Difference between revisions of "Critical hit"

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(Corrected an error: T3 Phoenix Module reduces not the attackers' but *your* critical power by 10% for each 5 points of Charisma you have; fixed various minor issues)
m (Reverted edits by Faster (talk) to last revision by KompreSor)
(Tag: Rollback)
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A '''critical hit''' ('''crit''') is a much more powerful version of a regular hit, with a potential to apply status effects to the target.  
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In Critical Hit FOnline3 have a few terms like:
 +
* [[Critical Roll]]
 +
* [[Critical Power]]
 +
* [[Critical Chance]]
 +
* [[Aimed Attack]]
 +
* [[Critical Chance Resistance]]
 +
* [[Critical Roll Resistance]]
 +
* [[Critical Power Resistance]]
 +
* [[Critical Effect]]
 +
* [[Critical Damage]]
 +
* [[Critical Table]]
 +
* [[Aggressive Implant]]
 +
* [[Critical Tier]]
 +
==Critical Power and Critical Roll==
 +
Difference between Critical Power and Roll is very simple, the Critical Power is % multiplier of Critical Roll, which is our base of Critical Hit. <br>
  
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 Roll sources:
 +
* Critical Roll cap is 750
 +
* Base [[Class Perks|Class Perk]] Critical Roll if non-class is 0-5
 +
* -2 per [[Hit Points||HP]] (Only if you have more than 150 [[Hit Points]])
 +
* [[War Event]] Stat: 30
 +
* 2 per [[Luck]]
 +
* [[Random Boy]] Roll: -30 or 80
 +
* [[Cyborg]] 2 per [[Luck]]
 +
* [[Cyborg]] 8 per [[Charisma]] when 3 [[Aggressive Implant]]
 +
* [[Slayer]] synergy: 40
 +
* [[Voodoo]]: 20 (40 for [[Regulator]])
 +
* [[Weapon perks|More Critical Power (weapon perk)]]: 40
 +
* [[Combat Master]] 2 per [[Strength]]
 +
* [[Combat Master]] 10 per [[Fury]]
 +
* [[Bounty Hunter]] 2 per own [[Critical Chance]]
 +
* [[Bounty Hunter]] 2 per target [[Critical Chance]]
 +
* [[Bounty Hunter]] 1 per 10 [[Sight Range]]
 +
* [[Soldier]]: 1
 +
* [[Sniper]] 2 per distance from target(doubled if Long Range)
 +
* [[Sniper]] PvE: 20
 +
* [[Sniper]] favorite weapon: 50
 +
<br>
  
=== Critical chance ===
+
Critical Power sources:
Critical chance is the probability that a successful hit is upgraded to a critical hit. It is capped at 100%.
+
*100% as base
 +
* [[War Event]] stat: +40%
 +
* [[War Event]] target defensive stat: -15%
 +
* Mastery of [[Perception]]: +40%
 +
* [[Heavy Handed]]: -20%
 +
* [[Better Criticals]]: 50%
 +
* [[Better HtH Criticals]]: 75%
 +
* [[Silent Death]] effect: 33%
 +
<br>
  
Various modifiers can affect critical chance:
+
Final Critical Roll will be a random number from 1 to <code>((Base class critical roll + Critical Roll - Critical Roll Resistance) * (Critical Power - Critical Power Resistance))</code>, so even if you have all possible modifiers, you can still randomly roll a 1.
  
