Critical Attack
Critical attack is a devastating and powerful attack that allows players to deal significantly more damage than with a regular attack. It adds an exciting element of chance and strategy to combat, making battles more dynamic and unpredictable. It is important to note that not all enemies are equally vulnerable to critical hits.
Some enemies may have critical resistance, which reduces the chance of a critical attack being successful against them. Players must adapt their strategies based on their opponent's vulnerabilities to maximize the impact of critical hits.
Contents
Critical Chance
Critical Chance is the probability of scoring a Critical Hit on a target.
Sources:
- +1% for each Luck
- +15% for Finesse
- +6% for More Critical
- +10% for Even More Criticals
- +10% for War Event Extra Critical Chance stat
- +5% for each Dragon implant
- +10% for After Burner gum
- +7% for Robot boss Slayer till Death (capped at 35%)
- -10% if Radiation is above 720
- Set to 1 if Radiation is above 1350
- +1% for Soldier
- +1% for each Intelligence, Endurance, Agility for Deathclaw
- +1% for each Perception for Assassin(5% for gain PE)
- +3% for each Leader Flag bonus
- -3% or 10% for each Random Boy Roll
- up to +96% for Aimed Attacks (depends on aimed body part and Luck, synergy, perk) (Its not counted as Critical Chance Stat)
- +10% for each Weapon Perk Bonus Critical Chance (Its not counted as Critical Chance Stat)
- Aggressive Implant Decrease sums of armor and other Critical Chance Resistance by 15% for each implant
If Character doesn't have Spray and Pray perk sum of Critical Chance Stat and Aimed Attacks Bonus is capped at 100% then apply Critical Chance Resistance then after Resistance apply Weapon Perk Bonus Critical Chance
If Character have Spray and Pray can have above 100% critical chance, it helps vs Critical Chance Resistance
Even More Criticals also give +1% critical chance for each source above affect critical chance stat (not Aimed Attacks or Bonus Critical Chance)
Aimed Attack
Aimed attack gives you a penalty to Hit Chance, and double your attack speed, but in return, grant you a bonus to Critical Chance.
- Note: Aimed attacks are heavily affected by your Luck.
This table shows changes of Hit Chance and Critical Chance when you are aiming at various parts of the target's body.
Body part | Hit Chance | Base Critical Chance | Additional AP Usage |
---|---|---|---|
Eyes | - 60% | 60% | +2 AP |
Head | - 40% | 40% | +2 AP |
Groin | - 30% | 30% | +2 AP |
Arms | - 30% | 30% | +1 AP |
Legs | - 20% | 20% | +1 AP |
Torso | - 0% | 0% | +1 AP |
Formula for Aimed Critical Chance Bonus
- Base of Aimed Critical Chance Bonus is 4%
- for Marksman Perk Synergy +3%
- for More Critical +1%
Body Part Base Critical Chance x ( Base Aim Critical Chance + ( Luck x ( Aimed Critical Chance Bonus )))
60% x ( 20% + ( LUCK x ( 4/5/7/8 )))%
Ex:
- Character have 20 luck aiming Eyes is 60 Critical Chance * ( 20% + (20 x 4)% = 60% Critical Chance bonus
- Character have 20 luck and Marksman Perk Synergy aiming Eyes is 60 Critical Chance * ( 20% + (20 x 7)% = 96% Critical Chance bonus
- Character have 20 luck and Marksman Perk Synergy and More Critical aiming Eyes is 60 Critical Chance * ( 20% + (20 x 8)% = 108% Critical Chance bonus
- Character have 1 luck aiming Legs is 20 Critical Chance * ( 20% + (1 x 4)% = 5% Critical Chance bonus
Critical Chance 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: 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.
Sources:
- Bonehead: 25%
- Man of Steel: 25%
- Fill The Gaps: 20%
- Mastery of Strength: 35%
- Iron Man: Synergy: 30%
- Cigarettes: 5%
- Anty-Crit: 30% only vs NPC
- Leader: 50%
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 Rolls is Capped at 750.
Way of counting Critical Roll:
Random from 1 to ((Base class critical roll + Critical Roll - Critical Roll Resistance) * (Critical Power - Critical Power Resistance)).
Sources:
- War Event Stat: 30
- Luck: 2 points each.
- Random Boy Roll: -30 to 80
- Slayer synergy: 40
- Voodoo: 20 / 40 (Regulator)
- Better Critical: 10
- Bounty Hunter 1 per own Critical Chance
- Bounty Hunter 1 per target Critical Chance
- Bounty Hunter 1 per 10 Sight Range
- Combat Master 1 per Strength
- Combat Master 5 per Fury
- Cyborg 2 per Luck
- Cyborg 8 per Charisma when 3 Aggressive Implant
- Sniper 2 per distance from target (doubled if Long Range)
- Sniper Favorite Weapon: 50
- Sniper PvE: 20
- Soldier: 1
active only if character have more than 150 base hp
- -2 crit roll per HP (only Ranged Aimed Attacks)
Critical Roll Resistance
Last Critical Defense is Critical Roll Resistance, it just decrease opponent Critical Roll before apply Critical Power.
