whoneedsnamestbh
Retinazer
The best example of how dangerous this can get is Megashark with crystal bullets - the fragments are supposed to add a small amount of damage to each shot, but with Ichor applied by a bow or a Golden Shower, the amount of damage they deal relative to how often they are created is insane, and then you add in the increase in base damage from the bullet itself of about 10%. Another example is Vampire Knives, with a base damage usually less than 40 in most melee builds, limited even further by defense, and need a very hard cap on how high their damage is due to lifesteal. Throw another 7-8 damage on this weapon basically for free, and not only do you buff its damage by way too much, but also its lifesteal as well.
Ichor obviously needs some sort of a nerf, but the matter is that another nerf to its power would only hurt its utility with certain weapons without fixing the core issue. Nerfing it to something like -6 defense (+3 damage) would make it more balanced with the weapons it synergizes so well with, but would also cripple its utility with anything with a higher base damage.
I think Ichor should scale with damage. For every 5 points of damage a hit deals before defense, Ichor would ignore another 1 defense. For example, a hit with a damage of 35 would ignore 7 defense and gain +3-4 damage, but on a weapon with 70 base damage, it would ignore 14 defense and gain +7 damage. It should also have a minimum cap of -2 defense (+1 damage) so weapons like Blades can still profit from it, and a maximum cap of -15 defense (+7-8 damage) to avoid scaling too well into the late game. This would, of course, carry over to the player version too.
This would hopefully keep Ichor down and prevent it from gaining insane synergies with the right weapons, without crippling it against anything else. This same kind of rule could be applied to Shark Tooth Necklace, Sharpening Station and other forms of defense ignoring, but it's most urgent with Ichor. Any thoughts?