{| class="mw-collapsible mw-collapsed wikitable"
+
== Critical Resistances ==
| Critical chance modifiers 
+
In FOnline 3 we have 5 different critical resistances:
|-
+
*Armor Critical Chance Resistance
|
+
*Armor Critical Power Resistance
*[[Armor#Body_armor|Body armor]] and [[Armor#Headgear|helmets]] modify attackers' critical chance; the higher their tier, the better the protection they offer
+
*Critical Chance Resistance
*[[Drugs#PID_GUM|After Burner Gum]] (drug) grants +10% critical chance, but reduces Luck by 5
+
*Critical Power Resistance
*[[Rad-X]] (drug) reduces your critical chance by 5%
+
*Critical Roll Resistance
*[[Radiated Heart]] (Cannibal drug) grants +8% critical chance
+
Let's start with Armor Critical Chance Resistance and Critical Chance Resistance, both working same way and stacks with each other but there is one difference between them: way how to bypass it! Armor or Helmet Critical Chance Resistance can be bypassed by [[Armor Perks|Hit The Gaps]] 80% for armor and [[Armor Perks|Right Between The Eyes]] 90% for helmet. For Other Critical Chance Resistance can be bypassed by [[Plasma]] Damage or in case [[Armor Perks]] can be bypassed by [[Bounty Hunter]]
*[[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
+
Source of Critical Chance Resistance:
*[[More Critical]] (level perk) grants +6% critical chance, and +1% additional critical chance for aimed attacks per point of Luck
+
*[[Armor Perks|Fill The Gaps]]: 20%
*[[Spray and Pray]] (level perk) removes your critical chance cap
+
*[[Armor Perks|Anty-Crit]]: 30% vs NPC
*[[Marksman]] (perk synergy) grants +3% additional critical chance for [[#Aimed attacks|aimed attacks]] per point of Luck
+
*[[Leader]]: 50%
*CC (T1 [[WE stat]]) grants +5% critical chance
+
*[[Mastery]] of [[Strength]]: 35%
*S.CRT (T2 [[WE stat]]) grants +5% critical chance
+
*[[Man of Steel]]: 25%
*Finesse (trait) grants +15% critical chance, and an additional +10% critical chance vs. NPCs
+
*[[Bonehead]]: 25%
*[[Dragon Module]] (combat implant) tiers 1-3 grant +5% critical chance each
+
*[[Iron Man]] Synergy: 30%
*[[Dragon Module]] (combat implant) tiers 1-3 combined with the [[Warlord Enhancement]] relic implant grant +8% critical chance each
+
*[[Cigarettes]]: 5%
*[[Critical Shell]] (armor perk) increases your critical chance by up to 15% (or up to 20% for Hubologists)
+
*[[Cyborg]] 1 per [[Charisma]] when 3x [[Dermal Impact Armor]]
*[[Bonus Critical Chance]] (weapon perk) increases critical chance by up to +20% (or up to 40% for Hubologists)
 
*[[Critical Master]] (legendary weapon perk) grants bonus critical chance vs. NPCs at various ranks (F: +5%, D: +5%, S: +10%)
 
*[[Assassin]] (class perk) gets +1% critical chance per point of [[Perception]], +25% critical chance vs. NPCs
 
*[[Assassin]]'s favorite weapon type ([[Range Pistols]]) grants +1% critical chance for each hex away from the target (can exceed 100%, ignores target's critical chance resistance)
 
*[[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
 
*[[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
 
*[[Scout]]'s favorite weapon type ([[Sniper Rifles]]) grants +25% critical chance
 
*[[Soldier]] (class perk) gets +1% critical chance
 
*[[Plasma Converter]] (Alien-exclusive weapon perk, rank C) sets your critical chance to 100%
 
*Finesse ([[Regulator]] trait) doubles your critical chance
 
*Kamikaze ([[Regulator]] trait) sets your critical chance to 0
 
*Mr. Handy ([[Robot]]'s transformation) loses 10% critical chance
 
*[[Luck]] grants +1% critical chance per point
 
*[[Luck]] grants +4% bonus critical chance for [[#Aimed attacks|aimed attacks]] per point
 
**[[Ear]] (Cannibal drug) grants +3 Luck
 
**[[Voodoo]] (drug) grants +3 Luck
 
**LK (T1 [[WE stat]]) grants +1 Luck
 
**[[Probability Calculator]] (SPECIAL implant) grants +1 Luck
 
*Absorbing [[radiation]] reduces your critical chance by 10% once you're above 720 rads; if you're above 1350 rads and still alive, your critical chance is set to 1%
 
|}
 
  
=== 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.
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[[Aggressive Implant]] Decrease sums of armor and other Critical Chance Resistance by 15% for each implant
  
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.
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Now Critical Power Resistance and Armor Critical Power Resistance, same as chance only difference is how to bypass it,  Armor Critical Power Resistance can be bypassed only by [[Slayer]] Synergy 80%
  
Modifiers that affect critical rate:
+
Critical Power Resistances working in simple way it just decrease % of opponent Critical Power Example: opponent have 60% extra Critical Power, you have 25% resistance, 60 - 25 = 35 <br>
 +
Sources of Critical Power Resistance:
 +
*[[Mastery]] of [[Strength]]: 20%
 +
*[[Deathclaw Perk|Deathclaw]]: 10%+ [[AP|AP for movement]]
 +
*[[Bonehead]]: 35% (bypassed by Plasma Damage)
 +
*[[Cyborg]] 1% per [[Charisma]] when 3x [[Dermal Impact Armor]] (bypassed by Plasma Damage)
 +
*[[Man of Steel]]: 35% (bypassed by Plasma Damage)
 +
*[[Iron Man]] Synergy: 25% (bypassed by Plasma Damage)
  
*[[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 ===
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Last Critical Defense is Critical Roll Resistance, it just decrease opponent Critical Roll before apply Critical Power <br>
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.
+
Sources of Critical Roll Resistance:
 
