armor sets you can buy for defender medals are interesting, there are some interesting buffs like Valhalla knight's greatly increased regen, allows playing hybrid tanky melee summoner, I used that set to kill Moon Lord in my first ever master mode playthrough when master mode was added and It was a really good set.

The problem is set bonuses which buffs a certain sentry type, their set bonuses aren't that useful in boss fights which is fine but you'd expect them to be good at crowd control but they aren't that good at it either in comparison. I recently did getfixedboi legendary, I had 400+ medals from grinding for Betsy wings used Valhalla knight armor set so I could use buffed ballista to take care of underground pillars but they aren't very effective compared to spooky armor or Tikki armor with a good summon both armor sets are much better. And easier to obtain specially Tikki. This is because sentries are too weak they need bigger buffs.

If you use one of these armor sets for boss fights you'd likely mix it to get better stats since set bonuses are useless, for an example a summoner melee hybrid would replace Valhalla knight helmet to spooky helmet for extra summon damage and a summon slot. Which is good in my opinion because armor mixing is interesting opens up a lot of possibilities but still set bonuses needs a better use. keep in mind I'm talking about post-golem sets since crowd control becomes more important at that stage.

Suggestion

My suggestion is to simply buff their set bonuses for crowd control without benefiting too much on boss fights or tier 3 old one's army (I'll explain). simply increasing some numbers on things like fire rate, knockback on right staffs should work just fine or if developers decide this is worth spending more time on they can add some more special effects.

The reason these buffs shouldn't help too much in old one's army is, lightening aura already does well enough job on clearing almost every enemy at the last wave up to master mode, if they buff the staff making OOA too easy with the armor sets that would encourage players to grind tier 2 old ones army until they collect enough medals (215 medals) to buy both staff and armor set to do OOA tier 3 easily for sweet betsy drops as soon as golem is defeated, that's not good encouraging player to repeat it 9 times, that is assuming you win every time.

here's what I suggest as new additions for set bonuses (on top of the ones they already have)

  • Ballista (Valhalla Knight set) - Massively increases it's knockback and 100% armor penetration, it has to be 'massively' increased to keep enemies away because fire rate is very slow plus enemies who takes knockback are already too weak in old one's army even a clinger staff can block them knockback resistant ones like those shadowflame dinosaurs are the problem so it wouldn't be OP in old one's army, it doesn't benefit too much from 100% armor penetration because it has a slow fire rate, if enemy has 50 defense (most has lower defense than 50), then it simply does 25 more damage on each hit. more interesting than simply increasing damage in my opinion.

  • Flameburst (Dark Artist set) - Slightly homing projectiles and causes shadowflame debuff instead of hellfire, I didn't bother making it useful on crowd control because unlike other 3 staffs it's not a crowd control weapon. it's probably the best one to get support during a boss fight, so slightly homing and shadowflame would be helpful without making it op. I know shadowflame is exclusive to goblins but name is "Dark Artist armor" so it kinda makes sense to have shadowflame right? also projectiles and fiery part of the staff should become purple when wearing the armor set to match with shadowflame. if you're stacking damage over time debuffs on fishron or something, this would be useful wihout being OP.

  • Explosive trap (Red Riding set) - Increased explosion range massively increased knockback massively decreased attack rate and gives nearby targets(or just player) warmth effect, currently it explodes every 0.6 seconds when wearing the armor set nut we reduce it to once every 7 seconds maybe increase damage but most importantly, the explosion should be massive, massive enough to give warmth buff or a variation of it to stack with the warmth potion. Why warmth effect? to make it effective against frost moon, you can drink a potion but if you die you lose the effect but if you wear this and place some explosive traps around they'll keep refreshing your debuff.

  • Lighting Aura (Shinobi Infiltrator set) - Simply Increased knockback and attack rate, remove crit chance from set bonus to balance, enemies who walks into the aura takes enough knockback to be slowed down, would be useful against pillars or any crowd control situation except against OOA since most difficult ones are 100% or around 90% knockback resistant. it's the best one for OOA at least in my experience(haven't tried explosive trap on OOA tho) so should be careful when buffing it.
I don't speak English took too long to type this and there might be errors, unless they confuse you just ignore them.
I know this suggestion only interests 3 other people who likes Old One's Army but here it is. Judging by 1.4.4 changes despite being unpopular devs seem to care about making OOA better that's why I posted this, and for others give OOA a few tries it's not as difficult as you might think with right strats. Makes things like rainbow gun nimbus rod, running tree mount and clinger staff more useful, plus drops are useful, every Betsy drop and some others.
 
