Quick answer: Define an explicit pipeline: sum all additive bonuses first, then apply multiplicative ones, then critical multiplier, then mitigation, in a fixed sequence.

When the same buffs produce different damage depending on the order they were added, you have no defined modifier pipeline. Fixing the sequence makes damage deterministic. Here is how.

How to fix it

1. Separate additive and multiplicative

Sum all flat bonuses into one number and all percentage multipliers into another, instead of folding them into a single running value as you go.

2. Apply in a fixed sequence

Compute (base + additive) * (1 + multiplicativeSum) * critMult, then subtract mitigation, in that exact order every time.

3. Centralize the formula

Put the whole calculation in one shared DamagePipeline.Calculate(...) routine so every weapon and ability uses the same ordering and you can unit-test it.

Catching the ones you can't reproduce

The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.

Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.

This is where a tool like Bugnet earns its place. Its SDK captures every error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.

A crash you can name from its stack trace is a crash you can usually fix in minutes.