+
*[[Armor Perks|Heavy]]: 15 (bypassed by Bounty Hunter)
{| class="mw-collapsible mw-collapsed wikitable"
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*[[Armor Perks|Anty-Crit]]: 60 vs NPC(bypassed by Bounty Hunter)
| Base critical roll values 
 
|-
 
|
 
{| class="wikitable sortable"
 
|+ Base critical roll by class
 
! Class !! Base crit roll
 
|-
 
| No class || 0–5
 
|-
 
| Alien || 0–10
 
|-
 
| Assassin || 0–90
 
|-
 
| Bounty Hunter || 0–75
 
|-
 
| Chosen One || 0–45
 
|-
 
| Clone || 0–50
 
|-
 
| Combat Master || 0–80
 
|-
 
| Cyborg || 0–65
 
|-
 
| Deathclaw || 0–55
 
|-
 
| Grenadier || ??–??
 
|-
 
| Hubologist || 10–20
 
|-
 
| Infantry || 0–60
 
|-
 
| Killer || 0–95
 
|-
 
| Leader || 0–35
 
|-
 
| Paramedic || 0–30
 
|-
 
| Priest || 0–20
 
|-
 
| Random Boy || 0–100
 
|-
 
| Raider || 5–25
 
|-
 
| Regulator || 10–40
 
|-
 
| Robot || 40–80
 
|-
 
| Scout || 0–105
 
|-
 
| Sniper || 0–85
 
|-
 
| Soldier || 0–70
 
|-
 
| Super Mutant || 0–25
 
|-
 
| Wrecker || 0–40
 
|}
 
|}
 
  
{| class="mw-collapsible mw-collapsed wikitable"
 
| Critical roll modifiers 
 
|-
 
|
 
Critical roll modifiers:
 
  
*[[Voodoo]] (drug) increases your critical rolls by 10
+
Summary our Critical hit is Random from 1 to <code>((Base class critical roll + Critical Roll - Critical Roll Resistance) * (Critical Power - Critical Power Resistance))</code>
*[[Radiated Heart]] (Cannibal drug) increases your critical rolls by 5
 
*[[Slayer]] (perk synergy) increases your critical rolls by 40
 
*CP (T1 [[WE stat]]) grants +8 to critical rolls
 
*S.CRT (T2 [[WE stat]]) grants +8 to critical rolls
 
*[[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
 
*[[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
 
*[[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 that class's critical rolls
 
*[[Plasma Converter]] (Alien weapon perk, Rank B) grants +50 to critical roll
 
*Each [[HP|hit point]] above 150 reduces your critical rolls by 2
 
**[[Heart]] (Cannibal drug) raises that threshold by 100 points
 
**[[Robobrain]] ([[Robot]] transformation) ignores the HP-based critical roll penalty
 
*[[SPECIAL|Perception Mastery]] grants +20 to critical rolls
 
|}
 
  
=== Critical power ===
+
== Critical Effect ==
After the critical roll is calculated, the value is multiplied by the attacker's critical power. Base critical power is always 100%.
+
In FO3 we have 10 different Critical Effects which can be applied when your total [[Critical Roll]] reach a [[Critical Tier]] which unlocks that effect, for example: we reach tier 3 critical in eyes so we have chance to apply Slow, Knockdown or confusion, all effect can applied together. <br>
 +
Chance to apply Critical Effect is 33% it can be increased by:
 +
*[[Finesse]] 33%
 +
*[[Alien Perk|Alien]] Set to 100%
 +
Critical Effects and possible defensives:
 +
*'''[[Slow]]''': Decrease target's [[Movement Speed]] and [[Attack Speed|Attack Delay]] with 20% power per critical tier for 20 sec. [[Cyborg]]s apply 40% power for 60 sec per critical tier.
 +
*'''[[Knockdown]]''': -3 [[Action Points]] for target, if target have [[Quick Recovery]] it reduce to 1, if target's have [[Stonewall]] can resist knockdown 8% per [[Strength]].
 +
*'''[[AP Drain]]''': 2-4 [[Action Points]] are taken from target to attacker.
 +
*'''[[Weapon Drop]]''': Drops target's weapon, [[Iron Limbs]] gives immune for it.
 +
*'''[[Death Effect]]''': Extra 100 damage which bypass any defense.
 +
*'''[[Knockout]]''': -10 to 30 [[Action Points]] for target, amount of [[AP]] decrease target's [[Agility]] and /3 if [[Quick Recovery]], Knockout can be resist by [[Stonewall]] 7% per [[Endurance]].
 +
*'''[[Bypass]]''': Reduce half of target's DR and all DT.
 +
*'''[[Weapon Destroy]]''': Decrease target's weapon [[Deterioration]] by 1-25%.
 +
*'''[[Confusion]]''': Decrease target's [[Sight]] Range by 2 hexes .
 +
*'''[[Cripple]]''': Broken leg, hand or eye, can be immune by [[Iron Limbs]].
 +
*'''[[Taunt]]''': All enemies of the target are set to 'Immune,' except for the source that triggered the Taunt effect.
 +
*'''[[Shock]]''': Target cannot attack or use medications.
 +
*'''[[Bewilderment]]''': Double all [[AP]] costs of the target.
 +
*'''[[Mark]]''': The target is always visible to the team that marked them.
 +
*'''[[Lost Turn]]''': The target loses [[AP]] equal to their maximum [[AP]].
  
