Quote Originally Posted by Eyrilona View Post
Which, I will admit, is not at all what OP posted about but I misread that as that there were supposed to be three damage numbers and only one of them was showing while the animation was happening. On second reading it does look more like they mean that the damage from the three hit animation is processed as a single attack and therefore returns only a single damage number. That last one is an easier problem to solve, but since the monk triple punch is still just a single attack in the code, I guess they could make it pop (1/3 damage) three times?
I will try my best to solve a problem that I mentioned..

since we have Monk doing 3 punches which is do for example 30,000 damage.

split this 30,000 into 3 which each punch will do 10,000 (without crit/direct hit, let's assume it is not under bootshine crit buff)

each 10,000 will be calculated differently in backend.. for example:
first 10,000 will crit to be 20,000,
second 10,000 will direct hit to be 15,000
third 10,000 will be as it is with no direct hit or crit.

in the animation it will sync the animation first punch with 20,000 second 15,000 and third 10,000 then it will sum them to 45,000 after third punch animation is done.

As for my knowledge of learning python this could be possible but how will it affect the server communication Idk