Heavens, no. The OOA armor sets are already massively overtuned and give incredible stats and set bonuses. They don't need any buffs at all.
 
Heavens, no. The OOA armor sets are already massively overtuned and give incredible stats and set bonuses. They don't need any buffs at all.
If you read the whole thing, I said only useless parts of them are set bonuses, like I said above yes they are already powerful but sentries are really weak on crowd control and specially against bosses even with current set bonuses, my suggestions only makes them effective on cleaning pillars, doing frost moon etc not boss fights nor old ones army.

It's almost never makes sense to wear a full set of OOA armor you mix it for better stats because set bonus are not worth it at all and what I suggested doesn't change that(mixing armor for boss fights), it just give a purpose for this never useful set bonuses. even with suggested set bonuses they're weak against bosses.
give incredible stats and set bonuses
Have you actually tried a set? no set bonuses aren't incredible at all they're useless

Stats are but like I explained it doesn't matter this set bonuses doesn't add anything to powerful stats, they have a completely different purpose
 
If you read the whole thing, I said only useless parts of them are set bonuses, like I said above yes they are already powerful but sentries are really weak on crowd control and specially against bosses even with current set bonuses, my suggestions only makes them effective on cleaning pillars, doing frost moon etc not boss fights nor old ones army.

It's almost never makes sense to wear a full set of OOA armor you mix it for better stats because set bonus are not worth it at all and what I suggested doesn't change that(mixing armor for boss fights), it just give a purpose for this never useful set bonuses. even with suggested set bonuses they're weak against bosses.

Have you actually tried a set? no set bonuses aren't incredible at all they're useless

Stats are but like I explained it doesn't matter this set bonuses doesn't add anything to powerful stats, they have a completely different purpose
Yes, I did read the whole thing, and yes, I do still think the set bonuses are powerful enough to not need a buff. Your perceived problem is that the sets aren't good against bosses, but they aren't supposed to be good against bosses. And with the exception of the Explosive Trap sentry, they most certainly aren't weak when it comes to crowd control. Let's go through the list.
Ballista (Valhalla Knight set) - Massively increases it's knockback and 100% armor penetration, it has to be 'massively' increased to keep enemies away because fire rate is very slow plus enemies who takes knockback are already too weak in old one's army even a clinger staff can block them knockback resistant ones like those shadowflame dinosaurs are the problem so it wouldn't be OP in old one's army, it doesn't benefit too much from 100% armor penetration because it has a slow fire rate, if enemy has 50 defense (most has lower defense than 50), then it simply does 25 more damage on each hit. more interesting than simply increasing damage in my opinion.
The existing set bonus significantly increases fire rate, projectile velocity, and piercing, making these very potent crowd control sentries, especially for events like the Frost/Pumpkin Moon where the majority of enemies are on the ground. Increasing knockback would probably just make these less effective, because enemies that aren't knockback resistant would be knocked out of range of the sentry. And giving it 100% armor penetration is unnecessary because it already has such high base damage. I would rather have the existing set bonus than this.
Flameburst (Dark Artist set) - Slightly homing projectiles and causes shadowflame debuff instead of hellfire, I didn't bother making it useful on crowd control because unlike other 3 staffs it's not a crowd control weapon. it's probably the best one to get support during a boss fight, so slightly homing and shadowflame would be helpful without making it op. I know shadowflame is exclusive to goblins but name is "Dark Artist armor" so it kinda makes sense to have shadowflame right? also projectiles and fiery part of the staff should become purple when wearing the armor set to match with shadowflame. if you're stacking damage over time debuffs on fishron or something, this would be useful wihout being OP.
This is also probably less useful than what we have already. Shadowflame is identical to Hellfire in terms of stats, so it's not really as much of a buff as you think it is. And the homing projectiles is nice, but less useful than the AOE that they get from the existing set bonus. And you would also be losing the range, field of view, and projectile velocity bonuses that we get now. I wouldn't choose this over what we already have.
Explosive trap (Red Riding set) - Increased explosion range massively increased knockback massively decreased attack rate and gives nearby targets(or just player) warmth effect, currently it explodes every 0.6 seconds when wearing the armor set nut we reduce it to once every 7 seconds maybe increase damage but most importantly, the explosion should be massive, massive enough to give warmth buff or a variation of it to stack with the warmth potion. Why warmth effect? to make it effective against frost moon, you can drink a potion but if you die you lose the effect but if you wear this and place some explosive traps around they'll keep refreshing your debuff.
This is a really weird buff to give this sentry. Making the explosion radius huge and adding huge knockback would make this sentry pretty ineffective, since it would knock back enemies that aren't even close to the sentry and keep them farther away from the sentry. Reducing the fire rate also doesn't make sense, since this buff would make it less common for enemies to trigger the thing anyway. And while having it give the Warmth debuff would make the Frost Moon easier, it would also dramatically decreased the DPS potential of this weapon. Oiled isn't a great debuff, but it's a lot more practical than Warmth. This sentry would just become worse with this "buff."
Lighting Aura (Shinobi Infiltrator set) - Simply Increased knockback and attack rate, remove crit chance from set bonus to balance, enemies who walks into the aura takes enough knockback to be slowed down, would be useful against pillars or any crowd control situation except against OOA since most difficult ones are 100% or around 90% knockback resistant. it's the best one for OOA at least in my experience(haven't tried explosive trap on OOA tho) so should be careful when buffing it.
I don't understand why you want this buff. You already said yourself that you think this is the best sentry of the bunch. Why does it need this? The existing set bonus gives it an attack rate increase and 25% crit chance, and the Shinobi Infiltrator set also increases the sentry's range. Your suggested buff might not even increase its effectiveness all that much, depending on how strong the knockback is. If it's weak, you'd probably get higher DPS out of the crit chance.
 
