Quote Originally Posted by Reginald_Cain View Post
They've done it before I don't know why not anymore... if it's about stopping damage variance then make every numeric value of each strike do fixed equal damage. Is that even hard? Stares at blue mage 1000 needles doing fixed damage.
Yeah plus if you do this as a dev usually for performance reasons your game logic (or in this case the server) only processes a single hit for a large amount of damage anyways. But what gets shown to the player are 4 individual damage hits that sum up to this large number. A purely visual thing where the individual numbers are then timed to when the attacks visually connect.