2011-07-30, 07:50 AM
Maple damage uses 6 random numbers per attack (it puts them in an array, passes them along to the code for damage display). Each time it needs a random number, it advances once in the array, then loops back to the start once it's at the end.
If 2 crits happen to choose the same of those 6, they'll do the same damage.
Those numbers are used for everything to do with the attack - which make some more likely than others to exhibit the behavior. If the skill applies status effects, or has a chance to 1hko, then you end up with 4-5 different random inputs for each hit. In the case of Blast, the result is that it uses the same 6 random inputs for each hit: and they all do the same damage.
- base damage
- chance to crit
-- if it crits, the percent of the crit bonus
- etc.
If 2 crits happen to choose the same of those 6, they'll do the same damage.
Those numbers are used for everything to do with the attack - which make some more likely than others to exhibit the behavior. If the skill applies status effects, or has a chance to 1hko, then you end up with 4-5 different random inputs for each hit. In the case of Blast, the result is that it uses the same 6 random inputs for each hit: and they all do the same damage.
- base damage
- chance to crit
-- if it crits, the percent of the crit bonus
- etc.

