Attack

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An attack is any action intended to cause harm to its target; popular choices include punching, kicking, or shooting them in the head.

For an attack to be possible, the target must be visible, unobstructed by terrain, and in range.

There are two main types of attacks: unaimed attacks and aimed attacks.

Whether an attack reaches its intended target is determined by the attacker's hit chance and a bit of luck.

Every attack triggers a short cooldown (usually around a second long) on performing any additional actions, see the attack delay section for details.

Range

For an attack to be possible to execute, two basic conditions must be met:

  • The target must be within your sight range (the maximum distance your character can see)
  • The target must be within your weapon's range (the maximum distance your character's equipped weapon can reach)

Your sight range is governed by your Perception, each point extending its base value of 20 by 3 hexes.

Your weapon, even if it's just your bare fists, has a base range measured in hexes. For melee and unarmed attacks, the base range is usually 1 (adjacent hex). For ranged weapons, the base varies wildly: it can be as low as 7 (Flamer) or as high as 75 (Bozar). For throwing weapons, the base range is 5, and the number then scales up with Strength at the rate of +1 range per point.

You may be able to see a target that you cannot attack (usually either because it's too far away for your weapon to reach it, or because your aim is blocked), but you can never attack a target directly unless you're able to see it.

The table below shows a selection of modifiers that interact with attack range.

Range-related modifiers
Source Effect
Heave Ho! (level perk) +6 throwing range
Bonus Battle Stats (level perk) +3 range for ranged weapons
Cowboy (level perk) +10% range for pistols
Long Arms (level perk) +1 range for all weapons; 1‑hex bonuses extended to 2 hexes
Ranger (perk synergy) +5 range for throwing and ranged weapons
Scoped (weapon perk) Up to +3 range (+6 for Hubologist)
Double Range (Alien weapon perk) Various effects: +4 range at ranks E and C; rank B doubles total bonus range
Penetrator (Alien weapon perk) Reduces weapon range by up to 50%
Fire Converter (Alien weapon perk) Reduces weapon range by up to 8 hexes
Lightning (Alien weapon perk) 30% chance for ranged attacks above 10 hexes to bounce to another target within 10 hexes

Unaimed attack

Unaimed attacks, a.k.a. normal/basic attacks, are attacks that do not target any specific body part. They use your base hit chance and critical chance values, and will always land on the target's torso.

To perform an attack, you must select a valid target.

In FOnline, same as in Fallout 1 and 2, target selection is separate from aiming, however, the latter referring specifically to a deliberate attempt to hit a particular body part (see below).

Aimed attack

An aimed attack is a deliberate attempt to hit a specific part of your target's body.

Aiming imposes an accuracy penalty on the attack, doubles its attack delay, and increases its AP cost, but in return grants bonus critical chance that scales with Luck.

The table below shows the accuracy penalties, AP cost increases, and base critical chance values associated with the body part being aimed at.

Body part Accuracy
multiplier
Base critical
chance
Additional
AP cost
Eyes x0.80 60% +2 AP
Head x0.85 40% +2 AP
Groin x0.90 30% +2 AP
Arms x0.95 30% +1 AP
Legs x0.95 20% +1 AP
Torso x1.00 0% +1 AP

For most characters, aiming for the torso makes no sense as it activates the AP cost and attack delay penalties with the only "benefit" being the attack type changing from unaimed to aimed.

All aimed attacks have their base critical chance multiplied by 20% and a Luck-scaling critical chance bonus with the base value of 4%. This base value can be increased by the Marksman perk synergy and the More Critical level perk.

The final bonus critical chance granted by aiming an attack is calculated as:

Final Bonus Critical Chance = Base Critical Chance x {20% + [(4% + Marksman bonus + More Critical bonus) x Luck]}

Examples

The following examples demonstrate how the bonus critical chance from aimed attacks is calculated under various conditions:

  • If a character has Luck = 20 and aims for the eyes (60% base critical chance):
    60% × {20% + [(4%) × 20]} = 60% × {20% + 80%} = 60% × 100% = 60% bonus critical chance.
  • If a character has Luck = 20 and the Marksman perk synergy (+3%) and aims for the eyes:
    60% × {20% + [(4% + 3%) × 20]} = 60% × {20% + [7% × 20]} = 60% × {20% + 140%} = 60% × 160% = 96% bonus critical chance.
  • If a character has Luck = 20, the Marksman perk synergy (+3%), and the More Critical level perk (+1%) and aims for the eyes:
    60% × {20% + [(4% + 3% + 1%) × 20]} = 60% × {20% + [8% × 20]} = 60% × {20% + 160%} = 60% × 180% = 108% bonus critical chance.
  • If a character has Luck = 1 and aims for the legs (20% base critical chance):
    20% × {20% + [(4%) × 1]} = 20% × {20% + 4%} = 20% × 24% = 4.8% bonus critical chance, rounded up to 5%

Hit chance

Hit chance is the probability that an attack will successfully land on its target.

