WARFRAME Wiki
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m (→‎Absolute Increases: - result of example calculation was wrong. 0.12 * (1 + 1.5) + 0.45 is 0.75, not 0.60)
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{{Infobox
 
{{Infobox
|Box title = Critical Hit
+
| Box title = Critical Damage
|image = Crit numbers.png
+
| image = CritModBundleIcon.png
 
}}
 
}}
 
<section begin=intro />
 
<section begin=intro />
'''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 {{Weapon|Redeemer}}), rolls its own chance to critically hit.
+
'''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 most shotguns and weapons with [[Multishot]], 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 [[shield]]s are still blue and attacks benefitting from the [[Stealth#Stealth Damage Bonus|stealth damage bonus]] are always yellow, even when they don't crit.
 
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 [[shield]]s are still blue and attacks benefitting from the [[Stealth#Stealth Damage Bonus|stealth damage bonus]] are always yellow, even when they don't crit.
 
<section end=intro />
 
<section end=intro />
 
{{tocright}}{{clr}}
 
{{tocright}}{{clr}}
  +
 
==Critical Chance==
 
==Critical Chance==
  +
{{Quote|Chance that any given attack will do bonus Critical Hit Damage. Values over 100% have a chance to become Orange Critical Hits, and over 200% have a chance to become red.|In-game Description}}
 
Each weapon has a base chance to critically hit, which can be increased through [[mods]] and various [[Buff & Debuff|buffs]].
 
Each weapon has a base chance to critically hit, which can be increased through [[mods]] and various [[Buff & Debuff|buffs]].
 
<div class="tabbertab"><!--
 
-->{{#tag:tabber|<!--
 
-->Rifle =<!--
 
--><gallery captionposition="within" hideaddbutton="true" spacing="small" navigation="true" position="center" bordersize="none" bordercolor="#FFFFFF">
 
PointStrikeModU145.png|link=Point Strike
 
CriticalDelayModU145.png|link=Critical Delay
 
ArgonScopeMod.png|link=Argon Scope
 
ProtonJetMod.png|link=Proton Jet
 
</gallery><!--
 
-->{{!}}-{{!}}<!--
 
-->Shotgun =<!--
 
--><gallery captionposition="within" hideaddbutton="true" spacing="small" navigation="true" position="center" bordersize="none" bordercolor="#FFFFFF">
 
BlunderbussModU145.png|link=Blunderbuss
 
CriticalDeceleration.png|link=Critical Deceleration
 
LaserSightMod.png|link=Laser Sight
 
MotusSetupMod.png|link=Motus Setup
 
</gallery><!--
 
-->{{!}}-{{!}}<!--
 
-->Pistol =<!--
 
--><gallery captionposition="within" hideaddbutton="true" spacing="small" navigation="true" position="center" bordersize="none" bordercolor="#FFFFFF">
 
PistolGambitModU145.png|link=Pistol Gambit
 
PrimedPistolGambit.png|link=Primed Pistol Gambit
 
CreepingBullseye.png|link=Creeping Bullseye
 
HydraulicCrosshairs.png|link=Hydraulic Crosshairs
 
</gallery><!--
 
-->{{!}}-{{!}}<!--
 
-->Melee =<!--
 
--><gallery captionposition="within" hideaddbutton="true" spacing="small" navigation="true" position="center" bordersize="none" bordercolor="#FFFFFF">
 
TrueSteelModU145.png|link=True Steel
 
TruePunishmentModU145.png|link=True Punishment
 
BloodRushMod.png|link=Blood Rush
 
MaimingStrikeMod.png|link=Maiming Strike
 
SacrificialSteel.png|link=Sacrificial Steel
 
</gallery><!--
 
-->{{!}}-{{!}}<!--
 
-->Arch-Gun =<!--
 
--><gallery captionposition="within" hideaddbutton="true" spacing="small" navigation="true" position="center" bordersize="none" bordercolor="#FFFFFF">
 
