Due to hit range variance for melee, landing a critical strike feels bad. It sometimes feels like theres 2 independent crit systems because sometimes you crit a 6k and other times it hits 22k.
I noticed this testing dds. Its clunky to lowball crit and high roll non crit creating a weird dynamic where the non crit hits higher than the crit.
Additionally, ezk bleeding 3ks from a 25k initial hit doesnt feel correctly scaled.
We'll be squishing damage ranges in a later build of the beta which will resolve this weirdness. I'm working on it currently. - Sponge.