There are several mechanics that interact with your critical power:
+
== Critical Table and Critical Tier ==
 +
Random from 1 to <code>((Base class critical roll + Critical Roll - Critical Roll Resistance) * (Critical Power - Critical Power Resistance))</code> gives us a number which we can fit with table below but if we have [[Critical Tier]] up just look on next tier
  
{| class="mw-collapsible mw-collapsed wikitable"
+
Critical Table from Patch 6.0
| Critical power modifiers 
 
|-
 
|
 
*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; the higher their tier, the better the protection they offer
 
*[[Better Criticals]] (level perk) grants +25% critical power
 
*[[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
 
*[[Marksman]] (perk synergy) grants 150% critical power when the target is less than 30 hexes away
 
*CE (T1 [[WE stat]]) grants +8% critical power
 
*S.CRT (T2 [[WE stat]]) grants +8% critical power
 
*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)
 
*[[Bounty Hunter]] (class perk) suffers a -3% critical power penalty per point of Endurance
 
*[[Combat Master]] (class perk) gets +1% critical power per point of Strength, plus +6% more per Fury stack
 
*[[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
 
*[[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
 
*[[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
 
*[[Plasma Converter]] (Alien weapon perk, rank A) grants +50% critical power
 
*[[Robobrain]] gets +25% critical power
 
|}
 
  
=== 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:
 
  
{| class="mw-collapsible mw-collapsed wikitable"
+
{|border="1" cellpadding="5" cellspacing="0" align="center" class="sortable"
| Critical resistance modifiers 
+
!Melee
 +
!EYES
 +
!HEAD
 +
!GROIN
 +
!HANDS
 +
!LEGS
 +
!UNAIMED
 
|-
 
|-
|
+
|align="center"|0 <br>0-25
*[[Cigarettes]] (drug) grant +5% critical chance resistance
+
|align="center"|50%-70% DMG
*[[Ear]] (Cannibal drug) reduces your critical chance resistance by 33%
+
|align="center"|45%-65% DMG
*[[Radiated Eye]] (Cannibal drug) reduces your critical power resistance by 20%
+
|align="center"|40%-60% DMG
*[[Man of Steel]] (level perk) grants +25% critical chance resistance and +50% critical power resistance
+
|align="center"|35%-55% DMG
*[[Unbreakable]] (level perk) increases critical damage resistance by 20% and prevents you from being critically hit twice in a row
+
|align="center"|30%-50% DMG
*[[Iron Man]] (perk synergy) grants +30% critical chance resistance and +30% critical roll resistance
+
|align="center"|5%-20% DMG
*HR (T1 [[WE stat]]) grants +8% critical power resistance
 
*CR (T1 [[WE stat]]) grants +5% critical chance resistance
 
*S.SHD (T2 [[WE stat]]) grants +8% critical power resistance and +5% critical chance resistance; taking hits also boosts critical resistances against NPCs
 
*Bonehead (trait) reduces the attacker's critical chance by 25% and critical roll by 50% when you are hit in the head; it also grants +30% critical chance resistance against NPCs
 
*[[Fill The Gaps]] (armor perk) grants critical chance resistance (up to +43%, or +75% for Hubologists) and reduces attacker critical damage (up to -100%, or -200% 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
 
*[[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 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
 
*[[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
 
*Semi-tanks ([[class]] role) receive a 20% penalty to critical damage 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
 
*Strength grants +1% critical power resistance per point
 
*[[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
 
|}
 
 
 
==== Critical resistance penetration ====
 
Critical resistances can be penetrated (reduced) by a number of effects.
 
 
 
{| class="mw-collapsible mw-collapsed wikitable"
 
| Critical resistance penetration modifiers 
 
 
|-
 
|-
|
+
|align="center"|1 <br>26-60
*[[Mentats]] (drug) grant +15% critical chance resistance penetration
+
|align="center"|75%-100% DMG <br> Confusion
*[[Better HtH Criticals]] (level perk) grants +20% critical chance resistance penetration when using melee weapons
+
|align="center"|70%-95% DMG<br> Confusion
*[[Right between the Eyes]] (level perk) reduces your target's helmet's critical modifiers by 90%
+
|align="center"|65%-90% DMG<br> Confusion
*[[Hit the Gaps]] (level perk) reduces your target's body armor's critical modifiers by 80%
+
|align="center"|60%-85% DMG<br> Confusion
*[[Ranger]] (perk synergy) grants +50% critical chance resistance penetration and +50% critical power resistance penetration when the target is 60+ hexes away
+
|align="center"|55%-80% DMG<br> Confusion
*[[Slayer]] (perk synergy) reduces the target's armor's critical roll protection by 80%
+
|align="center"|25%-40% DMG <br>
*[[Chip Shot]] (weapon perk) grants critical chance resistance penetration (up to 60%, or 100% for Hubologists)
 