CriticalFocusMod.png|link=Critical Focus
 
ParallaxScopeMod.png|link=Parallax Scope
 
</gallery><!--
 
-->{{!}}-{{!}}<!--
 
-->Arch-Melee =<!--
 
--><gallery captionposition="within" hideaddbutton="true" spacing="small" navigation="true" position="center" bordersize="none" bordercolor="#FFFFFF">
 
TemperedBlade.png|link=Tempered Blade
 
</gallery><!--
 
-->{{!}}-{{!}}<!--
 
-->Companions =<!--
 
--><gallery captionposition="within" hideaddbutton="true" spacing="small" navigation="true" position="center" bordersize="none" bordercolor="#FFFFFF">
 
BiteMod.png|link=Bite
 
HunterSynergyMod.png|link=Hunter_Synergy
 
Cat's Eye 19.6.3.png|link=Cat's Eye
 
</gallery><!--
 
-->{{!}}-{{!}}<!--
 
-->Warframe Ability=<!--
 
--><gallery captionposition="within" hideaddbutton="true" spacing="small" navigation="true" position="center" bordersize="none" bordercolor="#FFFFFF" captionalign="center">
 
Covenant.png|link=Covenant|'''{{A|Covenant}}'''
 
</gallery><!--
 
-->{{!}}-{{!}}<!--
 
-->Warframe Augment=<!--
 
--><gallery captionposition="within" hideaddbutton="true" spacing="small" navigation="true" position="center" bordersize="none" bordercolor="#FFFFFF">
 
TeemingVirulenceMod.png|link=Teeming Virulence
 
PrimalRage2.png|link=Primal Rage
 
PiercingNavigatorMod.png|link=Piercing Navigator
 
ConcentratedArrow.png|link=Concentrated Arrow
 
</gallery><!--
 
-->{{!}}-{{!}}<!--
 
-->Weapon Augment=<!--
 
--><gallery captionposition="within" hideaddbutton="true" spacing="small" navigation="true" position="center" bordersize="none" bordercolor="#FFFFFF">
 
AmalgamRipkasTrueSteelMod.png|link=Amalgam Ripkas True Steel
 
DeadlySequence.png|link=Deadly Sequence
 
ExposingHarpoonMod.png|link=Exposing Harpoon
 
</gallery><!--
 
-->{{!}}-{{!}}<!--
 
-->Gladiator Mods =<!--
 
--><gallery captionposition="within" hideaddbutton="true" spacing="small" navigation="true" position="center" bordersize="none" bordercolor="#FFFFFF">
 
GladiatorAegisMod.png|link=Gladiator Aegis
 
GladiatorFinesseMod.png|link=Gladiator Finesse
 
GladiatorMightMod.png|link=Gladiator Might
 
GladiatorResolveMod.png|link=Gladiator Resolve
 
GladiatorRushMod.png|link=Gladiator Rush
 
GladiatorViceMod.png|link=Gladiator Vice
 
</gallery><!--
 
-->{{!}}-{{!}}<!--
 
-->Warframe Arcane=<!--
 
--><gallery captionposition="within" hideaddbutton="true" spacing="small" navigation="true" position="center" bordersize="none" bordercolor="#FFFFFF" captionalign="center">
 
ArcaneAvenger.png|link=Arcane Avenger|'''{{Arcane|Arcane Avenger}}'''
 
</gallery><!--
 
-->{{!}}-{{!}}<!--
 
-->Virtuos Arcane=<!--
 
--><gallery captionposition="within" hideaddbutton="true" spacing="small" navigation="true" position="center" bordersize="none" bordercolor="#FFFFFF" captionalign="center">
 
VirtuosShadow.png|link=Virtuos Shadow|'''{{Arcane|Virtuos Shadow}}'''
 
</gallery><!--
 
-->}}</div>
 
   
 
===Relative Increases===
 
===Relative Increases===
 
Most increases to crit chance are relative '''to the base chance'''. Multiple of these stack additively with each other:
 
Most increases to crit chance are relative '''to the base chance'''. Multiple of these stack additively with each other:
  +
:<math>\text{Total Crit Chance} = \text{Base Crit Chance} \times (1 + \text{Relative Bonus})</math>
   
