Critical hits are otherwise normal weapon strikes that randomly deal increased damage on enemies. The likelihood that an attack will be a critical hit is based on the weapon's critical hit chance, and the additional damage dealt by a critical hit is determined by the weapon's critical damage multiplier. Each attack, or each pellet in the case of shotguns (and similar weapons such as the Redeemer), rolls its own chance to critically hit.
When a weapon deals a critical hit (or "crits"), the damage is displayed as a yellow, orange or red number on the HUD instead of the usual white coloring. Bear in mind that critical hits on shields are still blue and attacks benefitting from the stealth damage bonus are always yellow, even when they don't crit.
Protect nearby allies with an energy force that absorbs all damage and converts it to a Critical Chance bonus for all those under the Covenant. Headshots are amplified even further.
|Strength:1.50% (critical per 100 damage)|
|Duration:3 / 4 / 5 / 6 s (invulnerability time)|
6 / 8 / 10 / 12 s (critical chance time)
|Misc:4.0x (headshot multiplier)|
50 m (affinity range)
Most increases to crit chance are relative to the base chance. Multiple of these stack additively with each other:
- Crit Chance = Base Crit Chance × [1 + Blood Rush Multiplier × (Combo Multiplier - 1) + Relative Bonus] + Absolute Bonus
- = ( 0.6 × ( - 1) + 0.6] + 0.3) × [1 +
- = 0.41 = 41%
- Crit Chance = [Base Crit Chance × (1 + Relative Bonus) + Absolute Bonus] × (1 + Blood Rush × Combo Multiplier)
- = [ 0.6) + 0.3] * (1 + 0.6 * ) × (1 +
- = 0.836 = 83.6%
Critical hit chance can surpass 100%, for further information read Crit Tiers.
When a critical hit occurs, that hit's damage is increased and the damage value's color is changed to yellow. The stat describing by how much a crit is strengthened is displayed in the arsenal as a multiplier.
Volt deploys an obstacle of energy, providing cover in any situation.
Meters per Energy Drained: 4 m
|Duration:10 / 15 / 20 / 25 s|
|Misc:50% (damage bonus)|
200% (critical damage bonus)
6 m x 4.25 m (static shield)
2 m x 3 m (current shield)
6 (shields limit)
- Base Crit Multiplier × (1 + Relative Bonus)
- = 1.2) × (1 +
- = 3.52
|Crit Tier &|
|x = 0%||No hit can crit||Tier 0|
|0% < x < 100%||Chance for a yellow crit|
|x = 100%||All hits yellow crit|
|100% < x < 200%||Chance for an orange crit|
|x = 200%||All hits orange crit|
|200% < x < 300%||Chance for a red crit (tier 3)|
|x = 300%||All hits red crit (tier 3)|
|300% < x < 400%||Chance for a red crit (tier 4)|
|x = 400%||All hits red crit (tier 4)|
|400% < x < 500%||Chance for a red crit (tier 5)|
When a weapon achieves a crit chance higher than 100%, every attack will crit but it also gains a chance to deal an even stronger crit. As the critical hit chance increases, the tier of critical damage does so as well.
Although the coloration remains red after a certain point, crit tiers continue to increase.
- Base Crit Chance × (1 + Relative Bonus)
- = 1.5) × (1 +
- = 1.25 = 125.00%
This means it will have a chance of 25% to trigger an orange crit, while all other hits (75%) will yield a yellow one.
In addition, each mod of the Vigilante Mod Set has a 5% chance to increase a critical hit's tier by 1. This effect stacks with other Vigilante Mods installed, up to a 30% chance with all six Vigilante Mods equipped.
The critical damage multiplier for these can be calculated as follows:
- 1 + Crit Tier × (Modded Crit Multiplier − 1)
- = 1 + 1.2) − 1) × ( × (1 +
- = 6.04
Certain body parts on enemies, most notably heads, will receive additional damage when struck. This location-based damage increase is usually a 2.0x multiplier, but if the strike is a critical hit, then it receives an additional damage bonus. For yellow crits, this is another 2.0x multiplier on top of the location multiplier and the crit multiplier but in general, it uses the formula:
- = Damage × Headshot Multiplier
- × (1 + Crit Tier × (2 × Modded Crit Multiplier - 1))
The Headshot Multiplier is 2.0x in almost all cases. The bonus damage from headshot crits is specific to heads and not generalized to all special body parts. The MOA, for example, has a "fanny pack" which normally receives 3.0x damage, but does not receive any additional multipliers from a critical hit. The Jordas Golem, however, has a 1.0x multiplier on his engines, but still receives quadruple damage if critically hit. Corpus humanoids do not receive headcrits, instead only taking the normal 2.0x headshot damage even after their helmets are removed.
|Offense||Critical Hit • Damage • Enemy Body Parts • Multishot • Punch Through|
|Defense||Armor • Health • Shield|
|Physical||Impact • Puncture • Slash|
|Elemental||Cold • Electricity • Heat • Toxin|
|Combined||Blast • Corrosive • Gas • Magnetic • Radiation • Viral|
|Unique||Tau • True • Void|
|Critical Hit Mods|
|Rifle||Chance||Point Strike • Critical Delay • Argon Scope|
|Damage||Vital Sense • Hammer Shot • Bladed Rounds|
|Shotgun||Chance||Blunderbuss • Critical Deceleration • Laser Sight|
|Damage||Ravage ( Primed) • Shrapnel Shot|
|Pistol||Chance||Pistol Gambit ( Primed) • Creeping Bullseye • Hydraulic Crosshairs|
|Damage||Target Cracker ( Primed) • Hollow Point • Sharpened Bullets|
|Melee||Chance||Blood Rush • Maiming Strike • Sacrificial Steel • True Steel • True Punishment|
|Damage||Gladiator Might • Organ Shatter ( Amalgam)|
|Weapon Augment||Deadly Sequence|