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Probably fair to make the zenith or vamipre knives not proc the healing from the spectre armor, yeah. If you do something like that though you should add a little bit of text on the weapons that says like "Won't cause healing from spectre armor set." just so it doesn't seem like a bug.
I noticed that the weapons that were originally magic that gained ranged like the Charged Blaster Cannon still benefits from the set bonus as normal, but the Terra Blade, Eventide and Holy Arrows wouldn't trigger the healing effect or chaser effect from either Spectre set bonuses.
I assume this is because they were originally Melee/Ranged class weapons, so the Spectre set bonus doesn't read them as Magic damage being dealt for its condition.
As for things like zenith being usable on a magic build, yeah, it's probably overpowered, but that's also part of the fun. Now you have more options for how to play, even with mono-class builds. If it ends up being game breaking or overcentralizing, I can always nerf the base damage or something.
would be tough to implement each individual weapon by manually assign them but if the focus is on vanilla-friendly then go ahead I would still continue to play the mod regardless.
For example easiest one of all imagine you hold Zenith the end-game weapon that already has ridiculous DPS and you're wearing nebula armor which to be fair it give your Zenith less mana cost plus nebula armor set's bonus apply on top of you are able to use both the melee and mage accessories.