Talk:Karma/@comment-24971427-20180508021710/@comment-28977071-20180508084046

The detonation is a guaranteed hit as followup in teamfights actually.

As for the format, damage scales with its rank, while  bonus damage scales with  rank, making the format of their combination quite challenging. You have 54 different possible combinations for a formula of empowered damage. That's why they are imo better separated.

Also, there is a small design flaw with displaying combined totals imo, thu I prefer to be really careful when adding such things. While it's convenient for users to have total scalings delivered directly via wiki GUI, in the background all the values are still hard-coded as constants, thus proposing a data duplication. Both values are then interlinked with logical connection without its reflection in the code. Changing one necessitates the manual change of the other but there is no warning that'd prompt to do that, hence easy to break. It's basically how I get the term "spaghetti code" nowadays. According to wiki, it was created for a code twisting with itself like spaghetti cuz of many goto statements, but honestly practically everyone holds to rules of structured programming these days (at least I've not met any such guy at presence..). So instead I'm personally understanding it as a code with dependencies intertwined like spaghetti, that were not captured by the code:) I might be wrong but when Rito said they'd had to rewrite their  ' spaghetti code ' , they hardly had on mind a lot of  ' goto ' -s..