This would be another way to use sets.
One version is by merging sets, you make new sets based off certain pieces of sets used in merging, and must have a number of identically merged set pieces. Example:
Merge Adept Rider and Jailbreaker.
Pieces must be same exact type. Jack merges with jack. Helm with helm. Ice staff with Ice staff.
The above adept rider + jailbreaker would use only medium armor because jailbreaker doesn't have heavy or light. Yes it also has jewelry and weapons.
Possible Combination:
- 2: Max Stamina
- 3: Armor
- 4: Stamina Recovery
- 5: Grants Major Gallop, Major Expedition, and Minor Expedition at all times.
Notice how it lost some stamina recovery, armor, and max health compared to the base versions.
I can make other combinations as well. Ask away.
If you think something might be broken, ask me. I'll probably find a way to merge it and make it not broken.
Sunderflame + Embershield ~= (Weapons and Jewelry only) (Sunder armor is medium only, ember armor is heavy only, therefore armor cannot get this merging, only weapons and jewelry)
- 2: Health
- 3: damage
- 4: critical
- 5: When you deal damage with a fully charged heavy attack, apply flame DoT and minor breach, gain armor, and gain a flame AoE around you.
Sunderflame + Infallible Mage (Similar to the above, because mage is light only and sunder is medium only, they cannot have merged armor as they don't share the same types. They only share weapons and jewelry. Therefore weapons and jewelry only.)
- 2: Crit Chance
- 3: Minor Slayer
- 4: Damage
- 5: Fully Charged heavy attacks apply minor breach and minor vulnerability and apply a flame DoT. Heavy attacks deal extra damage to monsters.
In essence, these are new sets. But, wearing the base sets or merged sets will disable certain piece effects of certain sets because one already has it active.
Such as, 5 sunderflame, and 5 sunderflame+embershield will not give you two flame DoTs, nor extend the minor breach, because it is the same effect.
In the case of the merging having a reduced effect of a certain piece, like how Infallible Mage lost some Crit Chance from its vulnerability, it will regain the lost effects.
BTW, it costs 100 to merge, so to make a full set of merged, that's 500 transmute crystals.
Monster sets can be merged as well, but tend to lose their 1pc perks.
Maw of the Infernal and Shadowrend.
Effect: 2pc
When you deal damage with a Light or Heavy Attack, you have a 33% chance to summon a fire breathing Daedroth for 15 seconds. The Daedroth's attacks deal 599 Flame damage every 2 seconds. The Daedroth can only be summoned once every 15 seconds and its damage scales off the higher of your Weapon or Spell Damage.
When you take damage, you summon a shadowy Clannfear for 15 seconds. The Clannfear's attacks deal 615 Magic damage and apply Minor Maim, reducing the target's damage done by 5% for 2 seconds. The Clannfear can be summoned once every 15 seconds and its damage scales off your Max Health.
And there is one special one, a 3 merge!
Night Mother's Embrace + Night Terror + Vesture of Darloc Brae (MJW, MJW, MJW) (Common: MJW)
- 2: Max Stamina (Night Mother's Embrace and Night Terror)
- 3: Reduces the radius you can be detected while Sneaking by 2 meters. Reduces the cost of Sneak by 10%. (Night Terror)
- 4: Reduces the radius you can be detected while Sneaking by 2 meters. Reduces the cost of Sneak by 10%. (Darloc)
- 5: Adds 171 Weapon and Spell Damage, Reduces the radius you can be detected while Sneaking by 2 meters. Reduces the cost of Sneak by 25%. (Night Mother's Embrace)
Would disable those parts of those sets.
These are just examples. I wonder what other combinations people will think of?
I did think of it being like 1 piece would count as a piece of 2 sets (or 3 in the last one above), but that would allow for 4 sets worth of power.
This version is more balanced, while gaining the flavor of many sets at once.
But, would require much more to implement than the count as many sets version.