tModLoader

tModLoader

Improved Crits
12 Comments
Kenflesh  [author] Jun 18 @ 9:39am 
@Glowbomb12
The problem is that disabling crits is built into the summoner, and to make them work, the easiest way is to replace this class with an exact copy, but with the ability to crit. Another mod most likely also works on replacing the class, so it turns out that they do not work together. As I remember, I added settings to disable crits for summoners, after that everything should work fine, but the summoner will not have crits
Glowbomb12 Jun 15 @ 5:48pm 
I have no idea why, but this mod will render LP's Auto Summon completely useless, as if you dont have that mod enabled at all. Ive opened up an issue on that end in case there is something that can be done, but hopefully you can take a look on this end and maybe figure out what exactly is causing the conflict.
water cooler Feb 11 @ 2:10pm 
Can you add some feature to customise the amount of crit chance lost per crit?
Like, for example if you set this to '50' and you have 160% Crit chance, you hit you first crit at 160% chance, second at 110% chance, third at 60% chance, fourth at 10%?
I just find it lame, you can only ever get Double Crits with vanilla stats.
membro Jan 22 @ 3:27am 
Same as Lessïlera. Cannot be reforged with calamity,thorium.
Lessïlera Oct 18, 2024 @ 10:49pm 
I got a strange bug using both this mod & calamity, calamity summoner weapons (not vanilla ones) become unable to have an affix.
Kenflesh  [author] Aug 12, 2024 @ 1:29pm 
@Sreeto
There were 2 options here, either I fix everything through reflection, but before restarting the game all reforgings off and accessories are reforged as weapons, because of which they do not give anything, or change the class. I chose the second option, and to avoid problems I added the ability to disable this in the config. If another way to enable crits for the summoner appears, I will definitely refuse a copy of the class, but for now this is the only way.
Sreeto Aug 10, 2024 @ 5:18pm 
The only reason I don't use this mod is because it disables the whip menu in recipe browser, I'm assuming this is because you changed it to your own damage type, I'd love it if you fixed this small issue.
Kenflesh  [author] Nov 21, 2023 @ 3:37pm 
I don't understand much, so I'll just tell you how it works
If damage split is enabled, it takes the weapon's damage and adjusts the projectile's damage, multiplying by the number of minions required. For example, 1 eye requires 0.5 slots, and each eye will deal half the weapon's damage
What is more effective can only be shown by tests on specific weapons, for this purpose a function has been added to disable damage variability
xowarii Nov 21, 2023 @ 10:43am 
would the split damage on summoner weapons like the twins here for example be affected by multiplicative summons so a staff that adds damage to a creature by adding more summons into it or a staff which summons 1 minion /summon in where you can have multiple of the same depending on your summons/ minions cap because if so the dmg divide would result in similar and or less dps over base game vanilla summons.
Magenta Lizard Nov 11, 2023 @ 12:50pm 
o
Kenflesh  [author] Nov 11, 2023 @ 12:40pm 
All minions get a crit chance, even in mods, and in multiplayer only the display of the crit tier does not work (there is more crit damage, but there is no “!!!” in combat text)
Magenta Lizard Nov 11, 2023 @ 12:04pm 
this seems to good to be true so what's the catch?
broken in multiplayer?
modded minions not getting crits??