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I searched for word "crit" to get my answer but didn't find it, so I'm going to ask it here
are crits affected by fall-off? what about ramp-up?
About shotgun shells
HE: damage_near_mul = 1, damage_far_mul = 1.4
Flechette: damage_near_mul = 3, damage_far_mul = 1
AP: damage_near_mul = 10, damage_far_mul = 2
source: WeaponFactoryTweakData:create_ammunition [github.com]
About calculations
optimal_range * damage_near_mul
far_falloff * damage_far_mul
source: BlackMarketManager:modify_damage_falloff [github.com]
(There is one exception, which is when hitting Bulldozer visors.)