Currently the code is
return this.Math.floor(this.DamageRegularMin + (this.DamageRegularMax - this.DamageRegularMin) / 2 * this.DamageRegularMult * this.DamageTotalMult);
The damage multipliers does not scale the minimum damage.
I think it should be
return this.Math.floor((this.DamageRegularMax + this.DamageRegularMin) / 2 * this.DamageRegularMult * this.DamageTotalMult);
The same problem holds for getArmorDamageAverage().