I've searched through the last 33 pages of comments, and can't find mention of this.
Extra damage isn't maximised on a crit, but it should be.
A power can have Weapon Damage and Bonus Damage listed. If there are dice expressions in the Bonus Damage box, they are evaluated normally when the power crits, rather than being maximised. If there are dice expressions in the Weapon Damage box, in addition to a [w] weapon dice expression, they are not evaluated on a hit or a crit.
Barbarian at-will power Howling Strike does(at level 14) 1[w] + 2d6 + Strength, and can be used on a charge. It can also be affected by, say, a Horned Helm which adds 2d6 bonus damage on a charge.
Creating this as a specific power, Howling Strike (Charge), causes issues.
If the entries are like this:
1.png [ 1.45 KiB | Viewed 1440 times ]
(that's 2d6+1d8+2d6 in the Bonus Damage box, it's got a few extra bonuses)
the power displays like this:
1a.png [ 2.33 KiB | Viewed 1440 times ]
the hit damage is calculated normally
the crit line looks like this:
2.png [ 5.27 KiB | Viewed 1440 times ]
If the entries are like this, with 1w+2d6+1d8+2d6 in the weapon damage box
3.png [ 1.42 KiB | Viewed 1440 times ]
the power displays like this, dropping the dice expressions
3a.png [ 1.88 KiB | Viewed 1440 times ]
the hit damage is calculated as though the extra dice expressions aren't there
4.png [ 5.33 KiB | Viewed 1440 times ]
the crit is calculated as though they are not there
5.png [ 5.78 KiB | Viewed 1440 times ]
but they are still saved with the power.
The way bonus damage SHOULD be calculated is that when you crit, bonus damage dice should be maximised in just the same way that weapon damage dice are maximised, so the crit should end up being
<< DamageDice + PowerDamage + WeaponDamage + DamageMods + CriticalDamage = 1d10(10)+ 5 + 7 + 2d6+1d8+2d6(32)+4d8+6(random)=60+4d8 >>
Also, if there are extra dice expressions in the DamageDice box, they shouldn't be discarded if there is a [w] expression in there!
Anyone got any insight or help here? Seems like it would be a fair bit of digging through the attack power macros to fix this