Difference between revisions of "Critical hit"
m (Fixed some minor issues) |
m (Simplified phrasing) |
||
| (4 intermediate revisions by the same user not shown) | |||
| Line 1: | Line 1: | ||
A '''critical hit''' ('''crit''') is a much more powerful version of a regular hit, with a potential to apply status effects to the target. | A '''critical hit''' ('''crit''') is a much more powerful version of a regular hit, with a potential to apply status effects to the target. | ||
| − | Critical hits are governed by several closely related values: the chance to trigger one ("critical chance"), a base roll ("critical roll") and its multiplier ("critical power"), each with a separate resistance, and a cooldown-like limiter ("critical rate"). They have | + | Critical hits are governed by several closely related values: the chance to trigger one ("critical chance"), a base roll ("critical roll") and its multiplier ("critical power"), each with a separate resistance, and a cooldown-like limiter ("critical rate"). They have six potency brackets ("critical tiers") based on the final value of the critical roll that use predefined values ("critical tables") to determine the final amount of bonus damage ("critical damage") and special effects ("critical effects") that will amplify the force of the critical hit. |
=== Critical chance === | === Critical chance === | ||
| Line 12: | Line 12: | ||
|- | |- | ||
| | | | ||
| − | *[[Armor#Body_armor|Body armor]] and [[Armor#Headgear|helmets]] modify attackers' critical | + | *[[Armor#Body_armor|Body armor]] and [[Armor#Headgear|helmets]] modify attackers' critical chance; the higher their tier, the better the protection they offer |
*[[Drugs#PID_GUM|After Burner Gum]] (drug) grants +10% critical chance, but reduces Luck by 5 | *[[Drugs#PID_GUM|After Burner Gum]] (drug) grants +10% critical chance, but reduces Luck by 5 | ||
*[[Rad-X]] (drug) reduces your critical chance by 5% | *[[Rad-X]] (drug) reduces your critical chance by 5% | ||
*[[Radiated Heart]] (Cannibal drug) grants +8% critical chance | *[[Radiated Heart]] (Cannibal drug) grants +8% critical chance | ||
| − | *[[Even More Criticals]] (level perk) grants +10% to critical | + | *[[Even More Criticals]] (level perk) grants +10% to critical chance and +1% additional critical chance for every critical chance bonus that currently applies to your character |
| − | *[[More Critical]] (level perk) grants +6% critical | + | *[[More Critical]] (level perk) grants +6% critical chance, and +1% additional critical chance for aimed attacks per point of Luck |
*[[Spray and Pray]] (level perk) removes your critical chance cap | *[[Spray and Pray]] (level perk) removes your critical chance cap | ||
*[[Marksman]] (perk synergy) grants +3% additional critical chance for [[#Aimed attacks|aimed attacks]] per point of Luck | *[[Marksman]] (perk synergy) grants +3% additional critical chance for [[#Aimed attacks|aimed attacks]] per point of Luck | ||
| − | *CC (T1 [[WE stat]]) grants +5% | + | *CC (T1 [[WE stat]]) grants +5% critical chance |
| − | *S.CRT (T2 [[WE stat]]) grants +5% | + | *S.CRT (T2 [[WE stat]]) grants +5% critical chance |
*Finesse (trait) grants +15% critical chance, and an additional +10% critical chance vs. NPCs | *Finesse (trait) grants +15% critical chance, and an additional +10% critical chance vs. NPCs | ||
*[[Dragon Module]] (combat implant) tiers 1-3 grant +5% critical chance each | *[[Dragon Module]] (combat implant) tiers 1-3 grant +5% critical chance each | ||
| Line 32: | Line 32: | ||
*[[Clone]] (class perk) loses 1% critical chance per point of Endurance | *[[Clone]] (class perk) loses 1% critical chance per point of Endurance | ||
*[[Deathclaw]] (class perk) gets +1% critical chance per point of Endurance, Intelligence, and Agility | *[[Deathclaw]] (class perk) gets +1% critical chance per point of Endurance, Intelligence, and Agility | ||
| − | *[[Leader]] (class perk)'s power flag grants +CHA/2 | + | *[[Leader]] (class perk)'s power flag grants +[CHA/2]% critical chance |
*[[Random Boy]] (class perk)'s lucky rolls can grant +10% critical chance while unlucky rolls can result in -3% critical chance | *[[Random Boy]] (class perk)'s lucky rolls can grant +10% critical chance while unlucky rolls can result in -3% critical chance | ||
*[[Scout]]'s favorite weapon type ([[Sniper Rifles]]) grants +25% critical chance | *[[Scout]]'s favorite weapon type ([[Sniper Rifles]]) grants +25% critical chance | ||
| − | *[[Soldier]] (class perk) gets +1 critical chance | + | *[[Soldier]] (class perk) gets +1% critical chance |
*[[Plasma Converter]] (Alien-exclusive weapon perk, rank C) sets your critical chance to 100% | *[[Plasma Converter]] (Alien-exclusive weapon perk, rank C) sets your critical chance to 100% | ||
*Finesse ([[Regulator]] trait) doubles your critical chance | *Finesse ([[Regulator]] trait) doubles your critical chance | ||
| Line 52: | Line 52: | ||
Critical rate is the frequency with which you can land fully effective critical hits. | Critical rate is the frequency with which you can land fully effective critical hits. | ||
