Worth a nice

I did some recent math here... I was exploring a Gamefaq user's thread involving a "bug" for a version of the game that I don't think many has access to...
Anyways, it somehow led to my exploration of Meteor (through bug testing/explanations)
My original math suggests that the since the base spell power of Meteor is 800, it has a spread of 400 (=800 *.5). So, the damage range would be 800 to 1200 times the spell multiplier. This is simply wrong through testing.
Apparently, there is a cap in the spread... and this probably might not shock you. I wrote part of this in my explanation in W. Meteo aka Double Meteor. The damage is always the spell base (1000) plus some random number in the range of 0 to 255 times the spell multiplier. Well, regular Meteor falls into the same category. To put in math terms...
Range = Spell Power * .5
If Range > 255, Range = 255
The spell damage range is literally capped @ 255, so only spells like Meteor and Double Meteor will be capped by it. By extension, a spell that has its power > 510 will have its range capped. I have not done extensive tests on spell power, but in the aspect of coding consistency, this is very likely the case for any customized damage spell that people may create.
Hopefully, this is useful to someone that will play with that aspect.
So, the final and actual range of Meteor is between 800 and 1055 (which is 800+255) or in math terms...
Meteor spell damage = (800 [base spell power] + random (0, 255)) * spell multiplier)