Armor set effects

You are already trying to differentiate between armors. Plate armor has high physical defense but low elemental resistance. Cloth armor is the opposite, and it seems that each armor has
different resistance settings? This is good, but it should be richer. You should make set effects, but the values ​​should be very strictly controlled. How to take care of all players? Then most set effects should not be too strong. They should be around 10%. For example, the blacksmith’s clothes can increase the player’s damage when using a one-handed hammer by 10%. I noticed that the soldier captain’s portrait portrait uses a greatsword. Then the captain’s set effect can increase the damage when using a greatsword by 10%.
These are all set effects that can be taken care of, and you can also make two-piece set effects, three-piece set effects, and four-piece set effects. For example, wearing two captain equipment activates 5% physical recovery speed, wearing three captain equipment can increase toughness defense by 2, and wearing four captain clothes can have 10% two-handed sword damage increase. But setting set effects for all clothes may be a big project. Or you can hire me to do this. The key point of the armor set is: how to take care of more people? That is, the value must not be too high
(but ​​not too low, so that players feel that it seems to be somewhat useful). Sometimes, for many things, you don’t need to look at their actual functions, and the most important thing is whether they have it or not.
It can make players who only pursue appearance and don’t care about the effect of the set not feel that they have lost too much and sacrificed too many attributes for their favorite appearance.
It can also make players who pursue perfect equipment have a pursuit