Hit chance calculation involves three distinct concepts: accuracy, minimum chance to hit, and maximum chance to hit.

Accuracy is a raw, unbounded value that represents the theoretical chance to hit before any limits are applied. The level of the combat skill that corresponds to the weapon you're wielding is the basis for your accuracy.

Minimum chance to hit is a lower bound that prevents accuracy from falling too low. No matter how severe the penalties, your final hit chance can never drop below this floor. By default, it equals 20%.

Maximum chance to hit is an upper bound that keeps your accuracy in check. The final hit chance cannot rise above this ceiling. Maximum chance to hit is affected by a variety of factors, most notably your target's Armor Class. By default, maximum chance to hit equals 80% but don't expect to see that exact number often.

The final hit chance displayed in-game is simply your raw accuracy, clamped between these two bounds.

Raw accuracy calculation

Raw accuracy is computed in three steps.

First, flat bonuses are added to your base skill. Second, multipliers are applied. Third, the distance penalty is subtracted.

Step 1: Add flat bonuses Step 2: Apply multipliers Step 3: Subtract distance penalty
Bonus Source
+[Combat skill] Attacker's relevant combat skill level
+Doctor Surgeon (level perk)
+10 × PE Perception grants +10 accuracy per point
+100 Loner (trait)
+50 Bonus Battle Stats (level perk)
+40 ACC (T1 WE stat)
+40 S.DMG (T2 WE stat)
+40 Target is knocked out
+50 Binoculars without Quartermaster
+100 Binoculars with Quartermaster
+100 Military Binoculars without Quartermaster
+200 Military Binoculars with Quartermaster
Multiplier Source
x0.8 Aiming at the eyes
x0.85 Aiming at the head
x0.9 Aiming at the groin
x0.95 Aiming at arms or legs
x0.55 Double Range (Rank ≤ E)
x0.1 Double Range (Rank ≥ D)
x0.5 Crippled eyes
x2 Sharpshooter (level perk)
  • For each hex of distance between you
    and your opponent, your accuracy is reduced
  • By default, the reduction is -4 accuracy/hex
  • The Long Range weapon perk changes it to -1/hex
  • The Soldier class suffers an additional -1,
    increasing the range penalty to either -5/hex or -2/hex

The raw accuracy value is then constrained by minimum and maximum hit chance values.

Minimum chance to hit modifiers

Minimum chance to hit starts at a base of 20% and is modified by the following:

Modifier Source
Up to +40% Long Range (weapon perk)
+20% Sharpshooter (level perk)
+1% Soldier (class perk)

Maximum chance to hit modifiers

Maximum chance to hit starts at a base of 80% and is modified by the following:

Modifier Source
+1% per 25% of skill Relevant combat skill
-(AC / AC MOD x 2)% Target's AC, attacker's ammo
+5% Binoculars (without Quartermaster)
+10% Binoculars (with Quartermaster)
+10% Military Binoculars (without Quartermaster)
+20% Military Binoculars (with Quartermaster)
+4% ACC (T1 WE stat)
+4% S.DMG (T2 WE stat)
+5% Awareness (level perk)
Up to +40% Long Range (weapon perk)
+20% Sharpshooter (level perk)
+5% Small Frame (trait; PvE only)
+5% Normal damage type bonus
+1% Tactical Actor (PvE perk)
+1% Soldier (class perk)
-10% Target has Agility ≥ 20
-15% (-50% for Regulator) One Hander using 2-handed weapons
-5% RadX (drug)
-5% Target consumed Radiated Brain
-5% per point Strength below weapon requirements

Special modifiers

The following effects override or modify the standard hit chance calculation in unique ways:

  • If the target has the In Your Face! level perk, and the attacker is on an adjacent hex, their minimum and maximum chance to hit = 50%. This value may be further modified by the Life Steal weapon perk.
  • If the attacker is blinded, their maximum hit chance is halved.
  • If you have more action points than your opponent, their chance to hit you is reduced by 1% for each point of Endurance you have (capped at 20%).

Formulas

Raw Accuracy = Flat Bonuses x Multipliers − Distance Penalty

Minimum Chance to Hit = 20% + Minimum Chance to Hit Modifiers

Maximum Chance to Hit = 80% + Maximum Chance to Hit Modifiers

Final Hit Chance = clamp(Accuracy, Minimum Chance to Hit, Maximum Chance to Hit)

Attack delay

Attack delay is the minimum time (in milliseconds) that must pass after an attack before any subsequent action can be performed.

