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This one is basically discontinued, really. I just leave it available in case there are mods out there that would benefit from it (Though I don't know of any).
I oughta update the mod's description here to reflect this.
One way tModLoader provides modders venues to modify weapon damage is through a hook called 'ModifyWeaponDamage'.
The problem is that, due to the way summons/sentries update their damage constantly (Which was done by Re-Logic in 1.4 to prevent damage build exploits used in 1.3), they are not affected by any damage changes made via. ModifyWeaponDamage.
It's very hard to say when this will impact you as a summoner because modders don't just announce 'hey this mod is using ModifyWeaponDamage' (Why would they?), but from my experience it's relatively common to see it used by mods which add ways to level up or otherwise upgrade your weapons. I made this patch because I noticed this problem when making such mods myself.
I also store a reference to the source item in GlobalProjectile.OnSpawn by getting it from the source that created the projectile so that the GlobalItem with the modifier can be accessed in the ModPlayer hook.
This solution doesn't update the actual projectile damage if that's something you need.