![]() ![]() ![]() +36 Defense, +20% Ranged damage, +12% Ranged Crit Chance, 25% chance not to consume ammo, +5% Movement speed (Ranged) +50 Defense, +20% Melee damage, +11% Melee Crit chance, +18% Melee Speed, +23% Movement speed (Melee) * The stat bonuses for the Melee Helmet are so bad that it'd only be good for crowd control. With good matchups against Skeletron Prime, Plantera Phase 2 and especially Destroyer I'm surprised this doesn't get used more often. Acceptable stats, and an excellent set bonus for crowd control that is also a flat +30 DPS increase, which by Pre Mech weapon standards allows it to compete with Adamantite armor on single target DPS. Set Bonus: After hitting an enemy, a piercing petal with 30 base damage and a 1 second cooldown appears from the edge of the screen. +27 Defense, +24% Magic Crit Chance, +80 Max Mana +11% Movement Speed (Magic) +30 Defense, +21% Ranged Crit Chance, +19% Movement Speed (Ranged) +42 Defense, +7% Melee damage, +6% Crit chance, +7% Melee Speed, +18% Movement Speed (Melee) It doesn't even have an interesting design, why is everything made with Mythril so flat? It doesn't take too long to get, but it's not as easily obtained as Cobalt/Palladium either. It doesn't have low stats, but they are not high either. ![]() +24 Defense, +15% Magic Damage, +3% Magic Crit Chance, +60 Max Mana -17% Mana usage (Magic) +27 Defense, +17% Ranged damage, +10% Ranged Crit Chance, 20% chance not to consume ammo (Ranged) +37 Defense, +15% Melee damage, +13% Melee Crit chance (Melee) This is an example of high regeneration being better than raw stats. A very easily made armor set that remains solid all the way up to Plantera. Slightly below average stats, but the Rapid Healing buff more than makes up for it. Set bonus: Gain Rapid Healing (+3 HP/sec) when in combat. +21 Defense, +12% Magic Damage, +10% Magic Crit Chance, +60 Max Mana (Magic) ![]() +23 Defense, +14% Ranged damage, +12% Ranged Crit Chance (Ranged) +32 Defense, +13% Melee damage, +3% Melee Crit chance, +12% Melee speed (Melee) This is basically the Hardmode equivalent of Copper/Tin armor, and you should never make it for the exact same reasons you should never craft Copper/Tin armor. At least Pearlwood has the excuse of never being meant to be good to begin with. Imagine being worse than Pre-Hardmode armors. +17 Defense, +12% Magic Crit chance, +40 Max Mana, -14% Mana usage, +10% Movement Speed (Magic) +19 Defense, +10% Ranged damage, +9% Ranged Crit Chance, +10% Movement Speed, +20% chance not to consume ammo (Ranged) +27 Defense, +3% Crit chance, +27% Melee speed, +17% Movement Speed (Melee) There is also no way you will agree with my full list, so you are perfectly free to criticize the hell out of it if you disagree with me. It should be obvious that each armor will be ranked relative to other sets in its current stage of progression. This guide won't cover these hybrid builds, but if an armor has a particularly good piece for mixing it will have a "#" next to its rank and a brief description of why the specific piece is used. Note that Hybrid Sets made from the combination of different armor segments exist and are usually better than the full armor sets. This is the armor you should usually aim for.ī Rank: Not exactly bad, but there should be something better available than this.Ĭ Rank: Mediocre, you should not be aiming to use let alone craft this set.į Rank: Completely useless. S Rank: Overshadows everything else available, this armor should be nerfed in its current state because it is going to be.Ī Rank: Very solid, but far from broken. This guide will cover every armor available and rank them based on their viability. While Pre Hardmode's armor progression is nothing special, Hardmode opens up a lot of variety in armor sets, with some being more viable than others due to their special set bonuses, or the raw stats they provide. ![]()
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