*[[Critical Beast]] (Alien weapon perk)'s rank F ignores 50% of target's critical chance resistance; rank D ignores 50% of target's critical roll resistance; rank C ignores 50% of target's critical power resistance; rank S ignores 50% of target's critical damage resistance
 
*[[Random Boy]] (class perk)'s lucky rolls can grant +15% critical power resistance penetration while unlucky rolls can result in -5% critical power resistance penetration
 
*[[Bounty Hunter]] (class perk) ignores the target's critical chance/power resistance if they have 66+ bounty stacks
 
*[[Combat Master]] (class perk)'s Rage allows them to ignore all critical resistances for 10 seconds
 
*[[Scout]]'s favorite weapon type ([[Sniper Rifles]]) grants +25% critical power resistance penetration
 
*[[Leader]] (class perk)'s Aggression flag allows bursts to ignore critical resistances
 
*[[Plasma]] damage ignores critical chance/power resistance
 
*[[Fast Shot]] (trait) disables plasma damage's ability to ignore critical chance/power resistance
 
|}
 
 
 
=== Critical tables ===
 
<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, 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 ====
 
{| class="wikitable sortable" style="text-align:center;"
 
! 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
+
|align="center"|2 <br>61-90
 +
|align="center"|105%-135% DMG<br> Taunt
 +
|align="center"|100%-130% DMG<br> Taunt
 +
|align="center"|95%-125% DMG<br> Taunt
 +
|align="center"|90%-120% DMG<br> Taunt
 +
|align="center"|85%-115% DMG<br> Taunt
 +
|align="center"|45%-60% DMG<br> Taunt
 
|-
 
|-
| 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
+
|align="center"|3 <br>91-115
 +
|align="center"|140%-175% DMG<br> Knockdown
 +
|align="center"|135%-170% DMG<br> Knockdown
 +
|align="center"|130%-165% DMG<br> Knockdown
 +
|align="center"|125%-160% DMG<br> Ap Drain
 +
|align="center"|120%-155% DMG<br> Knockdown
 +
|align="center"|55%-70% DMG<br> Slow
 
|-
 
|-
| 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
+
|align="center"|4 <br>116-150
 +
|align="center"|180%-220% DMG<br> Bewilderment
 +
|align="center"|175%-215% DMG<br> Bewilderment
 +
|align="center"|170%-210% DMG<br> Bewilderment
 +
|align="center"|165%-205% DMG<br> Bewilderment
 +
|align="center"|160%-200% DMG<br> Bewilderment
 +
|align="center"|75%-90% DMG<br>  Bewilderment
 
|-
 
|-
| 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
+
|align="center"|5 <br>151-199
 +
|align="center"|225%-270% DMG<br> Bleed
 +
|align="center"|220%-265% DMG<br> Bleed
 +
|align="center"|215%-260% DMG<br> Knockout
 +
|align="center"|210%-255% DMG<br> Weapon Drop
 +
|align="center"|205%-250% DMG<br> Leg Criple
 +
|align="center"|95%-110% DMG<br> Confusion
 
|-
 
|-
| 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
+
|align="center"|6 <br>200+
 +
|align="center"|75%-125%+CR DMG<br>
 +
|align="center"|70%-120%+CR DMG<br>
 +
|align="center"|65%-115%+CR DMG<br>
 +
|align="center"|60%-110%+CR DMG<br>
 +
|align="center"|55%-105%+CR DMG<br>
 +
|align="center"|100%-115% DMG<br>
 
|-
 
|-
| 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 ====
+
 
{| class="wikitable sortable" style="text-align:center;"
+
 
! Tier (roll range) !! Eyes !! Head !! Groin !! Hands !! Legs !! Unaimed/Torso
+
 
|-
+
{|border="1" cellpadding="5" cellspacing="0" align="center" class="sortable"
| 0 (0–25) || 80%–125% DMG || 70%–110% DMG || 95%–125% DMG || 45%–160% DMG || 50%–150% DMG || 10%–35% DMG
+
!Range<br> 1 Hands
|-
+
!EYES
| 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
+
!HEAD
|-
+
!GROIN
| 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
+
!HANDS
|-
+
!LEGS
| 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
+
!UNAIMED
 
|-
 
|-
| 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
+
|align="center"|0 <br>0-25
|-
+
|align="center"|80%-125% 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
+
|align="center"|70%-110% DMG
|-
+
|align="center"|95%-125% DMG
| 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
+
|align="center"|45%-160% DMG
|}
+
|align="center"|50%-150% DMG
 
