Critical hit

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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.

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 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 
  • Body armor and helmets modify attackers' critical hit chance. The higher their tier, the better the protection they offer.
  • After Burner Gum (drug) grants +10% critical chance, but reduces Luck by 5
  • Rad-X (drug) reduces your critical chance 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
  • 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
  • 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%)
  • 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 crit 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 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 
  • Luck grants +1% critical power per point (capped at 20)
  • Body armor and 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% 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)
  • 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:

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 Coolheaded shortens the duration of Bewilderment by 30%
Bleed Target's healing rate causes them to lose hit points rather than regenerate them Brotherhood Metal Armor grants immunity to Bleed
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 Coolheaded shortens the duration of Mark by 30%
Paralysis Target is immobilized for 3 seconds Tesla Armor grants immunity to Paralysis
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 Baiter grants immunity to Taunt
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