^ Or the modifiers are applied to the max and min. Or it's a double, as Dusk said.
My method actually assumes that damage distribution is continuous. Doesn't make a difference when the numbers are sufficiently high enough (more than a couple hundred). I think I adjusted for it by subtracting 0.5 or something like that, but the truth is it doesn't matter very much.
My method actually assumes that damage distribution is continuous. Doesn't make a difference when the numbers are sufficiently high enough (more than a couple hundred). I think I adjusted for it by subtracting 0.5 or something like that, but the truth is it doesn't matter very much.