  +
:Where the '''Relative Bonus''' is the sum of all applicable bonuses.
E.g. putting {{M|Point Strike}} and {{M|Critical Delay}} on a {{Weapon|Braton}} results in:
 
  +
:<math>\text{Relative Bonus} = \text{Bonus}_{1} + \text{Bonus}_{2} + \text{Bonus}_{3} + \cdots</math>
:{{MathText|Base Crit Chance {{mul}} (1 + Relative Bonus)}}
 
  +
:{{MathText|{{eql}} {{text||0.12|hover=Braton's base crit chance}} {{mul}} (1 + {{M|Point Strike|1.5}} + {{M|Critical Delay|0.48}})}}
 
  +
As an example, a {{Weapon|Braton}} with {{M|Point Strike}} and {{M|Critical Delay}} has a crit chance of:
:{{MathText|{{eql}} 0.3576 {{eql}} 35.76%}}
 
  +
:{{MathText|{{text||12%|hover=Braton's base crit chance}} {{mul}} (1 + {{M|Point Strike|150%}} + {{M|Critical Delay|48%}})}}
  +
:{{MathText|{{eql}} 35.76%}}
   
 
<hr />
 
<hr />
   
 
===Absolute Increases===
 
===Absolute Increases===
A few effects grant absolute amounts of crit chance. This includes {{M|Maiming Strike}}, {{Arcane|Arcane Avenger}}, [[Cat's Eye]] and {{A|Covenant}}. These are applied after relative bonuses.
+
A few effects grant absolute amounts of crit chance. This includes {{Arcane|Arcane Avenger}}, [[Cat's Eye]] and {{A|Covenant}}. These are applied after relative bonuses.
  +
:<math>\text{Total Crit Chance} = \text{Base Crit Chance} \times (1 + \text{Relative Bonus}) + \text{Absolute Bonus}</math>
  +
  +
:Where the '''Absolute Bonus''' is the sum of all applicable bonuses.
  +
:<math>\text{Absolute Bonus} = \text{Bonus}_{1} + \text{Bonus}_{2} + \text{Bonus}_{3} + \cdots</math>
   
 
As an example, a Braton with {{M|Point Strike}} (''relative'') and {{Arcane|Arcane Avenger}} (''absolute'') has a crit chance of:
 
As an example, a Braton with {{M|Point Strike}} (''relative'') and {{Arcane|Arcane Avenger}} (''absolute'') has a crit chance of:
:{{MathText|Base Crit Chance {{mul}} (1 + Relative Bonus) + Absolute Bonus}}
+
:{{MathText|{{eql}} {{text||12%|hover=Braton's base crit chance}} {{mul}} (1 + {{M|Point Strike|150%}}) + {{Arcane|Arcane Avenger|45%|noicon=y}}}}
  +
:{{MathText|{{eql}} 75.00%}}
:{{MathText|{{eql}} {{text||0.12|hover=Braton's base crit chance}} {{mul}} (1 + {{M|Point Strike|1.5}}) + {{Arcane|Arcane Avenger|0.3|noicon=y}}}}
 
:{{MathText|{{eql}} 0.6 {{eql}} 60.00%}}
 
   
 
<hr />
 
<hr />
   
 
===Blood Rush===
 
===Blood Rush===
{{M|Blood Rush}} and the [[Set_Mods#Gladiator_Mod_Set|Gladiator Set Bonus]] are unique in that they are a relative increase applied after all others and even after absolute ones.
+
{{M|Blood Rush}} and the [[Set_Mods#Gladiator_Mod_Set|Gladiator Set Bonus]] are unique in that they scale off of Melee [[Combo]], stacking additively with other critical chance mods:
  +
:<math>\text{Total Crit Chance} = \text{Base Crit Chance} \times (1 + \text{Relative Bonus} + \text{Blood Rush Multi} \times (\text{Combo Multi} - 1)) + \text{Absolute Bonus}</math>
   
  +
As an example, a {{Weapon|Skana}} with Blood Rush, {{M|True Steel}}, and {{Arcane|Arcane Avenger}} has a crit chance of:
:{{MathText|[Base Crit Chance {{mul}} (1 + Relative Bonus) + Absolute Bonus] * (1 + Blood Rush {{mul}} Combo Multiplier)}}
 
