New Technique
I found a new technique to generate random damage.
Make the initial shot do a base amount of damage via blast radius. This shot subs on prox radius (it must not actually make contact with the target)
Then it subs into multiple parts with theta 180.
These parts are fast moving for a count of 2. Something like 1500 speed would make them 15 pixels out on frame 1. They either explode via prox radius or contact, and then expire at 30 pixels out on frame 2.
So, the subs are generating random damage based on whether or not they sub in a direction to hit the target.