+
|align="center"|10%-35% DMG
==== 2‑handed ranged weapons ====
 
{| class="wikitable sortable" style="text-align:center;"
 
! 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
+
|align="center"|1 <br>26-60
 +
|align="center"|110%-160% DMG <br> Slow
 +
|align="center"|115%-150% DMG<br> Taunt
 +
|align="center"|120%-160% DMG<br> Taunt
 +
|align="center"|80%-190% DMG<br> Weakness
 +
|align="center"|75%-200% DMG<br> Slow
 +
|align="center"|30%-50% DMG <br> Weakness
 
|-
 
|-
| 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
+
|align="center"|2 <br>61-90
 +
|align="center"|145%-195% DMG<br> Mark
 +
|align="center"|145%-195% DMG<br> Shock
 +
|align="center"|145%-195% DMG<br> Bewilderment
 +
|align="center"|120%-235% DMG<br> AP Drain
 +
|align="center"|100%-260% DMG<br> Knockdown
 +
|align="center"|50%-75% DMG<br> Slow
 
|-
 
|-
| 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
+
|align="center"|3 <br>91-115
 +
|align="center"|160%-230% DMG<br> Confusion
 +
|align="center"|155%-210% DMG<br> Confusion
 +
|align="center"|170%-230% DMG<br> Confusion
 +
|align="center"|150%-280% DMG<br> Weapon Drop
 +
|align="center"|125%-310% DMG<br> Confusion
 +
|align="center"|60%-85% DMG<br> 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
+
|align="center"|4 <br>116-150
 +
|align="center"|185%-265% DMG<br> Blind
 +
|align="center"|180%-255% DMG<br> Bypass
 +
|align="center"|195%-265% DMG<br> Death
 +
|align="center"|200%-325% DMG<br> Arm Criple
 +
|align="center"|150%-350% DMG<br> Leg Criple
 +
|align="center"|80%-105% DMG<br> 
 
|-
 
|-
| 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
+
|align="center"|5 <br>151-199
 +
|align="center"|220%-300% DMG<br> Death
 +
|align="center"|215%-290% DMG<br> Bleed
 +
|align="center"|230%-300% DMG<br> Bleed
 +
|align="center"|230%-370% DMG<br> paralysis
 +
|align="center"|175%-400% DMG<br> Bleed
 +
|align="center"|100%-130% DMG<br> Weapon Destroy
 
|-
 
|-
| 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
+
|align="center"|6 <br>200+
 +
|align="center"|35%-135%+CR DMG<br> Bypass
 +
|align="center"|30%-125%+CR DMG<br> Death
 +
|align="center"|45%-135%+CR DMG<br> Bypass
 +
|align="center"|0%-190%+CR DMG<br> Knockout
 +
|align="center"|0%-300%+CR DMG<br> Knockout
 +
|align="center"|105%-140% DMG<br> Bypass
 
|-
 
|-
| 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 ===
+
{|border="1" cellpadding="5" cellspacing="0" align="center" class="sortable"
Critical damage is any extra damage dealt by a critical hit. The base critical damage multiplier depends on your weapon type.
 
  
{| class="mw-collapsible mw-collapsed wikitable"
 
| Base critical damage multiplier by weapon type 
 
|-
 
|
 
  
{| class="wikitable sortable"
+
!Range<br> 2 Hands
! Weapon type !! Base crit damage multiplier
+
!EYES
 +
!HEAD
 +
!GROIN
 +
!HANDS
 +
!LEGS
 +
!UNAIMED
 
|-
 
|-
| [[Assault Rifles]] || 50%
+
|align="center"|0 <br>0-25
 +
|align="center"|125%-150% DMG
 +
|align="center"|95%-125% DMG
 +
|align="center"|95%-125% DMG
 +
|align="center"|60%-90% DMG
 +
|align="center"|65%-95% DMG
 +
|align="center"|5%-25% DMG
 
|-
 
|-
| [[Clubs]] || 100%
+
|align="center"|1 <br>26-60
 +
|align="center"|160%-195% DMG <br> Slow
 +
|align="center"|130%-170% DMG<br> Taunt
 +
|align="center"|120%-160% DMG<br> Taunt
 +
|align="center"|85%-125% DMG<br> Weakness
 +
|align="center"|90%-130% DMG<br> Slow
 +
|align="center"|25%-45% DMG <br> Weakness
 
