diff --git a/package-lock.json b/package-lock.json
index 331a458..01bdf97 100644
--- a/package-lock.json
+++ b/package-lock.json
@@ -1,12 +1,12 @@
{
"name": "@firq/fgosite",
- "version": "0.1.6",
+ "version": "0.1.11",
"lockfileVersion": 2,
"requires": true,
"packages": {
"": {
"name": "@firq/fgosite",
- "version": "0.1.6",
+ "version": "0.1.11",
"dependencies": {
"@astrojs/check": "^0.3.3",
"@astrojs/sitemap": "^3.0.3",
diff --git a/src/pages/blog/instant-death.md b/src/pages/blog/instant-death.md
index 7a4d732..5345928 100644
--- a/src/pages/blog/instant-death.md
+++ b/src/pages/blog/instant-death.md
@@ -7,7 +7,7 @@ author: 'Firq'
tags: ['fgo', 'games']
---
-> **Disclaimer**
+> **Disclaimer**
> While writing this, Requiem and I faced a bit of a challenge concerning death rate calculations. Case in point is the passive "Item Construction"
and its interaction with Instant Kill, as we could not reach a final verdict if it affects Instant Kill Hit rate or not. In case of this article, I will assume
it doesn't interact with the hitrate, but if you have proof that this is different, I will gladly incorporate this in the article.
@@ -104,7 +104,7 @@ For other skill levels, this looks like this (_Her S1 scales from 50% to 100%_)
In the end, this resulted in the following comp that worked like a charm.