| − | By default, if you score more than one critical hit within a 2-second ( | + | By default, if you score more than one critical hit within a 2-second (2000 ms) window, those additional critical hits' critical rolls are performed at a penalty of -0.1 for each millisecond remaining in that window. |
| − | Alternatively, you can think of it as a penalty that starts at -200 and then decays by 0.1 every millisecond until it completely goes away 2 seconds ( | + | Alternatively, you can think of it as a penalty that starts at -200 and then decays by 0.1 every millisecond until it completely goes away 2 seconds (2000 ms) later. |
Whenever you see a perk that improves/reduces "critical rate" by some number of milliseconds, the thing actually being modified is the minimum period of time that must elapse between two "fully charged" criticals. | Whenever you see a perk that improves/reduces "critical rate" by some number of milliseconds, the thing actually being modified is the minimum period of time that must elapse between two "fully charged" criticals. | ||
| Line 60: | Line 60: | ||
Modifiers that affect critical rate: | Modifiers that affect critical rate: | ||
| − | *[[Marksman]] (perk synergy) improves your critical rate by | + | *[[Marksman]] (perk synergy) improves your critical rate by 200 ms |
| − | *[[Ranger]] (perk synergy) improves your critical rate by | + | *[[Ranger]] (perk synergy) improves your critical rate by 200 ms |
| − | *[[Slayer]] (perk synergy) improves your critical rate by | + | *[[Slayer]] (perk synergy) improves your critical rate by 500 ms |
| − | *[[Combat Focus]] (armor perk) can improve your critical rate by up to | + | *[[Combat Focus]] (armor perk) can improve your critical rate by up to 200 ms (or 500 ms for Hubologists) |
| − | *[[Suppression]] (armor perk) modifies your attackers' critical rate by anywhere from - | + | *[[Suppression]] (armor perk) modifies your attackers' critical rate by anywhere from -100 ms to +1000 ms (or +200 ms to +3000 ms for Hubologists) |
=== Critical roll === | === Critical roll === | ||
| Line 138: | Line 138: | ||
*[[Radiated Heart]] (Cannibal drug) increases your critical rolls by 5 | *[[Radiated Heart]] (Cannibal drug) increases your critical rolls by 5 | ||
*[[Slayer]] (perk synergy) increases your critical rolls by 40 | *[[Slayer]] (perk synergy) increases your critical rolls by 40 | ||
| − | *CP (T1 [[WE stat]]) grants +8 to | + | *CP (T1 [[WE stat]]) grants +8 to critical rolls |
| − | *S.CRT (T2 [[WE stat]]) grants +8 to | + | *S.CRT (T2 [[WE stat]]) grants +8 to critical rolls |
| − | *[[Bonus Critical Power]] (weapon perk) can increase your critical | + | *[[Bonus Critical Power]] (weapon perk) can increase your critical rolls by up to 13 (or 23 for Hubologists) |
*[[Aggressive Module]] (combat implant) tier 3 grants +3 to base critical roll for each point of Charisma | *[[Aggressive Module]] (combat implant) tier 3 grants +3 to base critical roll for each point of Charisma | ||
| − | *[[Bounty Hunter]]'s critical rolls receive +2 per point of BH's base | + | *[[Bounty Hunter]]'s critical rolls receive +2 per point of BH's base critical chance and another +2 per point of BH's target's base critical chance |
*[[Leader]] (class perk)'s power flag grants +CHA/3 to critical roll | *[[Leader]] (class perk)'s power flag grants +CHA/3 to critical roll | ||
*[[Random Boy]] (class perk)'s lucky rolls can grant +80 to critical rolls while unlucky rolls can result in a critical roll penalty of -30 | *[[Random Boy]] (class perk)'s lucky rolls can grant +80 to critical rolls while unlucky rolls can result in a critical roll penalty of -30 | ||
| − | *[[Scout]]'s favorite weapon type ([[Sniper Rifles]]) grants +25 to critical | + | *[[Scout]]'s favorite weapon type ([[Sniper Rifles]]) grants +25 to that class's critical rolls |
*[[Plasma Converter]] (Alien weapon perk, Rank B) grants +50 to critical roll | *[[Plasma Converter]] (Alien weapon perk, Rank B) grants +50 to critical roll | ||
| − | *Each [[HP|hit point]] above 150 reduces your critical | + | *Each [[HP|hit point]] above 150 reduces your critical rolls by 2 |
**[[Heart]] (Cannibal drug) raises that threshold by 100 points | **[[Heart]] (Cannibal drug) raises that threshold by 100 points | ||
**[[Robobrain]] ([[Robot]] transformation) ignores the HP-based critical roll penalty | **[[Robobrain]] ([[Robot]] transformation) ignores the HP-based critical roll penalty | ||
| − | *[[SPECIAL|Perception Mastery]] grants +20 to critical | + | *[[SPECIAL|Perception Mastery]] grants +20 to critical rolls |
|} | |} | ||
| Line 163: | Line 163: | ||
| | | | ||
*Luck grants +1% critical power per point (capped at 20) | *Luck grants +1% critical power per point (capped at 20) | ||
| − | *[[Armor#Body_armor|Body armor]] and [[Armor#Headgear|helmets]] modify critical power of incoming critical hits | + | *[[Armor#Body_armor|Body armor]] and [[Armor#Headgear|helmets]] modify critical power of incoming critical hits; the higher their tier, the better the protection they offer |
*[[Better Criticals]] (level perk) grants +25% critical power | *[[Better Criticals]] (level perk) grants +25% critical power | ||