|-
 
|-
| [[Damage Knives]] || 150%
+
|align="center"|2 <br>61-90
 +
|align="center"|195%-240% DMG<br> Mark
 +
|align="center"|165%-215% DMG<br> Confusion
 +
|align="center"|145%-195% DMG<br> Bewilderment
 +
|align="center"|110%-160% DMG<br> AP Drain
 +
|align="center"|115%-165% DMG<br> Knockdown
 +
|align="center"|45%-65% DMG<br> Slow
 
|-
 
|-
| [[Damage Pistols]] || 125%
+
|align="center"|3 <br>91-115
 +
|align="center"|230%-285% DMG<br> Confusion
 +
|align="center"|200%-260% DMG<br> Shock
 +
|align="center"|170%-230% DMG<br> Confusion
 +
|align="center"|135%-195% DMG<br> Weapon Drop
 +
|align="center"|140%-200% DMG<br> Confusion
 +
|align="center"|55%-75% DMG<br> Knockdown
 
|-
 
|-
| [[Electric Weapons]] || 30%
+
|align="center"|4 <br>116-150
 +
|align="center"|265%-330% DMG<br> Blind
 +
|align="center"|235%-305% DMG<br> Bypass
 +
|align="center"|195%-265% DMG<br> Death
 +
|align="center"|160%-230% DMG<br> Arm Criple
 +
|align="center"|165%-235% DMG<br> Leg Criple
 +
|align="center"|75%-95% DMG<br> 
 
|-
 
|-
| [[Explosive Small Guns]] || 10%
+
|align="center"|5 <br>151-199
 +
|align="center"|300%-375% DMG<br> Knockout
 +
|align="center"|270%-350% DMG<br> Lost Turn
 +
|align="center"|230%-300% DMG<br> Bleed
 +
|align="center"|195%-265% DMG<br> Paralysis
 +
|align="center"|200%-270% DMG<br> Bleed
 +
|align="center"|95%-120% DMG<br> AP Drain
 
|-
 
|-
| [[Fast Knives]] || 100%
+
|align="center"|6 <br>200+
 +
|align="center"|130%-220%+CR DMG<br> Bypass
 +
|align="center"|105%-195%+CR DMG<br> Death
 +
|align="center"|45%-135%+CR DMG<br> Knockout
 +
|align="center"|10%-100%+CR DMG<br> Weapon Destroy
 +
|align="center"|15%-105%+CR DMG<br> Bypass
 +
|align="center"|100%-150% DMG<br> Death
 
|-
 
|-
| [[Fast Pistols]] || 60%
 
|-
 
| [[Fire Weapons]] || 30%
 
|-
 
| [[Flamers]] || 75%
 
|-
 
| [[Hammers]] || 100%
 
|-
 
| [[Heavy Sniper Rifles]] || 100%
 
|-
 
| [[Laser Weapons]] || 75%
 
|-
 
| [[Machine Guns]] || 50%
 
|-
 
| [[Miniguns]] || 100%
 
|-
 
| [[Plasma Weapons]] || 100%
 
|-
 
| [[Punch Weapons]] || 0%
 
|-
 
| [[Range Pistols]] || 70%
 
|-
 
| [[Rocket Launchers]] || 50%
 
|-
 
| [[Shotguns]] || 50%
 
|-
 
| [[SMGs]] || 75%
 
|-
 
| [[Spears]] || 125%
 
|-
 
| [[Support Rifles]] || 100%
 
|}
 
|}
 
 
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%
 
*[[Drugs#PID_GUM|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. (Note: "defensive roll" is sometimes used as a synonym of "critical effect resistance".)
 
 
*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
 
 
{| class="wikitable sortable"
 
! Critical effect !! Definition !! Counter
 
|- id="AP Drain"
 
| AP Drain || Steals 2 to 4 action points from the target || [[Quick Recovery]]: +8% resistance per point of [[Luck]]
 
|- id="Bewilderment"
 
| Bewilderment || Target's actions cost double the normal amount of action points || [[Coolheaded]] shortens the duration of Bewilderment by 30%
 
|- id="Bleed"
 
| Bleed || Target's healing rate causes them to lose hit points rather than regenerate them || [[Brotherhood Metal Armor]] grants immunity to Bleed
 
|- id="Blind"
 
| Blind || Target's maximum chance to hit is reduced by 50% ||
 
|- id="Bypass"
 
| Bypass || Target's [[DT]]s and [[DR]]s are cut in half || [[Man of Steel]]: +8% resistance per point of [[Endurance]]
 
|- id="Confusion"
 
| Confusion || Target's sight range is reduced by 2 hexes per stack || [[Firefighter]]: +8% resistance per point of [[Intelligence]]
 
|- id="Crippled limb"
 
| Crippled limb || Target's leg, hand, or eyes are crippled || [[Iron Limbs]]: +8% resistance per point of [[Agility]]
 