:{{MathText|{{eql}} ({{text||0.05|hover=Skana's base crit chance}} {{mul}} (1 + {{M|True Steel|0.6}}) + {{Arcane|Arcane Avenger|0.3|noicon=y}}) * (1 + {{M|Blood Rush|1.65}} * {{text||1.5|hover=Example calculated with Combo Multiplier at 1.5x.}})}}
+
:{{MathText|{{text||5%|hover=Skana's base crit chance}} {{mul}} [1 + {{M|Blood Rush|60%}} {{mul}} ({{text||2|hover=Example calculated with Combo Multiplier at 2x}} - 1) + {{M|True Steel|120%}}] + {{Arcane|Arcane Avenger|45%|noicon=y}}}}
  +
:= {{Math|5% * [1+60% * (2-1)+120%]+45%|mt-a=y|p=y}}
:{{MathText|{{eql}} 1.3205 {{eql}} 132.05%}}
 
  +
  +
(Prior to {{ver|26}}, {{M|Blood Rush}} and Gladiator Set Bonus provided a multiplicative increase in critical chance after all other mod bonuses and even after absolute ones.)
   
 
Critical hit chance can surpass 100%, for further information read [[#Crit Tiers|Crit Tiers]].
 
Critical hit chance can surpass 100%, for further information read [[#Crit Tiers|Crit Tiers]].
  +
  +
===Sources of Critical Chance Bonus===
  +
<div class="tabbertab">{{#tag:tabber|
  +
Rifle = <gallery captionposition="below" captionalign="center" hideaddbutton="true" spacing="small" navigation="true" position="center" bordersize="none" bordercolor="#FFFFFF">
  +
PointStrikeModU145.png|link=Point Strike|{{M|Point Strike}}
  +
CriticalDelayModU145.png|link=Critical Delay|{{M|Critical Delay}}
  +
ArgonScopeMod.png|link=Argon Scope|{{M|Argon Scope}}
  +
ProtonJetMod.png|link=Proton Jet|{{M|Proton Jet}}
  +
</gallery>
  +
{{!}}-{{!}}
  +
Shotgun = <gallery captionposition="below" captionalign="center" hideaddbutton="true" spacing="small" navigation="true" position="center" bordersize="none" bordercolor="#FFFFFF">
  +
BlunderbussModU145.png|link=Blunderbuss|{{M|Blunderbuss}}
  +
CriticalDeceleration.png|link=Critical Deceleration|{{M|Critical Deceleration}}
  +
LaserSightMod.png|link=Laser Sight|{{M|Laser Sight}}
  +
MotusSetupMod.png|link=Motus Setup|{{M|Motus Setup}}
  +
</gallery>
  +
{{!}}-{{!}}
  +
Pistol = <gallery captionposition="below" captionalign="center" hideaddbutton="true" spacing="small" navigation="true" position="center" bordersize="none" bordercolor="#FFFFFF">
  +
PistolGambitModU145.png|link=Pistol Gambit|{{M|Pistol Gambit}}
  +
PrimedPistolGambit.png|link=Primed Pistol Gambit|{{M|Primed Pistol Gambit}}
  +
CreepingBullseye.png|link=Creeping Bullseye|{{M|Creeping Bullseye}}
  +
HydraulicCrosshairs.png|link=Hydraulic Crosshairs|{{M|Hydraulic Crosshairs}}
  +
</gallery>
  +
{{!}}-{{!}}
  +
Melee = <gallery captionposition="below" captionalign="center" hideaddbutton="true" spacing="small" navigation="true" position="center" bordersize="none" bordercolor="#FFFFFF">
  +
TrueSteelModU145.png|link=True Steel|{{M|True Steel}}
  +
BloodRushMod.png|link=Blood Rush|{{M|Blood Rush}}
  +
MaimingStrikeMod.png|link=Maiming Strike|{{M|Maiming Strike}}
  +
SacrificialSteel.png|link=Sacrificial Steel|{{M|Sacrificial Steel}}
  +
</gallery>
  +
{{!}}-{{!}}
  +
Arch-Guns = <gallery captionposition="below" captionalign="center" hideaddbutton="true" spacing="small" navigation="true" position="center" bordersize="none" bordercolor="#FFFFFF">
