Hi,

I'm writing to say I've changed my mind about replacing
the additive modifiers by multiplicative modifiers. It
looks like the best compromise was indeed to use both types
of modifiers to balance abilities and get relatively KISS
results. I'll update the damage computation dialog when
the damage formula and the internal data structures have
stabilized for a few days (the code is changing fast).

Thanks for the help,
Laurent Birtz

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