The lower your attack delay, the faster you are. Each weapon has its own base attack delay value and, as of Patch 6.3.5, so do items that restore hit points.

The table below lists various modifiers that affect attack delay. Bonuses reduce attack delay (good), while penalties increase it (bad).

Type Modifier Source Notes
Bonuses -200ms Fast Attacks (level perk) Flat reduction
-20% (-50% for Regulator) Fast Shot (trait) Applies to single shots only; does not affect rockets/flamers
-5% Attack Speed (AS) (WE stat)
-5% Melee Mastery (S.HTH) (WE stat)
-40% Cowboy (level perk) Limited to pistols
-50% Quick Fingers (perk synergy) Single shots only (excluding melee and throwing attacks)
-10% Soldier (class perk) Limited to Support Rifles
Up to -20% (-35% for Hubologist) Bonus Attack Speed (weapon perk) Varies by rank
-0.5% per Leader's Charisma Leader's mobility flags Scales with Leader's Charisma
-1% for each point of Luck Bounty Hunter (class perk)
-10% (random chance) Random Boy rolls Unlucky rolls apply a +3% penalty instead
Penalties
+100% Aiming
+2% per stack Slow stacks
+1% for each point of Charisma Priest (class perk)
+25% Raider (class perk)
+3% (random chance) Random Boy rolls Lucky rolls apply a 10% reduction instead
+30% Target has Quick Recovery Applied when attacking a target with this level perk
+0.5% for each point of Intelligence Intelligence

Special cases

  • Wrecker's attack delay depends on how far the target is: it starts at 100ms if the target is on an adjacent hex and increases by 100ms more for each extra hex
  • Killer's rage sets Killer's attack delay to 700ms for 10 seconds
  • Heresy sets the minimum attack delay to 1200ms; it has five possible sources:
    • Priest (class perk) automatically applies Heresy on all attackers for 4 seconds.
    • Heresy Shot (Alien weapon perk, rank E) applies Heresy on the target for 4 seconds.
    • Heretical Assault (PvE Master perk) applies Heresy to any NPC hit by your attacks and slows them for 5 seconds.
    • Defense Enhancement (armor perk) provides a 20% chance for attackers to be afflicted with Heresy for up to 7 seconds (or 10 for Hubologist).
    • Robot (class perk) applies Heresy to all enemies within 30 hexes for 3 seconds whenever it transforms into a Robobrain.

Hit and critical hit

When an attack connects with its target, it is a hit.

If you're lucky, your hit may become a critical hit: a more damaging and often debilitating version of a regular hit.

Critical hits are governed by several interacting 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 multiple tiers ("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 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 
  • Rad-X (drug) reduces your critical chance by 5%
  • After Burner Gum (drug) grants +10% critical chance, but reduces Luck by 5
  • Radiated Heart (Cannibal drug) grants +8% critical chance
  • Even More Criticals (level perk) grants +10% to critical hit chance and +1% additional critical hit chance for every critical hit chance bonus that currently applies to your character
  • More Critical (level perk) grants +6% critical hit chance, and +1% additional critical hit chance for aimed attacks per point of Luck
  • Spray and Pray (level perk) removes your critical chance cap
  • Marksman (perk synergy) grants +3% additional critical chance for aimed attacks per point of Luck
  • CC (T1 WE stat) grants +5% crit chance
  • S.CRT (T2 WE stat) grants +5% crit chance
  • Finesse (trait) grants +15% critical chance, and an additional +10% critical chance vs. NPCs
  • Critical Shell (armor perk) increases your critical chance by up to 15% (or up to 20% for Hubologists)
  • 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%)
  • Dragon Module (combat implant) tiers 1-3 grant +5% critical chance each
  • Dragon Module (combat implant) tiers 1-3 combined with the Warlord Enhancement relic implant grant +8% critical chance each
  • Assassin (class perk) gets +1% critical chance per point of Perception, +25% critical chance vs. NPCs
  • 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
  • Soldier (class perk) gets +1 critical chance
  • Random Boy (class perk)'s lucky rolls can grant +10% critical chance while unlucky rolls can result in -3% critical chance
  • 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)
  • Scout's favorite weapon type (Sniper Rifles) grants +25% critical chance
  • Plasma Converter (Alien-exclusive weapon perk, rank C) sets your critical chance to 100%
  • Leader (class perk)'s power flag grants +CHA/2 crit chance
  • 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 per point
  • 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 (2000ms) 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 (2000ms) 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 200ms
  • Ranger (perk synergy) improves your critical rate by 200ms
  • Slayer (perk synergy) improves your critical rate by 500ms
  • Combat Focus (armor perk) can improve your critical rate by up to 200ms (or 500ms for Hubologists)
  • Suppression (armor perk) modifies your attackers' critical rate by anywhere from -100ms to +1000ms (or +200ms to +3000ms 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 
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
Critical roll modifiers 

