Quote Originally Posted by Tunda View Post
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

For each punch to have its own crit/direct hit checks, it would have to stop being a single attack in the server code. Nothing else in FFXIV works that way, I am not sure if it would even support doing that without also making it into having to press an action three times. I think it would be far easier to just change things in how it is displayed. If you absolutely do not want to just have three times the same number, you could just introduce RNG to split the total damage in different ways across the numbers displayed for first, second, and third strike, while always having them add up to the single damage number the server returned. That way the client can handle it, and you should not put extra workload on the server side just for what amounts to a display effect cosmetic, right?