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For future modders the designation is "Physical Mutation" for energy expenditures / combat properties and "Physical Mutations" for cooldown and ability cast handling.
Midterms are over, I'll try and post the reworked "Apex" patch ive had on the backburner in the next few days.
When classes calm down I'll run some tests on CDR and get it fixed, thanks for the report.
2. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3114272414
The reason you are seeing the chance be fixed at 40% rather than increasing with additional bonuses is due to the way the game hardcodes natural weapon attack chances, essentially I must claim the final say on natural weapon melee attack chance, or the base mutation does (setting the attack chance to 20% regardless of all other effects). There is currently no way to allow more effects to affect melee weapon strike chance without rewriting the entire natural weapon system. That said I am much more experienced than I as when I released this mod so I could do so given enough time and effort.
I can take a look at increasing compatibility with other mods, would you mind sharing the mod the talons are from?