*[[Better HtH Criticals]] (level perk) grants +33% critical power when using melee weapons | *[[Better HtH Criticals]] (level perk) grants +33% critical power when using melee weapons | ||
*[[Phantom Presence]] (level perks) allows your unaimed attacks to gain +30% critical power while you're sneaking | *[[Phantom Presence]] (level perks) allows your unaimed attacks to gain +30% critical power while you're sneaking | ||
*[[Marksman]] (perk synergy) grants 150% critical power when the target is less than 30 hexes away | *[[Marksman]] (perk synergy) grants 150% critical power when the target is less than 30 hexes away | ||
| − | *CE (T1 [[WE stat]]) grants +8% | + | *CE (T1 [[WE stat]]) grants +8% critical power |
| − | *S.CRT (T2 [[WE stat]]) grants +8% | + | *S.CRT (T2 [[WE stat]]) grants +8% critical power |
*Fast Shot (trait) caps your critical power at 149% | *Fast Shot (trait) caps your critical power at 149% | ||
*[[Bonus Critical Power]] (weapon perk) can increase your critical power by up to 10% (or 20% for Hubologists) | *[[Bonus Critical Power]] (weapon perk) can increase your critical power by up to 10% (or 20% for Hubologists) | ||
| Line 176: | Line 176: | ||
*[[Cyborg]] (class perk) gets +1% critical power per point of Luck | *[[Cyborg]] (class perk) gets +1% critical power per point of Luck | ||
*[[Sniper]] (class perk) receives +2% critical power per point of Perception, +10% critical power vs. NPCs; +1% critical power for each hex of distance away from their target (aimed shots only) which goes up to +2% per hex if their weapon has the [[Long Range]] weapon perk | *[[Sniper]] (class perk) receives +2% critical power per point of Perception, +10% critical power vs. NPCs; +1% critical power for each hex of distance away from their target (aimed shots only) which goes up to +2% per hex if their weapon has the [[Long Range]] weapon perk | ||
| − | *[[Soldier]] (class perk) gets +1 critical power | + | *[[Soldier]] (class perk) gets +1% critical power |
*[[Random Boy]] (class perk)'s lucky rolls can grant +40% critical power while unlucky rolls can result in -20% critical power | *[[Random Boy]] (class perk)'s lucky rolls can grant +40% critical power while unlucky rolls can result in -20% critical power | ||
| − | *[[Leader]] (class perk)'s power flag grants +CHA/3 critical power | + | *[[Leader]] (class perk)'s power flag grants +[CHA/3]% critical power |
*[[Bounty Hunter]] (class perk)'s favorite weapon type ([[Plasma Weapons]]) grant +10% critical power plus +1% critical power extra per 10 points of [[sight]] range | *[[Bounty Hunter]] (class perk)'s favorite weapon type ([[Plasma Weapons]]) grant +10% critical power plus +1% critical power extra per 10 points of [[sight]] range | ||
*[[Plasma Converter]] (Alien weapon perk, rank A) grants +50% critical power | *[[Plasma Converter]] (Alien weapon perk, rank A) grants +50% critical power | ||
| Line 197: | Line 197: | ||
|- | |- | ||
| | | | ||
| − | *[[Cigarettes]] (drug) grant +5 critical chance resistance | + | *[[Cigarettes]] (drug) grant +5% critical chance resistance |
*[[Ear]] (Cannibal drug) reduces your critical chance resistance by 33% | *[[Ear]] (Cannibal drug) reduces your critical chance resistance by 33% | ||
*[[Radiated Eye]] (Cannibal drug) reduces your critical power resistance by 20% | *[[Radiated Eye]] (Cannibal drug) reduces your critical power resistance by 20% | ||
| Line 210: | Line 210: | ||
*[[Heavy]] (armor perk) grants critical roll resistance (up to +50, or +100 for Hubologists) and critical power resistance (up to +24%, or +45% for Hubologists) | *[[Heavy]] (armor perk) grants critical roll resistance (up to +50, or +100 for Hubologists) and critical power resistance (up to +24%, or +45% for Hubologists) | ||
*[[Great Shield]] (legendary armor perk)'s rank E grants +10% critical chance resistance against NPCs; rank C grants critical power resistance equal to your critical chance resistance against NPCs; rank S makes NPCs lose their critical chance resistance penetration | *[[Great Shield]] (legendary armor perk)'s rank E grants +10% critical chance resistance against NPCs; rank C grants critical power resistance equal to your critical chance resistance against NPCs; rank S makes NPCs lose their critical chance resistance penetration | ||
| − | *[[Dermal Module]] (combat implant) tier 3 reduces | + | *[[Dermal Module]] (combat implant) tier 3 reduces attackers' critical rolls by 1 for every point of Charisma you have |
| − | *[[Phoenix Module]] (combat implant) tier 3 reduces | + | *[[Phoenix Module]] (combat implant) tier 3 reduces your critical power by 10% for every 5 points of Charisma you have |
*[[Aggressive Module]] (combat implant) tiers 1-3 reduce the target's critical resistance by 15% per tier; with the [[Warlord Enhancement]] relic implant, this becomes 24% per tier | *[[Aggressive Module]] (combat implant) tiers 1-3 reduce the target's critical resistance by 15% per tier; with the [[Warlord Enhancement]] relic implant, this becomes 24% per tier | ||
| − | *[[Deathclaw]] (class perk) gets +5% critical chance resistance, + | + | *[[Deathclaw]] (class perk) gets +5% critical chance resistance, +[10 + movement-only APs]% critical power resistance, and critical roll resistance equal to its movement speed modifiers |