Sources:
- Heavy: 15 / 30 Hubologist
- Anty-Crit: 60% only vs NPC
Critical Power
Sources:
- 100% as base
- War Event stat: +40%
- War Event target defensive stat: -15%
- Mastery of Perception: +40%
- Heavy Handed: -20%
- Better Criticals: 50%
- HtH Better Critical: 75%
- Silent Death effect: 33%
Critical Power Resistance
Sources:
- Mastery of Strength: 20%
- Bonehead: 35% (Head only)
- Man of Steel: 35%
- Iron Man: 25%
- Deathclaw: 10% + Action Points for moving
- Cyborg 1% per Charisma when 3x Dermal Impact Armor
Critical Effect
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 Confusion, Taunt or Knockdown, all effect can applied together.
Chance to apply Critical Effect is 33% it can be increased by:
Critical Effects and possible Resistance
STATUS | EFFECT | RESISTANCE |
---|---|---|
Slow | -20% Movement Speed | 1% less for target's Intelligence 2,5% less if target took Mutie. |
Knockdown | -3 Action Points | Quick Recovery reduce it to 1 Stonewall gives immune for it. |
AP Drain | Steals 2-4 Action Points from target to attacker. | Quick Recovery Resist 8% per Luck. |
Weapon Drop | Drops Weapon on Ground. | Iron Limbs gives immune for it. |
Death Effect | Extra 100 damage which bypass any defense. | Lethal Protection Resist 8% per Perception. |
Knockout | -20 to 40 Action Points. | Quick Recovery +5 Action Points. |
Bypass | Reduce half of target's DR and all DT. | Man of Steel Resist 8% per Agility |
Weapon Destroy | Decrease target's weapon deterioration by 1-25% | - |
Confusion | Decrease Target's Sight Range by 2 hexes. | Firefighter Resist 8% per Intelligence. |
Critical Table
TIER | 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% + crit roll DMG |
70%-120% + crit roll DMG |
65%-115% + crit roll DMG |
60%-110% + crit roll DMG |
55%-105% + crit roll DMG |
100%-115% |
TIER | EYES | HEAD | GROIN | HANDS | LEGS | UNAIMED |
---|---|---|---|---|---|---|
0 0-25 |
80%-125% DMG | 70%-110% DMG | 95%-125% DMG | 110%-145% DMG | 110%-150% DMG | 10%-30% DMG |
1 26-60 |
110%-160% DMG Slow |
115%-150% DMG Taunt |
120%-160% DMG Taunt |
145%-190% DMG Weakness |
155%-195% DMG Slow |
30%-50% DMG Weakness |
2 61-90 |
145%-195% DMG Mark |
145%-195% DMG Confusion |
145%-195% DMG Bewilderment |
180%-235% DMG AP Drain |
190%-240% DMG Knockdown |
50%-70% DMG Slow |
3 91-115 |
160%-230% DMG Confusion |
155%-210% DMG Shock |
170%-230% DMG Confusion |
215%-280% DMG Weapon Drop |
225%-285% DMG Confusion |
60%-80% DMG Knockdown |
4 116-150 |
185%-265% DMG Blind |
180%-255% DMG Bypass |
195%-265% DMG Death |
250%-325% DMG Arm Criple |
260%-330% DMG Leg Criple |
80%-100% DMG |
5 151-199 |
220%-300% DMG Death |
215%-290% DMG Bleed |
230%-300% DMG Bleed |
285%-370% DMG Weapon Destroy |
295%-375% DMG Bleed |
100%-120% DMG AP Drain |
6 200+ |
35%-135% + crit roll DMG Bypass |
30%-125% + crit roll DMG Death |
45%-135% + crit roll DMG Bypass |
120%-215% + crit roll DMG Knockout |
130%-220% + crit roll DMG Knockout |
105%-125% DMG Bypass |
TIER | EYES | HEAD | GROIN | HANDS | LEGS | UNAIMED |
---|---|---|---|---|---|---|
0 0-25 |
110%-150% DMG | 95%-125% DMG | 95%-125% DMG | 60%-90% DMG | 65%-95% DMG | 5%-20% DMG |
1 26-60 |
155%-195% DMG Slow |
130%-170% DMG Taunt |
120%-160% DMG Taunt |
85%-125% DMG Weakness |
90%-130% DMG Slow |
25%-40% DMG Weakness |
2 61-90 |
190%-240% DMG Mark |
165%-215% DMG Confusion |
145%-195% DMG Bewilderment |
110%-160% DMG AP Drain |
115%-165% DMG Knockdown |
45%-60% DMG Slow |
3 91-115 |
225%-285% DMG Confusion |
200%-260% DMG Shock |
170%-230% DMG Confusion |
135%-195% DMG Weapon Drop |
140%-200% DMG Confusion |
55%-70% DMG Knockdown |
4 116-150 |
260%-330% DMG Blind |
235%-305% DMG Bypass |
195%-265% DMG Death |
160%-230% DMG Arm Criple |
165%-235% DMG Leg Criple |
75%-90% DMG |
5 151-199 |
295%-375% DMG Knockout |
270%-350% DMG Lost Turn |
230%-300% DMG Bleed |
195%-265% DMG Weapon Destroy |
200%-270% DMG Bleed |
95%-110% DMG AP Drain |
6 200+ |
130%-220% + crit roll DMG Bypass |
5%-185% + crit roll DMG Death |
45%-135% + crit roll DMG Knockout |
10%-100% + crit roll DMG Bypass |
15%-105% + crit roll DMG Bypass |
100%-115% + crit roll DMG Death |