  +
CriticalFocusMod.png|link=Critical Focus|{{M|Critical Focus}}
  +
ParallaxScopeMod.png|link=Parallax Scope|{{M|Parallax Scope}}
  +
</gallery>
  +
{{!}}-{{!}}
  +
Arch-Melee = <gallery captionposition="below" captionalign="center" hideaddbutton="true" spacing="small" navigation="true" position="center" bordersize="none" bordercolor="#FFFFFF">
  +
TemperedBlade.png|link=Tempered Blade|{{M|Tempered Blade}}
  +
</gallery>
  +
{{!}}-{{!}}
  +
Companions = <gallery captionposition="below" captionalign="center" hideaddbutton="true" spacing="small" navigation="true" position="center" bordersize="none" bordercolor="#FFFFFF">
  +
BiteMod.png|link=Bite|{{M|Bite}}
  +
HunterSynergyMod.png|link=Hunter Synergy|{{M|Hunter Synergy}}
  +
Cat's Eye 19.6.3.png|link=Cat's Eye|{{M|Cat's Eye}}
  +
</gallery>
  +
{{!}}-{{!}}
  +
Abilities = {{:Covenant|t}}
  +
{{!}}-{{!}}
  +
Warframe Augments = <gallery captionposition="below" captionalign="center" hideaddbutton="true" spacing="small" navigation="true" position="center" bordersize="none" bordercolor="#FFFFFF">
  +
ConcentratedArrow.png|link=Concentrated Arrow|{{M|Concentrated Arrow}}
  +
EnragedMod.png|link=Enraged|{{M|Enraged}}
  +
PiercingNavigatorMod.png|link=Piercing Navigator|{{M|Piercing Navigator}}
  +
PrimalRage2.png|link=Primal Rage|{{M|Primal Rage}}
  +
TeemingVirulenceMod.png|link=Teeming Virulence|{{M|Teeming Virulence}}
  +
</gallery>
  +
{{!}}-{{!}}
  +
Weapon Augments = <gallery captionposition="below" captionalign="center" hideaddbutton="true" spacing="small" navigation="true" position="center" bordersize="none" bordercolor="#FFFFFF">
  +
AmalgamRipkasTrueSteelMod.png|link=Amalgam Ripkas True Steel|{{M|Amalgam Ripkas True Steel}}
  +
DeadlySequence.png|link=Deadly Sequence|{{M|Deadly Sequence}}
  +
ExposingHarpoonMod.png|link=Exposing Harpoon|{{M|Exposing Harpoon}}
  +
</gallery>
  +
{{!}}-{{!}}
  +
Gladiator Mods = <gallery captionposition="below" captionalign="center" hideaddbutton="true" spacing="small" navigation="true" position="center" bordersize="none" bordercolor="#FFFFFF">
  +
GladiatorAegisMod.png|link=Gladiator Aegis|{{M|Gladiator Aegis}}
  +
GladiatorFinesseMod.png|link=Gladiator Finesse|{{M|Gladiator Finesse}}
  +
GladiatorMightMod.png|link=Gladiator Might|{{M|Gladiator Might}}
  +
GladiatorResolveMod.png|link=Gladiator Resolve|{{M|Gladiator Resolve}}
  +
GladiatorRushMod.png|link=Gladiator Rush|{{M|Gladiator Rush}}
  +
GladiatorViceMod.png|link=Gladiator Vice|{{M|Gladiator Vice}}
  +
</gallery>
  +
{{!}}-{{!}}
  +
Warframe Arcanes = <gallery captionposition="below" captionalign="center" hideaddbutton="true" spacing="small" navigation="true" position="center" bordersize="none" bordercolor="#FFFFFF">
  +
ArcaneAvenger.png|link=Arcane Avenger|{{Arcane|Arcane Avenger}}
  +
</gallery>
  +
{{!}}-{{!}}
  +
Virtuos Arcanes = <gallery captionposition="below" captionalign="center" hideaddbutton="true" spacing="small" navigation="true" position="center" bordersize="none" bordercolor="#FFFFFF">
  +
VirtuosShadow.png|link=Virtuos Shadow|{{Arcane|Virtuos Shadow}}
  +
</gallery>
  +
}}</div>
   