*[[Leader]] (class perk) gets +40% critical chance resistance | *[[Leader]] (class perk) gets +40% critical chance resistance | ||
*Semi-tanks ([[class]] role) receive a 20% penalty to critical damage resistance | *Semi-tanks ([[class]] role) receive a 20% penalty to critical damage resistance | ||
*Bonehead ([[Regulator]] trait) grants +75% critical chance resistance | *Bonehead ([[Regulator]] trait) grants +75% critical chance resistance | ||
| − | *Unity flag ([[Leader]] flag) grants +CHA/2 critical chance resistance, +CHA/3 critical power resistance, and +CHA/2 critical effect resistance | + | *Unity flag ([[Leader]] flag) grants +[CHA/2]% critical chance resistance, +[CHA/3]% critical power resistance, and +[CHA/2]% critical effect resistance |
| − | *Strength grants +1 critical power resistance per point | + | *Strength grants +1% critical power resistance per point |
*[[SPECIAL|Strength Mastery]] grants +35% critical chance resistance | *[[SPECIAL|Strength Mastery]] grants +35% critical chance resistance | ||
*[[Luck]] grants +1% critical power resistance (capped at 20%) per point if you have more implants than your opponent | *[[Luck]] grants +1% critical power resistance (capped at 20%) per point if you have more implants than your opponent | ||
| Line 250: | Line 250: | ||
<code>The Final Critical Roll Value</code> used to look up the outcome on the critical table is a random value between 1 and <code>(Total Critical Roll - Critical Roll Resistance) x (Total Critical Power - Critical Power Resistance)</code>. | <code>The Final Critical Roll Value</code> used to look up the outcome on the critical table is a random value between 1 and <code>(Total Critical Roll - Critical Roll Resistance) x (Total Critical Power - Critical Power Resistance)</code>. | ||
| − | The cell of the critical table your critical hit gets placed in will always lie at the intersection of your weapon type (melee, | + | The cell of the critical table your critical hit gets placed in will always lie at the intersection of your weapon type (melee, one-/two-handed ranged), the body part you critically hit (eyes, head, groin, hands, legs, torso), and the final value of your critical roll. |
==== Melee attacks ==== | ==== Melee attacks ==== | ||
| Line 283: | Line 283: | ||
| 3 (91–115) || 160%–230% DMG + Confusion || 155%–210% DMG + Confusion || 170%–230% DMG + Confusion || 150%–280% DMG + Weapon Drop || 125%–310% DMG + Confusion || 60%–85% DMG + Knockdown | | 3 (91–115) || 160%–230% DMG + Confusion || 155%–210% DMG + Confusion || 170%–230% DMG + Confusion || 150%–280% DMG + Weapon Drop || 125%–310% DMG + Confusion || 60%–85% DMG + Knockdown | ||
|- | |- | ||
| − | | 4 (116–150) || 185%–265% DMG + Blind || 180%–255% DMG + Bypass || 195%–265% DMG + Death || 200%–325% DMG + Crippled Arm || 150%–350% DMG + Crippled Leg || 80%–105% DMG | + | | 4 (116–150) || 185%–265% DMG + Blind || 180%–255% DMG + Bypass || 195%–265% DMG + "Death" || 200%–325% DMG + Crippled Arm || 150%–350% DMG + Crippled Leg || 80%–105% DMG |
|- | |- | ||
| − | | 5 (151–199) || 220%–300% DMG + Death || 215%–290% DMG + Bleed || 230%–300% DMG + Bleed || 230%–370% DMG + Paralysis || 175%–400% DMG + Bleed || 100%–130% DMG + Weapon Destroyed | + | | 5 (151–199) || 220%–300% DMG + "Death" || 215%–290% DMG + Bleed || 230%–300% DMG + Bleed || 230%–370% DMG + Paralysis || 175%–400% DMG + Bleed || 100%–130% DMG + Weapon Destroyed |
|- | |- | ||
| − | | 6 (200+) || 35%–135% + CR DMG + Bypass || 30%–125% + CR DMG + Death || 45%–135% + CR DMG + Bypass || 0%–190% + CR DMG + Knockout || 0%–300% + CR DMG + Knockout || 105%–140% DMG + Bypass | + | | 6 (200+) || 35%–135% + CR DMG + Bypass || 30%–125% + CR DMG + "Death" || 45%–135% + CR DMG + Bypass || 0%–190% + CR DMG + Knockout || 0%–300% + CR DMG + Knockout || 105%–140% DMG + Bypass |
|} | |} | ||
| Line 302: | Line 302: | ||
| 3 (91–115) || 230%–285% DMG + Confusion || 200%–260% DMG + Shock || 170%–230% DMG + Confusion || 135%–195% DMG + Weapon Drop || 140%–200% DMG + Confusion || 55%–75% DMG + Knockdown | | 3 (91–115) || 230%–285% DMG + Confusion || 200%–260% DMG + Shock || 170%–230% DMG + Confusion || 135%–195% DMG + Weapon Drop || 140%–200% DMG + Confusion || 55%–75% DMG + Knockdown | ||
|- | |- | ||
| − | | 4 (116–150) || 265%–330% DMG + Blind || 235%–305% DMG + Bypass || 195%–265% DMG + Death || 160%–230% DMG + Crippled Arm || 165%–235% DMG + Crippled Leg || 75%–95% DMG | + | | 4 (116–150) || 265%–330% DMG + Blind || 235%–305% DMG + Bypass || 195%–265% DMG + "Death" || 160%–230% DMG + Crippled Arm || 165%–235% DMG + Crippled Leg || 75%–95% DMG |
|- | |- | ||
| 5 (151–199) || 300%–375% DMG + Knockout || 270%–350% DMG + Lost Turn || 230%–300% DMG + Bleed || 195%–265% DMG + Paralysis || 200%–270% DMG + Bleed || 95%–120% DMG + AP Drain | | 5 (151–199) || 300%–375% DMG + Knockout || 270%–350% DMG + Lost Turn || 230%–300% DMG + Bleed || 195%–265% DMG + Paralysis || 200%–270% DMG + Bleed || 95%–120% DMG + AP Drain | ||
|- | |- | ||
