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Hardmode Ore Armor Tweaks
   
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Mod Features: Gameplay Tweaks
Mod Side: Both
tModLoader Version: 1.4.3, 1.4.4
Language: English
File Size
Posted
Updated
86.029 KB
14 Jan, 2022 @ 6:29pm
29 Nov, 2024 @ 5:36pm
12 Change Notes ( view )

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Hardmode Ore Armor Tweaks

Description
This mod makes small adjustments to the hardmode ore armors (cobalt through titanium, plus some tweaks to hallowed and chlorophyte) sets to give them all a bit more identity.
In vanilla, the alternate ore sets (palladium, orichalcum, and titanium) feel unique, but the originals just feel like a bunch of assorted stats thrown onto armor.
Furthermore, the early sets usually get completely outclassed as soon as you reach the next tier, so it's often not even worth crafting them.
In this mod I attempt to fix both of these issues by changing the stats of the armors to give each set a bit more of a focus, and by overall buffing the earlier sets to give them a bit more staying power.
Finally, I have done away with having different stats on each headpiece for the different classes. Aside from certain class-specific buffs like melee speed or mana, every class's version of the armor grants the same bonuses.

What has changed overall (I'm not going to list every single miniscule stat adjustment)
-Cobalt armor is a high mobility armor with a total of 35% increased movement speed and 50% increased base acceleration, replacing its previous set bonuses. It also got a defense buff to last a bit longer. However, it now takes 54 bars to craft, rather than 45, to match palladium.
-Palladium armor is mostly unchanged, but got a few small damage increases to make it not get outclassed as quickly.
-Mythril has slightly less attack strength, but in exchange it has much higher defense as well as s new set bonus that grants extended invulnerability after taking damage greater than 10% of your max health. The previous set bonuses got added on to their respective helmets to a lesser degree. However, it now takes 54 bars to craft, rather than 45, to match orichalcum.
-Orichalcum has no normal damage bonuses, instead only getting critical strike chance increases as well as a solid 15% movement speed increase. Furthermore, its set bonus has been reworked so that the petals have a very low cooldown but only trigger on critical strikes, scaling in damage based on the attack that triggered it. The petals also have 25 armor penetration, but now have piercing damage falloff to prevent ridiculous destroyer cheese. Overall this set is frailer than mythril but can deal a lot of damage with the right build.
-Adamantite is a powerful all-rounder with good defense, good damage, and decent mobility. The main change here is an addition to the previous set bonuses: 40% increased base acceleration, just to make the set bonus a bit more worthwhile.
-Titanium's set bonus received a small rework: each titanium shard you have increases your defense by 2, but the cooldown for spawning titanium shards has been quintupled (now you can only get 2 shards per second). This means that while it while it has gotten worse at facetanking, its overall defensive utility has greatly increased. It also takes 54 bars to craft down from 59, to be more consistent with the other armor crafting.
-As a whole, stat increases on the breastplates and leggings have been increased so that they matter more (though they still have less than the helmets).
-Chlorophyte armor's melee set bonus of 5% damage reduction has been moved to the helmet (with a decent portion of the helmets' previous stats having been shifted to the breastplate and leggings).

Make sure to use this with my other mod, Movement Speed Fixed! (especially important for cobalt armor's change)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2718346308

Feedback is appreciated.
Originally posted by tModLoader HardmodeOreArmorTweaks:
Developed By OblivionAXiS
25 Comments
ClayWarTheOne 2 Jun @ 3:09am 
Are you still planning on adding the Thorium compatibility stats?
Zekeram12 26 Mar @ 3:20pm 
Mad respect for keeping the original ores' set bonuses un-flashy. Too often, the idea of "improving" earlier-implemented armors just means "make the set bonus a weird gimmick" and I'm glad the new bonuses keep to their original spirit.
yeah 8 Aug, 2024 @ 9:47pm 
I know this might be hard, but can you make summoner helmets for those ores?
doot_revenant666 22 Feb, 2024 @ 7:18am 
Thrower is currently more glass canon oriented , meanwhile Bard and Healer are mostly support.

Tho also as a note , Thrower and Healer are meant to get reworks in some time in the future. But that time is definitely not soon.
OblivionAXiS  [author] 21 Feb, 2024 @ 12:51pm 
So, the problem that we run into is that with modded helmets, the sets get an extra 8% crit chance, 2% movement speed, and 1% damage. The damage and speed aren't gonna bother anyone, but that crit chance is sizable. The problem is, I have no context for Thoriums balancing, because compared to vanilla some of the helmets seem wildly over or under-statted. The thrower helmet grants 25% damage and 8% crit chance all on its own, while the bard helmet grants only 8% damage plus some minor bard-exclusive stats. The presence of all these class-exclusive stats already means that it will be really hard to make them cohesive with the altered vanilla helmets that all just have 15% damage (or summoner with 10% damage and 1 minion).
With thrower, I could potentially remove the 8% crit from the helmet. Healer I could maybe reduce the damage bonus on the helmet from 20% to 10 or 12%? Bard I could remove the 8% damage bonus? Let me know if that woul work, or if you have other ideas.
OblivionAXiS  [author] 21 Feb, 2024 @ 12:33pm 
Oh wait I see what you mean, Thorium adds alternate class helmets for Hallowed Armor. I'll see what I can do.
OblivionAXiS  [author] 21 Feb, 2024 @ 12:30pm 
Nice catch with the Adamantite set bonus, there was a single typo that caused the Adamantite Ranged changes to not be applied. As for the Hallowed armor, I'm not sure what you mean? The tweaked Hallowed Armor is almost exactly the same as vanilla overall, usually only gaining 1% damage total or trading out a bit of crit chance for damage.
doot_revenant666 21 Feb, 2024 @ 9:56am 
Also Adamantite armor with Mask doesn't show the acceleration in the set bonus description
doot_revenant666 21 Feb, 2024 @ 9:54am 
The Hallowed armor changes just gives 7% crit boost and 5% movement speed bonus to Thorium armor. So , some cross-mod changes perhaps?
Averno 21 Feb, 2024 @ 4:46am 
Thanks man, you're Gigachad