Originally Posted by emmagine


Actually that formula explains that 100% perfectly.

I've been working on a calculator based on this formula. Here is a link to the alpha version.
www.irodemine.com/divinity2/damage.php


Okay I ran the numbers that I had written down again and reverse engineered the spell damage. Running it through the formula matched up perfectly (with the averages of the low-high). I guess it's because they (int bonus and aero bonus) are multiplied and not added, increasing the lower number (Aero in my case) is always a more important contributor.

For anyone else who is bad at math like me, an example:
1 x 50 = 50
1 x 51 = 51
1.1 x 50 = 55