| − | | 6 (200+) || 130%–220% + CR DMG + Bypass || 105%–195% + CR DMG + Death || 45%–135% + CR DMG + Knockout || 10%–100% + CR DMG + Weapon Destroyed || 15%–105% + CR DMG + Bypass || 100%–150% DMG + Death | + | | 6 (200+) || 130%–220% + CR DMG + Bypass || 105%–195% + CR DMG + "Death" || 45%–135% + CR DMG + Knockout || 10%–100% + CR DMG + Weapon Destroyed || 15%–105% + CR DMG + Bypass || 100%–150% DMG + "Death" |
|} | |} | ||
| Line 397: | Line 397: | ||
=== Critical effects === | === Critical effects === | ||
| − | Any effects listed in the relevant column of the critical table for critical tiers up to and including the tier of your critical hit have a 33% chance to proc. If they do, the defender may then make defensive rolls (based on their perks and stats) to resist them. | + | Any effects listed in the relevant column of the critical table for critical tiers up to and including the tier of your critical hit have a 33% chance to proc. If they do, the defender may then make defensive rolls (based on their perks and stats) to resist them. Any modifier that affects your "critical effect resistance(s)" actually modifies your defensive roll(s). |
*Base chance to apply a critical effect: 33% (66% with the [[Alien]] class perk, +33% with the Finesse trait) | *Base chance to apply a critical effect: 33% (66% with the [[Alien]] class perk, +33% with the Finesse trait) | ||
*[[Chip Shot]] (weapon perk) increases the chance to apply a critical effect by up to 60% (or 100% for Hubologists) | *[[Chip Shot]] (weapon perk) increases the chance to apply a critical effect by up to 60% (or 100% for Hubologists) | ||
| + | *[[Med-Tec Antidote]] (drug) can be used to instantly cleanse all negative status effects | ||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
| Line 407: | Line 408: | ||
| AP Drain || Steals 2 to 4 action points from the target || [[Quick Recovery]]: +8% resistance per point of [[Luck]] | | AP Drain || Steals 2 to 4 action points from the target || [[Quick Recovery]]: +8% resistance per point of [[Luck]] | ||
|- id="Bewilderment" | |- id="Bewilderment" | ||
| − | | Bewilderment || Target's actions cost double the normal amount of action points || | + | | Bewilderment || Target's actions cost double the normal amount of action points || [[Coolheaded]] shortens the duration of Bewilderment by 30% |
|- id="Bleed" | |- id="Bleed" | ||
| − | | Bleed || Target's healing rate causes them to lose hit points rather than regenerate them || | + | | Bleed || Target's healing rate causes them to lose hit points rather than regenerate them || [[Brotherhood Metal Armor]] grants immunity to Bleed |
|- id="Blind" | |- id="Blind" | ||
| Blind || Target's maximum chance to hit is reduced by 50% || | | Blind || Target's maximum chance to hit is reduced by 50% || | ||
| Line 419: | Line 420: | ||
| Crippled limb || Target's leg, hand, or eyes are crippled || [[Iron Limbs]]: +8% resistance per point of [[Agility]] | | Crippled limb || Target's leg, hand, or eyes are crippled || [[Iron Limbs]]: +8% resistance per point of [[Agility]] | ||
|- id="Death" | |- id="Death" | ||
| − | | Death || Target takes 100 extra damage that bypasses all defenses || [[Lethal Protection]]: reduces | + | | "Death" || Target takes 100 extra damage that bypasses all defenses || [[Lethal Protection]]: reduces "Death" effect damage by 8% per point of [[Perception]] |
|- id="Knockdown" | |- id="Knockdown" | ||
| Knockdown || Target falls to the ground and loses 3 action points || [[Stonewall]]: grants knockdown immunity (critical effect only) | | Knockdown || Target falls to the ground and loses 3 action points || [[Stonewall]]: grants knockdown immunity (critical effect only) | ||
| Line 427: | Line 428: | ||
| Lost Turn || Target loses an amount of action points equal to their maximum action points || [[Stonewall]]: +8% chance to avoid lost turns per point of [[Strength]] | | Lost Turn || Target loses an amount of action points equal to their maximum action points || [[Stonewall]]: +8% chance to avoid lost turns per point of [[Strength]] | ||
|- id="Mark" | |- id="Mark" | ||
| − | | Mark || Target becomes visible to the team that marked them for the duration of the effect || | + | | Mark || Target becomes visible to the team that marked them for the duration of the effect || [[Coolheaded]] shortens the duration of Mark by 30% |
|- id="Paralysis" | |- id="Paralysis" | ||
| − | | Paralysis || Target is immobilized for 3 seconds || | + | | Paralysis || Target is immobilized for 3 seconds || [[Tesla Armor]] grants immunity to Paralysis |
|- id="Shock" | |- id="Shock" | ||
| Shock || Target cannot attack or use meds || [[Coolheaded]]: +8% resistance per point of [[Charisma]] | | Shock || Target cannot attack or use meds || [[Coolheaded]]: +8% resistance per point of [[Charisma]] | ||
| Line 435: | Line 436: | ||
| Slow || Reduces target's movement/attack speed by 20% per critical tier for 20 seconds || [[Adrenaline Rush]]: +8% resistance per point of [[Charisma]] | | Slow || Reduces target's movement/attack speed by 20% per critical tier for 20 seconds || [[Adrenaline Rush]]: +8% resistance per point of [[Charisma]] | ||
|- id="Taunt" | |- id="Taunt" | ||