Critical roll modifiers:

  • Voodoo (drug) increases your critical rolls by 10
  • 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 crit roll
  • S.CRT (T2 WE stat) grants +8 to crit roll
  • Bonus Critical Power (weapon perk) can increase your critical roll 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 crit chance and another +2 per point of BH's target's base crit 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 critical roll
  • Plasma Converter (Alien weapon perk, Rank B) grants +50 to critical roll
  • Each hit point above 150 reduces your critical roll by 2
    • Heart (Cannibal drug) raises that threshold by 100 points
    • Robobrain (Robot transformation) ignores the HP-based critical roll penalty
  • Perception Mastery grants +20 to critical roll

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 
  • Ear (Cannibal drug) grants +40% critical damage (Note: this is actually critical damage, but appears in original under critical power section? I'll leave as is)
  • 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% crit power
  • S.CRT (T2 WE stat) grants +8% crit 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)
  • Aggressive Module (combat implant) tier 3? Actually original had "Aggressive Module (combat implant) tier 3 grants +3 to base critical roll" – that's roll, not power. There is no implant for power? I'll keep as original.
  • 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
  • Luck grants +1% critical power per point (capped at 20)

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 
  • Cigarettes (drug) grant +5 critical chance resistance
  • Ear (Cannibal drug) reduces your critical chance resistance by 33%
  • Radiated Eye (Cannibal drug) reduces your critical power resistance by 20%
  • Man of Steel (level perk) grants +25% critical chance resistance and +50% critical power resistance
  • Unbreakable (level perk) increases critical damage resistance by 20% and prevents you from being critically hit twice in a row
  • Iron Man (perk synergy) grants +30% critical chance resistance and +30% critical roll resistance
  • 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 the enemy's critical roll by 1 per point of Charisma
  • Phoenix Module (combat implant) tier 3 reduces the enemy's critical power by 10% for every 5 points of Charisma
  • 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
  • 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.

Critical resistance penetration modifiers
  • Mentats (drug) grant +15% critical chance resistance penetration
  • Better HtH Criticals (level perk) grants +20% critical chance resistance penetration when using melee weapons
  • Right between the Eyes (level perk) reduces your target's helmet's critical modifiers by 90%
  • Hit the Gaps (level perk) reduces your target's body armor's critical modifiers by 80%
  • Ranger (perk synergy) grants +50% critical chance resistance penetration and +50% critical power resistance penetration when the target is 60+ hexes away
  • Slayer (perk synergy) reduces the target's armor's critical roll protection by 80%
  • 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

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, 1‑handed ranged, 2‑handed ranged), the body part you critically hit (eyes, head, groin, hands, legs, torso), and the final value of your crit 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 
Weapon type Base crit damage multiplier
Assault Rifles 50%
Clubs 100%
Damage Knives 150%
Damage Pistols 125%
Electric Weapons 30%
Explosive Small Guns 10%
Fast Knives 100%
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%
  • 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)
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
Bleed Target's healing rate causes them to lose hit points rather than regenerate them
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
Paralysis Target is immobilized for 3 seconds
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
Weakness Target loses 1% of one DR per stack
Weapon Destroyed Target's weapon's condition decreases by 1 to 25%
Weapon Dropped Target's weapon drops to the ground Iron Limbs grants full immunity

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

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

Miss and critical miss

When an attack fails to reach its intended target, it is a miss. Your chance to miss is 100% minus your hit chance.

Similarly to hits, misses can be critical. For every 5% of your weapon's missing condition, the critical miss chance increases by 1%.

Weapon condition 100% 95% 90% 85% 80% 75% 70% 65% 60% 55% 50% 45% 40% 35% 30% 25% 20% 15% 10% 5% 0%
Critical miss chance 0% 1% 2% 3% 4% 5% 6% 7% 8% 9% 10% 11% 12% 13% 14% 15% 16% 17% 18% 19% Broken

The Jinxed trait overrides the condition‑based critical miss chance, fixing its owner's, and their attackers', critical miss chance at 50%.

When a critical miss occurs, one of the following effects is randomly triggered:

  • The weapon loses all of its ammo.
  • The weapon is destroyed.
  • The weapon drops to the ground.
  • The weapon "explodes," resulting in randomized condition loss.

Strike

The attack that starts your battle timer ("Strike") may benefit from an extra effect depending on your class.

Most classes have no special ability associated with initiating combat but those that do often rely on it heavily; for example, Combat Master's strikes allow the class to teleport right to the target from up to 40 hexes away to deliver a powerful surprise attack.