I don't expect anyone here to agree with this or even respond, but it fits here, so here goes.
I feel like Supreme Calamitas' hit cap is bad design.
Now, before you all chime in with the old "git gud" or anything like that, let me preface this complaint. I'm used to challenge in games. I learned to play with games from the original Nintendo era, fan of Roguelikes, 100%'d Souls games, etc. etc. I've also done playthroughs of Calamity, a complete one before SCal's anti-cheese was put in, and a 99% complete Revengeance run after. I'll be honest, I'm not as skilled of a gamer as I was when I was younger, but I enjoyed Terraria and this mod enough to play through it all.
Anyway, on to the main point. My biggest complaint is that it comes out of nowhere. It's not used anywhere else or even hinted to in the mod. There's no debuff inflicted at the start of the fight that hints to it, like "Fragile Mortality: Calamitas' attacks tear at your very life force..." or whatever. Not patient enough to learn the fight and just want to use a god mode cheat to see it all the way through for completion's sake? Nope, hit cap still applies because... why? I get SC's a super boss and it's not meant to be a cakewalk. The difficulty is in a good enough place without the hit cap, IMO. Leave it in on Revengeance/Death modes, sure. It adds complexity to the fight besides "use OP gear, tank hits, spam potions". But for a more casual player like me or less skilled ones who just want to see the content, what do you get out of what's basically making fun of someone playing the game with more assistance? It reminds me of the old Final Fantasy 11 scenario with Absolute Virtue of the devs wanting players to find out The One True Way to defeat the boss legit and nerfing all the alternative strategies that people found.
And sure, I could just use a mod to just give myself a million of SC's drops. The incomplete boss checklist, though. It mocks me.