Yes, I did read the whole thing, and yes, I do still think the set bonuses are powerful enough to not need a buff. Your perceived problem is that the sets aren't good against bosses, but they aren't supposed to be good against bosses. And with the exception of the Explosive Trap sentry, they most certainly aren't weak when it comes to crowd control. Let's go through the list.
If you read you'd know that literary the opposite of what I've said, sets are good against bosses weather they're supposed to be or not, problem is they aren't good at crowd control like they're supposed to be making set bonuses useless
The existing set bonus significantly increases fire rate, projectile velocity, and piercing, making these very potent crowd control sentries, especially for events like the Frost/Pumpkin Moon where the majority of enemies are on the ground. Increasing knockback would probably just make these less effective, because enemies that aren't knockback resistant would be knocked out of range of the sentry. And giving it 100% armor penetration is unnecessary because it already has such high base damage. I would rather have the existing set bonus than this.
So you read the wiki I know that too from the wiki but have you actually tried it, In paper increased fire rate when taking damage and 7 pirecing seems to be great but in reality they don't do anything other than causing a slight inconvenience to enemies because ballista is really weak and it miss most of the time unless they directly walk towards it or away from it(walkers are already too easy with their dumb ai on platforms flying or semi flying enemies like poltergahsts or pillar enemies are the real problem), it needs a bigger buff so when they hit a flying enemy once in a while they'd be more effective, you do whole OOA to get this set compared it to simply buying Tikki armor which has much better crowd control and already has 2 ballista.

I would rather have the existing set bonus than this.
If you read the suggestion you'd know that these bonuses don't replace current ones, they add more to it. I clearly mentioned that
here's what I suggest as new additions for set bonuses (on top of the ones they already have)