| − | | Taunt || Target is only able to attack the character that applied Taunt to them || | + | | Taunt || Target is only able to attack the character that applied Taunt to them || [[Baiter]] grants immunity to Taunt |
|- id="Weakness" | |- id="Weakness" | ||
| Weakness || Target loses 1% of one [[DR]] per stack || | | Weakness || Target loses 1% of one [[DR]] per stack || | ||
| + | |- id="Weapon drop" | ||
| + | | Weapon Drop || Target's weapon drops to the ground || [[Iron Limbs]] grants full immunity | ||
|- id="Weapon destroyed" | |- id="Weapon destroyed" | ||
| Weapon Destroyed || Target's weapon's condition decreases by 1 to 25% || | | Weapon Destroyed || Target's weapon's condition decreases by 1 to 25% || | ||
| − | |||
| − | |||
|} | |} | ||
| Line 451: | Line 452: | ||
*[[Knockback]] (weapon perk) causes critical hits to always knock back the target | *[[Knockback]] (weapon perk) causes critical hits to always knock back the target | ||
*[[Soldier]] (class perk) suffers -100 to defensive rolls and receives 1% less critical effect defense from level perks such as Stonewall | *[[Soldier]] (class perk) suffers -100 to defensive rolls and receives 1% less critical effect defense from level perks such as Stonewall | ||
| − | *[[Leader]]'s unity flag grants +CHA/2 critical effect resistance | + | *[[Leader]]'s unity flag grants +[CHA/2]% critical effect resistance |
=== Miscellaneous crit-related effects === | === Miscellaneous crit-related effects === | ||
Latest revision as of 06:57, 8 May 2026
A critical hit (crit) is a much more powerful version of a regular hit, with a potential to apply status effects to the target.
Critical hits are governed by several closely related values: the chance to trigger one ("critical chance"), a base roll ("critical roll") and its multiplier ("critical power"), each with a separate resistance, and a cooldown-like limiter ("critical rate"). They have six potency brackets ("critical tiers") based on the final value of the critical roll that use predefined values ("critical tables") to determine the final amount of bonus damage ("critical damage") and special effects ("critical effects") that will amplify the force of the critical hit.
Contents
Critical chance
Critical chance is the probability that a successful hit is upgraded to a critical hit. It is capped at 100%.
Various modifiers can affect critical chance:
| Critical chance modifiers |
|
Critical rate
Critical rate is the frequency with which you can land fully effective critical hits.
By default, if you score more than one critical hit within a 2-second (2000 ms) window, those additional critical hits' critical rolls are performed at a penalty of -0.1 for each millisecond remaining in that window.
Alternatively, you can think of it as a penalty that starts at -200 and then decays by 0.1 every millisecond until it completely goes away 2 seconds (2000 ms) later.
Whenever you see a perk that improves/reduces "critical rate" by some number of milliseconds, the thing actually being modified is the minimum period of time that must elapse between two "fully charged" criticals.
Modifiers that affect critical rate:
- Marksman (perk synergy) improves your critical rate by 200 ms
- Ranger (perk synergy) improves your critical rate by 200 ms
- Slayer (perk synergy) improves your critical rate by 500 ms
- Combat Focus (armor perk) can improve your critical rate by up to 200 ms (or 500 ms for Hubologists)
- Suppression (armor perk) modifies your attackers' critical rate by anywhere from -100 ms to +1000 ms (or +200 ms to +3000 ms for Hubologists)
Critical roll
Whenever you score a crit, the game generates a value called the critical roll (capped at 750). Your base critical roll depends on your class.
| Base critical roll values | ||||||||||||||||||||||||||||||||||||||||||||||||||||
|
| Critical roll modifiers |
|
Critical roll modifiers:
|
Critical power
After the critical roll is calculated, the value is multiplied by the attacker's critical power. Base critical power is always 100%.
There are several mechanics that interact with your critical power:
| Critical power modifiers |
|
Critical resistances
Defenders can mitigate critical hits through three types of resistance:
- Critical chance resistance, which reduces the attacker's capped critical chance
- Critical roll resistance, which reduces the attacker's critical roll before multiplication
- Critical power resistance, which reduces the attacker's critical power
Various modifiers can affect these resistances:
| Critical resistance modifiers |
|
Critical resistance penetration
Critical resistances can be penetrated (reduced) by a number of effects.
| Critical resistance penetration modifiers |
|
Critical tables
The Final Critical Roll Value used to look up the outcome on the critical table is a random value between 1 and (Total Critical Roll - Critical Roll Resistance) x (Total Critical Power - Critical Power Resistance).
The cell of the critical table your critical hit gets placed in will always lie at the intersection of your weapon type (melee, one-/two-handed ranged), the body part you critically hit (eyes, head, groin, hands, legs, torso), and the final value of your critical roll.
