we need more Mod creators like you in the community full of creativity and ideas..me being a dev myself for SacredTools we should look out for each other
as for the weapons i see
"Space Rifle" damage should be from 88 to 42 since it can be gotten pretty quickly and it has has a moderate firing rate
and "FreezeFlame Beam" is the upgrade and 140 is a bit much for something gotten before fighting the moonlord so i sugguest from 140 to 94
Well, I tested them out with my DPS testing setup and compared them to ranged weapons in the same tier with ideal ammo.
With Cursed Bullets, the Megashark puts out about 350 dps at point blank, whereas the Space Rifle puts out roughly 340. I do think that's a bit high given the fact that its high per-shot damage lets it worry less about defense than the Megashark, but I don't think it warrants putting the damage all the way down to 42.
As for the Freezeflame Beamer, I pit it against the Chain Gun with Venom Bullets, which has a point-blank DPS of about 720. The Beamer usually does about 600 DPS roughly, so it's already pretty far behind.
See, the problem I had with a lot of vanilla weapons was that accurate, slow-firing weapons in general tended to be way less effective than rapid ones thanks to the vastly inferior DPS which was so bad that not even their pseudo-defense penetration compared to faster weapons could save them. An example is the Sniper Rifle- with its vanilla stats, the thing is utterly inferior to just about everything in the tier BEFORE it, let alone with or beyond.
There's also the fact to consider that slow-firing weapons punish the player MUCH more severely for missing, since they put a lot of damage into a single projectile. If that misses, you lose WAY more DPS than you do with a rapid-fire weapon. They're somewhat high-risk, high-reward- this is why my mod buffs vanilla shotguns and adds new shotguns that have huge DPS potential for the tier they're in(and why it comes with a Chlorophyte Bullet nerf on by default): because they're high-risk. Unlike sniper weapons, shotguns require you to get dangerously close, and when bosses can deal huge damage to you that close by, you need high reward to justify the risk.
I think I'll still nerf the Space Rifle- I'll try putting its damage at 74 and lowering the crit chance from +10% to +5%. The Beamer, though, I think will only receive a crit nerf since its damage already seems fine to me. It will also have +5% crit instead of +10%.
Quick update- these changes seem to have put the Space Rifle in the 250 DPS range, but the Beamer actually does still seem like a bit much. I'll try increasing the damage to 150 and nerfing use time from 14 to 16.
Further update- The change to the Beamer seems to have reduced its DPS to roughly 550, which I think is still much better than before.