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1-Please add Boss Zen for Thorium Bosses. I'm trying to fight Borean Strider, but the Astral Meteor landed in my Tundra so there's like 12 mobs beating the hell out of me, please get that changed if you can.
2-I'm in a ranger playthrough, the Tide Hunter armor inflicts Oozed when an enemy is hit with a ranged critical hit, which slows them. The thing is, the Perforator Worms and Slime God Paladins aren't immune to the effect, which causes them to jitter and become nearly immobile. I'd definitely get that fixed.
Weapons that don't consume fatigue or don't have ambush attacks currently have a 1.75 velocity and damage boost on ambush for now as a placeholder but these too will get full ambush attacks eventually
thank you
Come to think about it, would still be buyable from alchemist npc, but yeah, especially considering the mods instrument specific accessories that are also very strong, Bard should be strong enough without 👌
(He uses Bottled Water x1 Marine Kelp x1 OpalOpal x1
made In anPlaced Bottle)
As for Ragnarok helmets, as of now the mod instead of outright removing them makes them graveyard recipes for the Cal Bard/Healer helmets, since while those ones are the intended experience, I think if there are people that prefer Ragnarok's take they should still have the option, may make that a config in future to prevent further confusion though.
As for more toggles, unfortunately due to the nature of tPackBuilder (which almost every stat change and recipe made in this mod is done using), I cannot make those toggle-able, so unless that is added in an update there I don't think that will be possible.
However! Since I'm working with the Infernal Eclipse of Ragnarok team on a balancing mod for all the other mods supported by the API (which will also port my work from this mod), I will make sure to request changes being toggle-able since changes in that mod will be hard coded!
With both enabled, I cannot move when any equipment is equipped.