Right, I don't find it entirely effective against bosses because Titanium Barrier and Spectre Mask does its DPS job better. But I suppose it's fair that it is a middle term between both.
Titanium Barrier is extremely close range and requires risk, and Spectre Mask is a post-Plantera mage only set. They aren't really comparable. Chlorophyte is literally free damage for zero effort. It may not be enough damage to be worthwhile, but it is what it is. I think anything living in the shadow of Shadow Dodge/Holy Protection is going to suffer from that, but that was the price of keeping Shadow Dodge at all, rather than removing it entirely.
What could be made different is to give ranged and magic chloropyte sets similar buffs to the melee one.
It could be a simple 5% boost to crit chance or something like increased ranged speed and mana regeneration.
The change to Melee was deliberately just for Melee. There is not meant to be symmetry with the other classes there, because Melee is traditionally underpowered in regards to other classes. If I added more to Ranged/Mage, I'd need to add more to Melee again.
Any kind of buff to Chlorophyte set is likely to be universal.
I think oiled would be a lot better if Explosive Trap inflicted On Fire!
I don't see that happening. May as well have skipped the concept entirely. OOA content is, at least at the surface level, intended to pay homage to DD2, and this was part of the mechanic. Inflict Oil, stack with Fire, and you got a good synergy. If it just inflicted Fire and Oil at once, then there is no point at all. Maybe the concept is hamstrung somewhat, but because of its nature as a DD2 content crossover, that is not a change I'd be in favor of making, since, its dishonest to its roots.
I have some other solutions in mind.
Speaking of the Spectre Mask, I have a weird fix for the fast firing problem. Couldn't we remove the re-spawn timer of the orbs entirely but make them temporally weaker if you're firing too fast?
Theoretically possible, but that would be a massive change, and I'd rather iterate. If you completely remove the timer, then the set bonus of Spectre Mask is literally "deal double your damage, but its wall-hacking and homing". It needs some sort of limitation. People tend to underestimate the potency of wall-hacking/homing free bonus projectiles. The current response of the community towards Flamelash and Magic Missile being extremely strong is evidence of that, and that was just homing.
Remember, in 1.4, I already increased the damage of the bonus projectiles from 50% to 100%, and increased the cooldown rate by 66%. That significantly reduces the impact of defense on the bonus projectiles (which was a very fair criticism), and allows 66% more bonus DPS over time. If I need to increase the cooldown rate again, I can follow up on that, or even look into other flat bonuses elsewhere, but outright removal of the cap?
I'd have to check my math, but that level of damage would, I believe, outperform even Nebula Armor at 3x Damage Stacks. Adding a "damage penalty" cap instead of a "no more projectiles" cap is likely not much better, because if the damage penalty kicks in, you end up in the same boat as pre-1.4, where Defense penalties impact the bonus projectiles too much. I can just increase the cap, within reason, for a more controlled increase in effective DPS.
Its also more work, both in time and complexity, which is a point against, when simple changes can accomplish the same goal.