Larger damage radius means more gets damaged.
An explosion happens in the game. In generates a damage value randomly between the min and max value.
It applies 100% of this number out to Rmin, and reduces the damage applied from 100% to 0% between Rmin and Rmax.
The AP complicates things as a modifier.
There is simply no way to scale things in an obvious way without testing since the values are all arbitrary. A "formula" is probably only good as a starting point.
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