The call was made with weakening to only apply it after damage resolution because players were getting angry that their damage wasn't what was being reported. We'd predict that they wouldn't kill an enemy due to the added weakening, but it wasn't obvious why this was happening. We contemplated putting a "weak" notifier on the "safe/death" UI element, but that didn't work well either because which would take precedence?
Game design is usually about player expectations and outcomes. The fact that this perceived issue has taken over 5 years for anyone to feel is unintuitive is good enough for me
