The basic idea behind this is that if you equip a set in LD you get a passive ability allong side it's natural boosts. Some of these add status chance to hits, some provide a buff or debuff under certain circumstances.
Note: You have to wear the full set to obtain the bonus, if you don't use the full set you only get 1/3rd the full potential
When you have mixed sets each piece will:
Buff/debuff power reduced by 1/3
Buff/debuff time reduced by 1/3
Status infliction chance reduced by 1/3
Plate specific: Flinch and knockback resist reduced by 1/3
Mad specific: bombs have 1/3 chance of increasing status power by 1 level
Damage resistance on applicable sets reduced by 1/3
The more viable sets get negligible boosts or even debuffs while the less used sets get larger boosts.
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Volcanic Salamander: All attacks have a very low chance of dealing a moderate fire status (when in full set the user gets a free fire barrier when spawned) (specialist perk: 10% longer recon cloak and no sword ASI debuff when using recon)
Volcanic demo: All attacks have a very low chance of dealing a moderate fire status (when in full set the user gets a free fire barrier when spawned)
Virulisk: very low chance of dealing moderate poison with each attack (when in full set the user gets a free poison barrier when spawned) (specialist perk: 10% longer recon deathmark on enemies, low gun asi buff when using recon)
Bombastic: Attack buff when Haze-walking (if wearing the full set the user gets an Auto turret kit, this kit lasts for 15 seconds and never misses, it has 1000 and no resistances)
Plate lines (Ironmight/Volcanic/Ancient): Complete immunity to flinch and minor knockback (such as valiance shots and flourish swings) (when in full set the user gets a free mechaknight if the owner changes sets then this mechaknight instantly dies)
Kat sets: Incredibly low chance of dealing strong curse (same chance as stone jelly spawning), in addition to this it takes a Max MSD when cursed itself (the Max debuff and the Med buff even out to VH MSD).
Skolver: A minor defense buff when frozen (status must be inflicted to receive boost)
Vog Cub: Gains attack boost when Haze-walking
Fallen: Gains an attack buff when afflicted by any of the statuses it naturally resists (status must be inflicted to receive boost) (specialist perk: when using guardian all players under the shield regenerate their shields 10% faster, can overheal players under the shield by 3 over max)
Ice Queen/Royal Jelly: On death a strong Stun or Freeze (stun for RJ, freeze for IQ) haze is created (fast enough that strikers cannot escape) (Haze is 3 star vaporizer in full set, in mixed sets the haze is 2 star size)(if the user mixes these 2 armors then the haze is only 2 star size but inflicts dual status)
IQ and RJ also take 50% damage from all pierce weapons
Mercurail set: Gains ASI Med when Haze-walking (when in full set the user gets a free shock barrier), If shocked MSI maxes
Snarbolax: Gains MSI med when poisoned (status must be inflicted to receive boost)
Shadowsun: Gains a small Defense buff when Haze-walking (when in full set the user gets 3 free poison vials)
Nameless: Maxes gun ASI when Haze-walking (when in full set the user gets 3 free freeze vials)
Mercurial demo: Gains MSI low when shocked (status must be inflicted to receive boost)
Mad bomber: All bombs deal status one level higher than base (Moderate status haze bombs) (when in full set the user gets 3 free remedy capsules)
Justifier Jacket: When at 10% hp or less Gun Damage is Maxed and defense drops (when in full set the user gets 3 free stun vials)
Grey Feather Mantle: All attacks that can deal Shock or Fire only deal half damage to this set (Voltedge/Combuster counter)
GFM also takes 50% less damage from all elemental sources (stacks up to a 75% reduction against elemental shock/fire weapons)
Dread Skelly: All attacks that can deal Freeze or Poison only deal half damage to this set (Glacius/Obsidian edge counter)
DS also takes 50% less damage from all shadow damage sources (stacks with previous ability for 75% reduction)
Dragon Scale: Chance to inflict Stun on players not using the same class as the wearer (specialist perk: striker boost is 10% faster)
Divine: Weapons that deal Curse have only 1/4 their power (1/4 since it would create a fairly hard counter to GF and 1/2 doesn't address the issure of it being a half normal weapon) (specialist perk: striker shield has 10% more health)
Deadshot: Gains a short damage boost after killing a player (when in full set the user gets 2 free curse vials)
Chaos: When inflicted by a status a stackable MSD low is applied (status must be inflicted to receive debuff)
Azure: When inflicted by a status a stackable Damage low is applied (status must be inflicted to receive boost) (when in full set the user gets 1 hp capsule)
Arcane Salamander: Low chance of dealing a random status with each hit, one a status is dealt there will be a 10 second period before this ability has a chance to work again (specialist perk: recon shield regen 10% faster, bomb CTR buff low when using recon)
Almirian Crusader: When struck by a curse dealing weapon the user receives a short attack boost and flinch immunity (just long enough to kill off one player or two)
Valkyrie: low chance to inflict stun (specialist perk: Guardian shield regens HP 10% faster, can overheal 5 pips over max)
Heavenly iron: Gains a short defense buff after killing a player (specialist perk: Guardian shield prevents flinch on teammates and self, guardian shield has 5% more HP and can overheal teammates by 1 pip)
Radiant silvermail: Chance to deal stun on the same class type (If this had a helm then the stun chance would be the same as Dragon scale, since it doesn't the penalty for mixing this is only 1/2 it's potential and not 1/3) (Specialist perk: striker shield has 20% more hp, speed of boost reduced by 20%)
Perfect Mask of Seerus: Gains a short MSI buff after killing a player (If this had an armor then the buff time would be the same as Heavenly iron, since it doesn't the penalty for mixing this is only 1/2 it's potential and not 1/3) (specialist perk: when using recon footsteps don't show up)
Vitasuit deluxe: The player gets 3 free HP capsules (for every HP trinket the players loses one) (Specialist perk: guardian shield can overheal teammates by 7 pips, shield has 10% less HP as guardian)
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GU gear.
Much like how the gunner update mixes names to create new sets these powers will also be assigned to names
Grizzly: Chance to inflict Moderate Freeze on each hit
Firefly: Chance to inflict Moderate Fire on each hit
Falcon: Chance to inflict Moderate Shock on each hit
Snakebite: Chance to inflict Moderate poison with each hit
These increase status chance on weapons with same status. Ex: OC gains poison rate on Snakebite sets
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Pathfinder/Sentinel/Shade:Gun CTR ASI and DMG rise by one level in full set, if in half set only gun CTR is raised
Guerrilla/Wraith/Ghost/Hazard/Keeper/Hex: Powers up weapons effective against it's hunted set
Ex: Elemental weapons get a Med damage boost on Ghost and Keeper sets
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Shade lines get 10% more HP on recon Shield and low MSI
Pathfinder lines get 10% more HP on Striker shield and low MSI
Sentinel lines get 10% more HP on Guardian shield and low MSI
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Note: using sets that have status chance on attack makes status from certain weapons more likely (this doesn't include curse)
Edit1: Changed Plate perk and Arcane Perk
Edit2: Gave perks to Mixed sets (with a penalty) and gave buffs to Radiant Silvermail and Perfect Mask of Seerus
Edit3: Vitasuit added, held items added to some
Edit4: Class perks added to specialist sets Note: you must wear full set to acquire the specialist perk (exclusions include single piece items)
Note: If single piece items get a counterpart then their buff or debuff will get reworked
Edit5: Jelly changed
Edit6: Jelly, Skelly, Owlite changed
Edit7: GU sets added
Why not use this to balance the armors and make them more exciting in PvE too?