![]() ![]() (+1 cap, 5% summon, 12 def) Focuses on defense, since there is no other summoner equipment. (6% dmg, 12% crit, +1 cap, 5% summon, 9 def) Hybrid summoner set. (5% dmg, 16% crit, 13 def) Reliably obtainable set with high mana economy. (11% dmg, 22% crit, 12 def) Maximizes magic bonuses, but requires some luck from the Traveling Merchant. (8% crit, +1 cap, 5% summon, 9 def) Hybrid summoner set. Full Fossil armor can be used as a slight downgrade. (5% dmg, 13% crit, 12 def) Alternative to Ancient Shadow armor. (3 def) Earlygame set that repels enemies upon making contact. (10% dmg, 7 def) Earlygame set that can be easily obtained during the Halloween season, or by converting Cactus using Shimmer. (5 def) Provides 30% increased mining speed. (+1 cap, 5% summon, 11 def) Hybrid set for underground exploration. Can be farmed from a Hoplite Statue placed near a natural wired trap. (16 def) Provides high defense and knockback immunity. (10% crit, +1 cap, 5% summon, 13 def) Variant of Ancient Shadow armor with summon bonuses. (5% dmg, 15% crit, 16 def) Variant of Ancient Shadow armor that maximizes melee and ranged bonuses. (15% crit, 19 def) Ultra-rare set with good offense, defense, and mobility. ![]() Since there are no melee-specific armor sets at this stage, melee users are advised to use classless sets. Otherwise, use whatever provides the highest defense, the most practical choices being Jungle Pants or Gladiator Leggings. If playing on a drunk world, Moon Lord Legs become the best leg armor piece to use early on. More experienced players can save time by completely skipping armor in the early game, potentially even up to the Wall of Flesh battle. It's perfectly fine to simply wear Ebonwood armor, Shadewood armor, or other basic, easy-to-craft armors until you can get your hands on a real armor set whatever you wear at the start of the game will be replaced very quickly. You may obtain up to 20 defense with metal armors such as Platinum armor, but obtaining these sets is time-consuming and usually unnecessary. For stats on individual armor pieces, refer to armor stat table.Īt this point, armor serves little purpose other than to boost your defense. ![]() The following listings are in no particular order stat comparison charts are provided for those who want to maximize a particular stat. Sacrificing offensive bonuses for defense is a viable strategy even on higher difficulties as a rule of thumb, each point of defense is more effective than a 1% DPS boost when damage taken per hit is less than 50 / 75 / 100. To maximize the effectiveness of these sets, use defensive accessories reforged to Warding. In the earlygame, ground speed bonuses are made obsolete by Hermes Boots and other movement accessories.ĭefense is a historically undervalued but useful stat that becomes even more useful on specialized tank builds, some of which are listed in this guide. Direct movement speed bonuses only affect ground speed, making them useless in Hardmode when players will be flying most of the time.Neither of those are as impactful as direct bonuses to melee damage and critical chance, although melee speed investment is still viable when using weapons whose attack rate depends on melee speed, such as the Fetid Baghnakhs and Terra Blade. Melee speed usually only affects projectile velocity and the swing speed of close-ranged weapons.This guide will help you decide on which armor sets to use at various points in game progression.īonuses to melee speed and movement speed are generally not considered as impactful as direct offensive bonuses, making them a lower priority. Choosing the ideal armor sets to use at each stage of the game is sometimes straightforward, but not always. While weapons are the main determinant of combat effectiveness, armor also plays an important role by mitigating damage taken and passively boosting damage output. Progression in Terraria is marked by the player gaining access to new weapons, accessories, and armors. Status: Revised (This Guide got revised and is up to date!) ![]()
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