|- id="Death"
 
| "Death" || Target takes 100 extra damage that bypasses all defenses || [[Lethal Protection]]: reduces "Death" effect damage by 8% per point of [[Perception]]
 
|- id="Knockdown"
 
| Knockdown || Target falls to the ground and loses 3 action points || [[Stonewall]]: grants knockdown immunity (critical effect only)
 
|- id="Knockout"
 
| Knockout || Target falls to the ground and loses 10 to 30 action points || [[Stonewall]]: +8% chance to avoid knockouts per point of [[Strength]]
 
|- id="Lost Turn"
 
| 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"
 
| 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"
 
| Paralysis || Target is immobilized for 3 seconds || [[Tesla Armor]] grants immunity to Paralysis
 
|- id="Shock"
 
| Shock || Target cannot attack or use meds || [[Coolheaded]]: +8% resistance per point of [[Charisma]]
 
|- id="Slow"
 
| 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"
 
| Taunt || Target is only able to attack the character that applied Taunt to them || [[Baiter]] grants immunity to Taunt
 
|- id="Weakness"
 
| 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"
 
| 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
+
NOTE: +CR means added 1% damage multi per critical roll
*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
 
  
=== Miscellaneous crit-related effects ===
 
*[[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
 
  
[[Category:Combat-related mechanics]]
+
[[Category:Combat]]

Revision as of 02:59, 6 May 2026

In Critical Hit FOnline3 have a few terms like:

Critical Power and Critical Roll

Difference between Critical Power and Roll is very simple, the Critical Power is % multiplier of Critical Roll, which is our base of Critical Hit.

Critical Roll sources:


Critical Power sources:


Final Critical Roll will be a random number from 1 to ((Base class critical roll + Critical Roll - Critical Roll Resistance) * (Critical Power - Critical Power Resistance)), so even if you have all possible modifiers, you can still randomly roll a 1.

Critical Resistances

In FOnline 3 we have 5 different critical resistances:

  • Armor Critical Chance Resistance
  • Armor Critical Power Resistance
  • Critical Chance Resistance
  • Critical Power Resistance
  • Critical Roll Resistance

Let's start with Armor Critical Chance Resistance and Critical Chance Resistance, both working same way and stacks with each other but there is one difference between them: way how to bypass it! Armor or Helmet Critical Chance Resistance can be bypassed by Hit The Gaps 80% for armor and Right Between The Eyes 90% for helmet. For Other Critical Chance Resistance can be bypassed by Plasma Damage or in case Armor Perks can be bypassed by Bounty Hunter Source of Critical Chance Resistance:


Aggressive Implant Decrease sums of armor and other Critical Chance Resistance by 15% for each implant


Now Critical Power Resistance and Armor Critical Power Resistance, same as chance only difference is how to bypass it, Armor Critical Power Resistance can be bypassed only by Slayer Synergy 80%

Critical Power Resistances working in simple way it just decrease % of opponent Critical Power Example: opponent have 60% extra Critical Power, you have 25% resistance, 60 - 25 = 35
Sources of Critical Power Resistance:


Last Critical Defense is Critical Roll Resistance, it just decrease opponent Critical Roll before apply Critical Power
Sources of Critical Roll Resistance:

  • Heavy: 15 (bypassed by Bounty Hunter)
  • Anty-Crit: 60 vs NPC(bypassed by Bounty Hunter)


Summary our Critical hit is Random from 1 to ((Base class critical roll + Critical Roll - Critical Roll Resistance) * (Critical Power - Critical Power Resistance))

Critical Effect

In FO3 we have 10 different Critical Effects which can be applied when your total Critical Roll reach a Critical Tier which unlocks that effect, for example: we reach tier 3 critical in eyes so we have chance to apply Slow, Knockdown or confusion, all effect can applied together.
Chance to apply Critical Effect is 33% it can be increased by:

Critical Effects and possible defensives:

Critical Table and Critical Tier

Random from 1 to ((Base class critical roll + Critical Roll - Critical Roll Resistance) * (Critical Power - Critical Power Resistance)) gives us a number which we can fit with table below but if we have Critical Tier up just look on next tier

Critical Table from Patch 6.0



Melee EYES HEAD GROIN HANDS LEGS UNAIMED
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
Leg Criple
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



Range
1 Hands
EYES HEAD GROIN HANDS LEGS UNAIMED
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
Arm Criple
150%-350% DMG
Leg Criple
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 Destroy
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


Range
2 Hands
EYES HEAD GROIN HANDS LEGS UNAIMED
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
Arm Criple
165%-235% DMG
Leg Criple
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 Destroy
15%-105%+CR DMG
Bypass
100%-150% DMG
Death


NOTE: +CR means added 1% damage multi per critical roll