Yeah, abilities with a damage range also follow the same formula, with the scaling factor depending on the final damage value.
For example, Crush
is at an average power of 22 ± 6.6 , (i.e: 15.4-28.6); or what you could summarise as 22 with a ± 30%
damage variance.(In case you're wondering the value was obtained empirically)
For an Anubisath Idol
, who has 276 Power, this translates into Crush having a damage range of 227-423.
We can get these values either from the separate damage values:
Min: 15.4 + 15.4/20 x 276 = 227.9
Max: 28.6 + 28.6/20 x 276 = 423.2
Or calculating it over the average + variance:
Average: 22 + 22/20 x 276 = 325.6
Minimum(70%) = 325.6 x 0.7 = 227.9
Maximum(130%) = 325.6 x 1.3 = 423.3
EDIT - Just to add:
As you all know, the abilities with a damage range are those that formerly had a lower chance to hit.
Abilities that had 80% hit have a power of 22(± 30%)
; and abilities that had 90% hit have a power of 21(± 20%)
. Abilities with different hit rates (85% and 95%) were assigned either value, or changed to 20-flat power abilities.
So no matter what, on abilities with a damage range, you'll find one of the two damage thresholds above.
Other abilities like Demolish
are exceptions, as they retained their "double or nothing" nature - with twice the normal damage (40) at half the accuracy. In this sense, they are inferior (statistically) to the likes of Crush
, Infected Claw
, etc. unless their Accuracy is compensated by buffs.