Critical Hit

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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