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

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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.