This is also probably less useful than what we have already. Shadowflame is identical to Hellfire in terms of stats, so it's not really as much of a buff as you think it is. And the homing projectiles is nice, but less useful than the AOE that they get from the existing set bonus. And you would also be losing the range, field of view, and projectile velocity bonuses that we get now. I wouldn't choose this over what we already have.
Again if you actually read it you'd know that these doesn't replace current set bonuses, range buff, velocity or anything unless I specify it like crit chance. And I mentioned debuff stacking hellfire is already inflicted by fire gauntlet there are other ways to inflict that. but shadowflame is only inflicted by shadowflame weapons I remember using frost armor, cursed flame flask, and an imp or something with shadowflame knife to cause 4 damaging debuffs to twins and skeleron prime. This is for doing something similar post golem, is that the best startegy? probably not by thease hybrid armor sets are not made for usual playstles, and in multiplayer this would probably allow players to cause like 7 debuffs on duke and empress, Terraria is a sandbox game more options are better
This is a really weird buff to give this sentry. Making the explosion radius huge and adding huge knockback would make this sentry pretty ineffective, since it would knock back enemies that aren't even close to the sentry and keep them farther away from the sentry. Reducing the fire rate also doesn't make sense, since this buff would make it less common for enemies to trigger the thing anyway. And while having it give the Warmth debuff would make the Frost Moon easier, it would also dramatically decreased the DPS potential of this weapon. Oiled isn't a great debuff, but it's a lot more practical than Warmth. This sentry would just become worse with this "buff."
If you used them you'd know it's dps is trash at this point of the game even with the armor not to mention it doesn't have any range, knockback is very helpful when you get overwhelmed by smaller enemies which is what happens in events, pillars etc. but warmth debuff apparently doesn't work on frost moon enemies, just learned that now from wiki I guess you didn't know that either otherwise would have mentioned that. So if they add that they'd have to make warmth effective against frost moon or just change this suggestion, I'm sure they'd have better ways to buff that, like I said before if you actually read it even simply buffing numbers is enough. but it's the least popular staff I honestly don't care much.

Again I did not say anything about removing oiled debuff you should have at least read it after I said "if you actually read it" instead barely reading parts that catches your eye, you completely misunderstood the suggestion, I didn't say they're weak against bosses and I didn't say anything about replacing armor set bonuses. If you don't have time to read that's fine but you don't have to post comments, simply ignore the post.

Warmth debuff would make the Frost Moon easier, it would also dramatically decreased the DPS potential of this weapon.
Like I said warmth is useless here so it doesn't "make frost moon easier", like me you didn't know that but hell do you seriously think 30% damage reduction is worse than few explosive traps? thats 3 iron skin potions at the same time even warm scarf only gives 17%, frozen turtle shell only gives 25% only when your health is below 50%, so no it's not better than few dps explosions they give with oiled debuff ONLY when enemies step on it since it doesn't have much of a range making it useless against flying enemies. but it doesn't matter it doesn't work. I guess buff is only worth fishing for against hardcore mode deerclopse and some very rare situation in ice biome
I don't understand why you want this buff. You already said yourself that you think this is the best sentry of the bunch. Why does it need this? The existing set bonus gives it an attack rate increase and 25% crit chance, and the Shinobi Infiltrator set also increases the sentry's range. Your suggested buff might not even increase its effectiveness all that much, depending on how strong the knockback is. If it's weak, you'd probably get higher DPS out of the crit chance.
... Again no I didn't say it's the best sentry and again no it doesn't remove old buffs other than crit chance it only remove crit, I said it's the best sentry for old one's army ballista or flameburst are better for most other situations.
Your suggested buff might not even increase its effectiveness all that much, depending on how strong the knockback is
That's why I clearly said "enough knockback to slow down enemies" so it's going to be effective. it's gonna keep some of the pillar enemies who jumps at you within it's radius to avoid you being overwhelmed, doesn't work against every enemy yes but it's going to be helpful and more effective than before.

I already explained in the ballista part of the post I didn't want to repeat myself because I didn't think someone would forget this quickly. whole point of knockback is to make it useful against crowd control without making it even stronger in OOA tier 3, in OOA enemies who gives you a challenge are knockback resistant. Enemies who takes knockback simply dies easily like within second lighting aura so knockback makes staffs stronger without making them stronger in OOA(I explained why in the post read it).

Removing crit doesn't make aura weak for old ones army, most people don't use set bonuses to do OOA tier 3 that's a heck of a grind pre-golem for 150 medals ontop of 65 for the staff anyway and you don't need crit chance from set bonus, lighting aura itself is more than enough
 
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