Melee attacks
| Tier (roll range) | Eyes | Head | Groin | Hands | Legs | Unaimed/Torso |
|---|---|---|---|---|---|---|
| 0 (0–25) | 50%–70% DMG | 45%–65% DMG | 40%–60% DMG | 35%–55% DMG | 30%–50% DMG | 5%–20% DMG |
| 1 (26–60) | 75%–100% DMG + Confusion | 70%–95% DMG + Confusion | 65%–90% DMG + Confusion | 60%–85% DMG + Confusion | 55%–80% DMG + Confusion | 25%–40% DMG |
| 2 (61–90) | 105%–135% DMG + Taunt | 100%–130% DMG + Taunt | 95%–125% DMG + Taunt | 90%–120% DMG + Taunt | 85%–115% DMG + Taunt | 45%–60% DMG + Taunt |
| 3 (91–115) | 140%–175% DMG + Knockdown | 135%–170% DMG + Knockdown | 130%–165% DMG + Knockdown | 125%–160% DMG + AP Drain | 120%–155% DMG + Knockdown | 55%–70% DMG + Slow |
| 4 (116–150) | 180%–220% DMG + Bewilderment | 175%–215% DMG + Bewilderment | 170%–210% DMG + Bewilderment | 165%–205% DMG + Bewilderment | 160%–200% DMG + Bewilderment | 75%–90% DMG + Bewilderment |
| 5 (151–199) | 225%–270% DMG + Bleed | 220%–265% DMG + Bleed | 215%–260% DMG + Knockout | 210%–255% DMG + Weapon Drop | 205%–250% DMG + Crippled Leg | 95%–110% DMG + Confusion |
| 6 (200+) | 75%–125% + CR DMG | 70%–120% + CR DMG | 65%–115% + CR DMG | 60%–110% + CR DMG | 55%–105% + CR DMG | 100%–115% DMG |
1‑handed ranged weapons
| Tier (roll range) | Eyes | Head | Groin | Hands | Legs | Unaimed/Torso |
|---|---|---|---|---|---|---|
| 0 (0–25) | 80%–125% DMG | 70%–110% DMG | 95%–125% DMG | 45%–160% DMG | 50%–150% DMG | 10%–35% DMG |
| 1 (26–60) | 110%–160% DMG + Slow | 115%–150% DMG + Taunt | 120%–160% DMG + Taunt | 80%–190% DMG + Weakness | 75%–200% DMG + Slow | 30%–50% DMG + Weakness |
| 2 (61–90) | 145%–195% DMG + Mark | 145%–195% DMG + Shock | 145%–195% DMG + Bewilderment | 120%–235% DMG + AP Drain | 100%–260% DMG + Knockdown | 50%–75% DMG + Slow |
| 3 (91–115) | 160%–230% DMG + Confusion | 155%–210% DMG + Confusion | 170%–230% DMG + Confusion | 150%–280% DMG + Weapon Drop | 125%–310% DMG + Confusion | 60%–85% DMG + Knockdown |
| 4 (116–150) | 185%–265% DMG + Blind | 180%–255% DMG + Bypass | 195%–265% DMG + "Death" | 200%–325% DMG + Crippled Arm | 150%–350% DMG + Crippled Leg | 80%–105% DMG |
| 5 (151–199) | 220%–300% DMG + "Death" | 215%–290% DMG + Bleed | 230%–300% DMG + Bleed | 230%–370% DMG + Paralysis | 175%–400% DMG + Bleed | 100%–130% DMG + Weapon Destroyed |
| 6 (200+) | 35%–135% + CR DMG + Bypass | 30%–125% + CR DMG + "Death" | 45%–135% + CR DMG + Bypass | 0%–190% + CR DMG + Knockout | 0%–300% + CR DMG + Knockout | 105%–140% DMG + Bypass |
2‑handed ranged weapons
| Tier (roll range) | Eyes | Head | Groin | Hands | Legs | Unaimed/Torso |
|---|---|---|---|---|---|---|
| 0 (0–25) | 125%–150% DMG | 95%–125% DMG | 95%–125% DMG | 60%–90% DMG | 65%–95% DMG | 5%–25% DMG |
| 1 (26–60) | 160%–195% DMG + Slow | 130%–170% DMG + Taunt | 120%–160% DMG + Taunt | 85%–125% DMG + Weakness | 90%–130% DMG + Slow | 25%–45% DMG + Weakness |
| 2 (61–90) | 195%–240% DMG + Mark | 165%–215% DMG + Confusion | 145%–195% DMG + Bewilderment | 110%–160% DMG + AP Drain | 115%–165% DMG + Knockdown | 45%–65% DMG + Slow |
| 3 (91–115) | 230%–285% DMG + Confusion | 200%–260% DMG + Shock | 170%–230% DMG + Confusion | 135%–195% DMG + Weapon Drop | 140%–200% DMG + Confusion | 55%–75% DMG + Knockdown |
| 4 (116–150) | 265%–330% DMG + Blind | 235%–305% DMG + Bypass | 195%–265% DMG + "Death" | 160%–230% DMG + Crippled Arm | 165%–235% DMG + Crippled Leg | 75%–95% DMG |
| 5 (151–199) | 300%–375% DMG + Knockout | 270%–350% DMG + Lost Turn | 230%–300% DMG + Bleed | 195%–265% DMG + Paralysis | 200%–270% DMG + Bleed | 95%–120% DMG + AP Drain |
| 6 (200+) | 130%–220% + CR DMG + Bypass | 105%–195% + CR DMG + "Death" | 45%–135% + CR DMG + Knockout | 10%–100% + CR DMG + Weapon Destroyed | 15%–105% + CR DMG + Bypass | 100%–150% DMG + "Death" |
Note: "+ CR" means an additional 1% damage multiplier per point of critical roll
Several modifiers affect the attacker's critical tier directly:
- Ear (Cannibal drug) unlocks the last two critical tiers
- Voodoo (drug) unlocks the last two critical tiers
- Tiger Module (combat implant) tier 3 upgrades melee critical hits by 1 tier
- Nemean Module (combat implant) tier 3 downgrades your critical hits by 1 tier for every 5 points of Charisma
- Critical Beast (Alien weapon perk)'s rank B increases the critical bracket by 1 and rank A increases it by 1 (stacks with B)
- Combat Master (class perk) uses the superior 2‑handed weapon critical table for melee attacks
- Bonehead (Regulator trait) downgrades opponents' criticals by 1 tier
- Heavy Handed (Regulator trait) downgrades your own critical hits to the lowest tier
- Critical Master (legendary weapon perk)'s rank B upgrades critical hits against NPCs by 1 bracket; rank S+ sets the minimum critical tier against NPCs to 5
Critical damage
Critical damage is any extra damage dealt by a critical hit. The base critical damage multiplier depends on your weapon type.
