

Inspired by mods such as Umbral Mithrix, this mod aims to amp up the challenge of the False Son boss fight while also giving it a more unique identity. Currently in beta, so be aware that there will likely be bugs. Seekers of the Storm DLC required (obviously).
If you have any issues, suggestions, feedback, or anything of the sort, you can contact me directly on discord (bloonjitsu7) or through the modcord.
Contains spoilers for the reworked fight, don't scroll ahead if you want to go in blind.
Lightning now constantly strikes throughout the whole fight, intensifying as the phases progress
Lunar Ruin is no longer considered a DoT effect (internal change, borrowed from Rainstorm Refinery)
Increased lightning bolt damage from 10% to 15% of max hp
Lightning now consistently applies lunar ruin during the fight
Now creates one of 3 random patterns of 12 lightning bolts that strike after 1s
Once you reach phase 2, it also creates a second pattern that contains 16 bolts, striking after 1.5s
During phases 2/3, False Son can no longer use the Club Swipe attack, instead opting to use Fissure Slam in its place
Dash now creates a lightning trail behind the False Son as he uses it, striking after 0.4s
Dash wind-up time reduced by 0.2s
Dash no longer deals contact damage
Dash now has a 0.25s end delay before it gets followed up with Fissure Slam
Increased Dash distance by 30%
Reduced projectile count to 5
Central projectile is now a faster-moving lunar stake, causing lightning to strike on impact
Now stops aiming slightly before firing, giving the player more room to dodge
Increased the number of crystals spawned by 3
Crystals no longer always spawn in a perfect ring, a couple of them will be a bit more scattered over the arena
Increased crystal explosion radius by 40%
Increased base crystal explosion damage by 60%
Crystal explosions now have half-linear damage falloff
Crystal explosions now consistently apply Lunar Ruin
Now also causes a cascade of lightning bolts over the entire arena as False Son leaps at the start of the attack
Complete Rework to the Laser:
Increased laser fire interval from 0.5s to 0.2s, total duration from 9s to 13s, and Lunar Ruin proc chance from 10% to 100%
Laser now builds up stacks of "Laser Targeting" on hit, each stack lasts for 2.5s
Laser cannot deal damage or apply Lunar Ruin until Laser Targeting hits 10 stacks
During phase 3, the laser locks on much quicker, lasts 20% longer, and fires 20% faster.
Now only locks skills for 3s, but it also applies a permanent DoT that stacks up Lunar Ruin every 0.75s until cleansed at a Geode
Increased the number of lightning balls spawned by 2, and increased spawn rate from 0.5s to 0.35s
Most of these are still just conceptual, and might not make it into the full release.