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There isn't a lot of documentation anymore but still enough too find out and make a lot of adjustments to this game. What helped me was unpacking and repacking mods so I could read the code and see what game folders are affected. Good idea to use the Passive mod too, things like extra run speed/DR/health/mana can be also useful in testing.
Just published my Berserker remake, feel free to take whatever you like from it. The modding here took a LOT of time though :P since it was build on a modded base with toggle able skills. First tested that one if it was stable enough and fits my needs, than cut out what I didn't like, than adjust, test, adjust, test etc. learn about the skills and community feedback take a break, mess in Guts with some other mods and continue with new inspiration. O yeah, do some backup if u have projects like this that took 100+ hours ;)
Reading your change list the changes are also well thought and with an eye for quality over quantity. It's pretty easy to just go Yolo and increase all damage 500% but it seems you managed to add even more projectiles! That took me a long time with reverse engineering the Synergies Thunder Locus skill on how to do that. Now I know that those objects are also counted as 'monsters' ;D
Did some quick tests;
I like the range bonus of arc beam, what could pair well with the camera extension mod.
The flame pillars are crazy now, tier bonuses description could be updated.
Good job making lvl 15 skills feeling genuinely powerful. For the rest I agree with steffires point for combining with mods that make the game more difficult.
Some players play difficult mods outside of Synergies hence mods like these are a great way to add a multiplier to the damage power and crowd reach to match difficult mods like Draco's Packs:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1317404700