| Base critical damage multiplier by weapon type | ||||||||||||||||||||||||||||||||||||||||||||||||
|
Additional modifiers that affect critical damage:
- Ear (Cannibal drug) grants +40% critical damage
- Better HtH Criticals (level perk) grants +75% critical damage when using melee weapons
- Phantom Presence (level perk) grants +60% critical damage to your unaimed attacks while sneaking
- Focused Striker (level perk) grants +2% critical damage every second you do not attack (maximum 50 stacks)
- S.CRT (T2 WE stat) progressively boosts your critical damage against NPCs as you kill them
- More Critical Damage (weapon perk) can increase critical damage by up to 50% (or 200% for Hubologists)
- Spiked (weapon perk) increases melee critical damage by up to 105% (or 120% for Hubologists)
- Heresy Shot (Alien weapon perk, rank A) grants +25% critical damage
- Leader's aggression flag doubles bonus critical damage for bursts (stacks with After Burner Gum)
- Iron Man (perk synergy) reduces incoming critical damage by 20%
- After Burner Gum (drug) doubles bonus critical damage for bursts
Critical effects
Any effects listed in the relevant column of the critical table for critical tiers up to and including the tier of your critical hit have a 33% chance to proc. If they do, the defender may then make defensive rolls (based on their perks and stats) to resist them. Any modifier that affects your "critical effect resistance(s)" actually modifies your defensive roll(s).
- Base chance to apply a critical effect: 33% (66% with the Alien class perk, +33% with the Finesse trait)
- Chip Shot (weapon perk) increases the chance to apply a critical effect by up to 60% (or 100% for Hubologists)
- Med-Tec Antidote (drug) can be used to instantly cleanse all negative status effects
| Critical effect | Definition | Counter |
|---|---|---|
| AP Drain | Steals 2 to 4 action points from the target | Quick Recovery: +8% resistance per point of Luck |
| Bewilderment | Target's actions cost double the normal amount of action points | Coolheaded shortens the duration of Bewilderment by 30% |
| Bleed | Target's healing rate causes them to lose hit points rather than regenerate them | Brotherhood Metal Armor grants immunity to Bleed |
| Blind | Target's maximum chance to hit is reduced by 50% | |
| Bypass | Target's DTs and DRs are cut in half | Man of Steel: +8% resistance per point of Endurance |
| Confusion | Target's sight range is reduced by 2 hexes per stack | Firefighter: +8% resistance per point of Intelligence |
| Crippled limb | Target's leg, hand, or eyes are crippled | Iron Limbs: +8% resistance per point of Agility |
| "Death" | Target takes 100 extra damage that bypasses all defenses | Lethal Protection: reduces "Death" effect damage by 8% per point of Perception |
| Knockdown | Target falls to the ground and loses 3 action points | Stonewall: grants knockdown immunity (critical effect only) |
| Knockout | Target falls to the ground and loses 10 to 30 action points | Stonewall: +8% chance to avoid knockouts per point of Strength |
| Lost Turn | Target loses an amount of action points equal to their maximum action points | Stonewall: +8% chance to avoid lost turns per point of Strength |
| Mark | Target becomes visible to the team that marked them for the duration of the effect | Coolheaded shortens the duration of Mark by 30% |
| Paralysis | Target is immobilized for 3 seconds | Tesla Armor grants immunity to Paralysis |
| Shock | Target cannot attack or use meds | Coolheaded: +8% resistance per point of Charisma |
| Slow | Reduces target's movement/attack speed by 20% per critical tier for 20 seconds | Adrenaline Rush: +8% resistance per point of Charisma |
| Taunt | Target is only able to attack the character that applied Taunt to them | Baiter grants immunity to Taunt |
| Weakness | Target loses 1% of one DR per stack | |
| Weapon Drop | Target's weapon drops to the ground | Iron Limbs grants full immunity |
| Weapon Destroyed | Target's weapon's condition decreases by 1 to 25% |
The following modifiers grant or reduce critical effect resistance:
- Heart (Cannibal drug) grants +15% critical effect chance
- SHD (T1 WE stat) grants +1 to defensive rolls
- S.SHD (T2 WE stat) grants +1 to defensive rolls
- Knockback (weapon perk) causes critical hits to always knock back the target
- Soldier (class perk) suffers -100 to defensive rolls and receives 1% less critical effect defense from level perks such as Stonewall
- Leader's unity flag grants +[CHA/2]% critical effect resistance
- Bloody (weapon perk, rank A): your criticals apply Bleed stacks
- Crasher (level perk): your criticals ignore 50% of the target's melee power defense and bypass their melee DR penetration protection
- Gunner (level perk): critical hits convert double the amount of base damage to lethal damage
- Awareness (level perk): displays other characters' critical chance and resistances
- Providence (level perk): you have a chance equal to your critical chance to gain 75% damage protection whenever you're hit