Critical Hit
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
Contents
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 Roll cap is 750
- Base Class Perk Critical Roll if non-class is 0-5
- -2 per |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)
- 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
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%
- Better HtH Criticals: 75%
- Silent Death effect: 33%
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:
- Fill The Gaps: 20%
- Anty-Crit: 30% vs NPC
- Leader: 50%
- Mastery of Strength: 35%
- Man of Steel: 25%
- Bonehead: 25%
- Iron Man Synergy: 30%
- Cigarettes: 5%
- Cyborg 1 per Charisma when 3x Dermal Impact Armor
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:
- Mastery of Strength: 20%
- Deathclaw: 10%+ 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)
Last Critical Defense is Critical Roll Resistance, it just decrease opponent Critical Roll before apply Critical Power
Sources of Critical Roll Resistance:
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:
- Slow: Decrease target's Movement Speed and Attack Delay with 20% power per critical tier for 20 sec. Cyborgs 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.
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