For this revision I implemented the skill index to this effect, which it naturally uses.
I added this function for doing the calculations.
	Code:
	sint16 Mob::GetMeleeMinDamageMod_SE(int16 skill)
{
	int dmg_mod = 0;
					
	dmg_mod  = itembonuses.MinDamageModifier[skill] + spellbonuses.MinDamageModifier[skill] +
				itembonuses.MinDamageModifier[HIGHEST_SKILL+1] + spellbonuses.MinDamageModifier[HIGHEST_SKILL+1];
	if(dmg_mod < -100)
		dmg_mod = -100;
	return dmg_mod;
}
 Replace that line of code with something like this.
	Code:
	min_damage += min_damage * GetMeleeMinDamageMod_SE(skill) / 100;