Random Critical Damage Multiplier
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3
In Mythril2D, critical damage typically doubles post-mitigation damages (damages after resistances and bonuses are applied). This add-on modifies the critical damage formula to introduce variability in its scaling factor.
DamageSolver.cs (lines 17 to 20), replace DamageSolver.CalculateCriticalDamage with:
public static int CalculateCriticalDamage(int damage)
{
return (int)Math.Round(damage * UnityEngine.Random.Range(1.5f, 2.5f));
}

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