Quote Originally Posted by Eyrilona View Post
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?
keeping in mind how player will receive it,
if player is hitting an action for 3 times it will not be that satisfying because the reason is make the player has less load on pressing buttons and satisfying to play a fast based job that can have multiple hits.
0.7s for each GCD will not solve the problem.

it is just all been calculated in backend after pressing 1 button.. and sends a message of 1 action that include 3 attacks with sum of it.

skill_x_damage(*args) as a function.

calling the function:
skill_x_damage(20000,15000,10000,45000,3)

3 is the number of hits.

it can be multiple of hit and the client will adjust based on the animation that coded in a time sequence.

instead of having it as:

skill_x_damage(30000)

but I think this will require adding new function with the ability to be flexible based on the number of hits.. this can be done in python but Idk about C++ which the is designed with.