Quote Originally Posted by RitsukoSonoda View Post
FFXI didn't seperate damage per hit for multi hit weapon skills and instead totaled it all for a final amount. This caused these type of weaponskills to vary greatly in damage range when used with things like the passive double attack and triple attack traits which could proc on each hit of the weaponskill and weapon passive effects that could multiply damage. And as I found out as a DRK using an apocalypse to close a LV3 skill chain. When all passives and extra effects line up and everything procs... you break the game's enmity system if the thing you hit survived.
Unless each individual hit allowed you to double or triple all of the skills' hits, this doesn't quite make sense.

If you could individually double a 5-hit skills' hits, its damage could therefore be 100%, 120%, 140%, 160%, 180%, or 200%, while doubling a 1-hit skills' hits could only result in 100% or 200% (a much more jarring range). The multi-hit attack would have a greater chance of getting at least some benefit, but that much less chance of getting the whole benefit.

The same goes for the passive weapon effect unless, again, each hit of n hits in a skill could somehow also affect n other hits in the same skill. They'd have that much more chance to trigger, but, affecting only part of the total damage, that proc's effect would be proportionately less.

Here's hoping the game wouldn't carry such an obvious oversight, but /shrug.