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Explosives should be affected by the damage multiplier #2076

Description

@Agiel

Build Info

v32.2

Description

Turns out explosive damage isn't run through the damage modifier.

To Reproduce

Load up rise and start throwing nades at a wall (refer to spreadsheet)

Expected behavior

Damage values in NT;RE should match the "Normalized" column.

Actual behavior

The values are too low

Additional context and Screenshots

The "Multiplied" column multiplies by the damage modifier 1.485 and gets us close to the OGNT values. Would need a much larger sample size to know for sure but I don't see any reason why OGNT would use a separate value for explosives.

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