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If it's a question then Adult Eidolon Wyrm or Exomechs drop the most tokens in Calamity, Moon Lord drops the most tokens in Vanilla, and Enraged Mutant (Fargo's Mutant Mod) drops the most tokens from the mods I know of
There probably won't be configurable Crit/Chance/Damage/Mana sliders, but not for any technical reasons. It's partly to prevent dreaded option-overload & partly because I'm comfortable with where those particular stats are balanced (except Crit Damage, but that one has a on/off config)
Wing speed & the new weapon size sliders probably won't go to 200% for balance reasons, the rest of the stats that can hit 200% are either innocuous, detrimental, or very goofy (wing speed) at high values
Underpowered mode? or is the stat limitation a turn-off? OP preset drops you into OPness and the default balance intentionally snowballs you into it, I'd say to use the upgrade cap to limit how powerful you can become but then that means the mod basically stops scaling with you at the mid-lategame..
This is a good option, but to limit itemcount maybe reversing it & having a config that introduces a second upgrade caps until you beat ML?
There's a lot of edge cases where I can't get the actual dps of a weapon (debuff/buff appliers, multishots, homing projectiles like razor typhoon, swarm summons, etc)
w/ 1.0.7 out of the way I'll test out some options for a future update
Possible options that come to mind are;
* A config to scale token prices faster &/or harder
* A 1k softcap config. Currently token drops have a softcap at 100k+ (final drop = 100k + 10% of true value), 1k for reference is a high roll on any enemy with 125k hp in postML
* Add a second upgrade cap for hardmode preML
* Turn existing underpowered mode into a new weaker mode, then make an underpowered mode were all stats do apply (but are still suitably weakened)
Maybe instead of using a weapon's dps, instead try using its value as its base. As you progress, weapons become more expensive after all. More expensive weapons require more base tokens.
Maybe make the cost of tokens scale based on the weapon strength? Like how goblin tinkerer costs more money to reforge weapons based on how strong they are. Or at least have it as an option?
I wanna use the mod in my server but I'm worried about others just powering up their current tier weapons to breeze through bosses.
Also like fudgepants said, an exponential cost increase for weapons of higher rarity color and strength, perhaps an option to include a gold/plat cost alongside tokens as well.