Critical hit
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.
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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 |
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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 | ||||||||||||||||||||||||||||||||||||||||||||||||||||
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| Critical roll modifiers |
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Critical roll modifiers:
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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 |
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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 |
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Critical resistance penetration
Critical resistances can be penetrated (reduced) by a number of effects.
| Critical resistance penetration modifiers |
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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 | ||||||||||||||||||||||||||||||||||||||||||||||||
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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
- 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