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For an example: a dino with 250 weapon strength and multiplier of 1 does 250 damage against a single target, and 250 against multiple targets, split. a unit with 200 weapon strength, but 1.5 multiplier, does 200 versus a single creature (50 less), but deals 200*1,5= 300 damage against multiple targets (the 300 are split by the number of targets hit). You can also use this to make the opposite work for other lords/monsters etc: high damage, but a multiplier below 1 makes it a good duelist, but bad when dealing with crowds. Sadly CA never took much advantage of the system.
i uploaded none of my old mods, outside of one for the dreadsaurian, but i did extensive reworking of the large lizardmen dinosaurs. I found, the ideal nieche the bastilodon should occupy is "good versus a lot of small things, but not as good against bigger things". There is a really great way to achieve that: there's a damage multiplier in the melee weapons table that allows your creature to do more damage when it hits more than 1 creature. This way, you can build a creature with rather low actual damage, which makes it weaker vs other big creatures, but with the multiplier you can increase the damage for hitting multiple targets.
even if we fully ignore armor and say everyone is naked, 64 damage would still not be enough to one-hit bretonnian man at arms, since they have 65 hitpoints per model. (you need to add +8 HP to the value in the land units table to get the actual HP per unit, and another 8HP if its mounted)
Same 65HP with the spearmen, or chameleon skinks etc. And those are all low HP units.
note: i have to answer in multiple comments, due to steam restrictions ...