I feel that a couple changes to the modifiers of certain armor sets is necessary. These armors include: Skelly, Jelly, Plate, Quicksilver, Chroma, Angelic, and Drake Scale(, and Cobalt .-.). No comment on "class" armors and Magic sets. Vitasuit needs something more special in my opinion, but I think I've covered that in some "Vitasuit Health Revive" thread of mine.
I use two new, but not necessarily original, modifiers in my suggested changes for these armors. They are Damage Received modifiers and Dash Time modifiers (specifically for one armor set). The Damage Received modifiers modify damage received by factors of 8%; maxes out at a 48% reduction in received damage. The Dash Time modifier reduces dash cooldown by 8% per level of DTR; maxes out at a 48% reduction in dash cooldown.
Jelly
2*: Slime Damage Received Reduction(DRR) low (per piece)
3*: Slime DRR low
4*: Slime DRR med
5*: Slime DRR high
edit{ 5* Ice Queen: Slime DRR med + universal DRR low }
48% reduction of Slime damage with 5* set
Skelly
2*: Undead DRR low
3*: Undead DRR low
4*: Undead DRR med
5*: Undead DRR high
48% reduction of Undead damage with 5* set
Plate (added onto all three sets)
2*: DRR low
3*: DRR low
4*: DRR med
5*: DRR high
48% universal reduction of received damage with 5* set
Quicksilver
3*: Dash Time Reduction(DTR) low
4*: DTR med
5*: DTR high
4 second dash cooldown reduction with 5* set
Chroma
3*: Slime DB low
4*: Slime DB med
5*: Slime DB high
5* Arcane: Slime & Beast DB med
Angelic
3*: Fiend DB low
4*: Fiend DB low + Fiend DRR low
5* Valkyrie: Fiend DB high
5* Fallen: Fiend DRR high
5* Heavenly: Fiend DB med + Fiend DRR med
Drake Scale
3*: Beast DB low
4*: Beast DB med
5*: Beast DB high
Silvermail
4*: Undead DB med
5*: Undead DB high
edit{ (I'm not sure what should be changed for cobalt)
Cobalt
2*:
3*:
4*: DRR low
5*: DRR low + CTR low
}
Thanks for reading. Plz comment belows. Gotta crank them bellows, fellahs. I'm tired .-.
Jelly:
All good. Makes the jelly set more defensive, and actually a viable option over Skolver.
Skelly:
Same as jelly; it actually gives players a reason to use it over Snarbi or Angelic.
Plate:
At first it sounded a bit overpowered since it gave universal, but as long as it keeps the speed reductions penalties it's ok.
Quicksilver:
Not to sure about this one. A full 4 second reduction might OP, but I'm not sure. Would have to do some tests on that, since I'm also making a suggestion relating to dash cool down reduction. But for now it's ok. I have to ask though, will this also apply to Mercurial Demo set, or not? (I assume not, since you said you were not bothering with the class sets).
Chroma:
Same as Jelly and Skelly, but in an offensive manor. And this actually makes the SL armor Arcane not completely useless.
Angelic:
The 4* looks funny, but I can't find any real reason not to do it that way. Valk is fine, but Heavenly looks too OP since it already has sword and fiend damage bonus, making it already the strongest out of the 3 5* versions. I'd suggest leaving it as is.
Question: Do you plan on keeping the universal ASI and fiend damage penalty on Fallen?
Drake Scale:
Same as Chroma, it looks all good. Silvermail as well.
I know I said they looked fine, but the damage bonus sets (Chroma, Angelic, Drake Scale) seem like they need a little testing. With high on both pieces, that makes damage max against that monster family, and I've never found myself lacking in damage whenever I wore any of those sets. Might not really need to be more powerful than the class lines, just possibly more defense against that monster line (as I said, not sure. Would need to do some testing to compare the sets.)