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While accessories are good for a few bonus stats, they also have various kinds of status immunities (like you mentioned in your post). I mean, in my opinion, this is how I tend to kit my people:
Weapon
Helm
Chest
Boots
That's 4 / 6 slots just like that. This leaves me two more slots for things such as:
2nd weapon (dual wielding later game)
Shield (if you can use them)
various accessories / boots
If you value mobility, then sure, feel free to use more boots. Personally, I like to have various status immunities and extra stats from gloves / rings / etc, but the system is designed to be flexible for your personal playstyle.
But it's sort of hard for me to gauge the benefit of shields/accessories. For example, right now the best shield I can get is 6 Def, 12 Res, 7 eva.
Is that like 2 less dmg from a physical attack and 4 less from a magic attack, because 1 move is worth the trade off there? Or is it more substantial than that?
The 7 eva is nice, but that 1 out of 15 is hard to notice and being able to avoid damage by running away works more often than that. Plus with Life Font, one extra move helps for the HP loss.
I know in the future I probably won't but using Life Font, and the accessories will improve, but right now would you take the +1 mov +2 jump or 6 def, 12 res, and 7 eva?
Personally, in the early game, I was prioritizing Evasion/Defense with Accessories for most characters while my Melee DPS got Movement/Jump ones. So I stacked Boots the same way you did, especially on some zones. :P
However, by Mid-Game, I started focusing on Status Immunity and "Damage Boosting" Accessories. Nothing sucks more than having your "RKO outta nowhere!" character get Crippled/Weaken/Rooted and can't deal that damage anymore ... or worse, have them get Charmed and start 1-shotting your own team. So those types of Chars get Gear that gives them those key immunities. I also liked using Bandit/Spiked Gloves or anything that gives +Crit Chance for Crit hunting characters. Having someone hit ~80+% to Crit with Know Weakness is great, or even settling for ~50% Crit without Know Weakness to free up a Passive for something else is cool beans.
Just depends on how you play. I tend to go fast and loose while playing Veteran, so my fights swing wildly from me stomping face to getting owned within ~2-3 turns lol.
Stacking [Know Weakness I] + [Know Weakness II], various masteries (+12% total), and bonuses from equipment. To get both passives you need to main Ranger, Werewolf, or Bounty Hunter, or use up both passive slots for the +50% bonus