 
==Critical Multiplier==
 
==Critical Multiplier==
  +
{{Quote|Critical Hit Damage is multiplied by this value. The added Damage is doubled for Orange Critical Hits, and tripled for red.|In-game Description}}
 
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.
 
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.
  +
:<math>\text{Modded Crit Multi} = \text{Base Crit Multi} \times (1 + \text{Bonus}_{1} + \text{Bonus}_{2} + \text{Bonus}_{3} + \cdots)</math>
 
<div class="tabbertab"><!--
 
-->{{#tag:tabber|<!--
 
-->Rifle =<!--
 
--><gallery captionposition="within" hideaddbutton="true" spacing="small" navigation="true" position="center" bordersize="none" bordercolor="#FFFFFF">
 
VitalSenseModU145.png|link=Vital Sense
 
HammerShotModU145.png|link=Hammer Shot
 
BladedRoundsMod.png|link=Bladed Rounds
 
</gallery><!--
 
-->{{!}}-{{!}}<!--
 
-->Shotgun =<!--
 
--><gallery captionposition="within" hideaddbutton="true" spacing="small" navigation="true" position="center" bordersize="none" bordercolor="#FFFFFF">
 
RavageModU145.png|link=Ravage
 
PrimedRavage.png|link=Primed Ravage
 
ShrapnelShotMod.png|link=Shrapnel Shot
 
</gallery><!--
 
-->{{!}}-{{!}}<!--
 
-->Pistol =<!--
 
--><gallery captionposition="within" hideaddbutton="true" spacing="small" navigation="true" position="center" bordersize="none" bordercolor="#FFFFFF">
 
TargetCrackerModU145.png|link=Target Cracker
 
PrimedTargetCracker.png|link=Primed Target Cracker
 
HollowPointModU145.png|link=Hollow Point
 
SharpenedBulletsMod.png|link=Sharpened Bullets
 
</gallery><!--
 
-->{{!}}-{{!}}<!--
 
-->Melee =<!--
 
--><gallery captionposition="within" hideaddbutton="true" spacing="small" navigation="true" position="center" bordersize="none" bordercolor="#FFFFFF">
 
OrganShatterModU145.png|link=Organ Shatter
 
AmalgamOrganShatterMod.png|link=Amalgam Organ Shatter
 
GladiatorMightMod.png|link=Gladiator Might
 
StrainInfectionMod.png|link=Strain Infection
 
</gallery><!--
 
-->{{!}}-{{!}}<!--
 
-->Arch-Gun =<!--
 
--><gallery captionposition="within" hideaddbutton="true" spacing="small" navigation="true" position="center" bordersize="none" bordercolor="#FFFFFF">
 
HollowedBullets.png|link=Hollowed Bullets
 
</gallery><!--
 
-->{{!}}-{{!}}<!--
 
-->Arch-Melee =<!--
 
--><gallery captionposition="within" hideaddbutton="true" spacing="small" navigation="true" position="center" bordersize="none" bordercolor="#FFFFFF">
 
BleedingEdge.png|link=Bleeding Edge
 
</gallery><!--
 
-->{{!}}-{{!}}<!--
 
-->Companions =<!--
 
--><gallery captionposition="within" hideaddbutton="true" spacing="small" navigation="true" position="center" bordersize="none" bordercolor="#FFFFFF">
 
BiteMod.png|link=Bite
 
</gallery><!--
 
-->{{!}}-{{!}}<!--
 
-->Warframe Ability=<!--
 
--><gallery captionposition="within" hideaddbutton="true" spacing="small" navigation="true" position="center" bordersize="none" bordercolor="#FFFFFF" captionalign="center">
 
ElectricShieldModU15.jpeg|link=Electric Shield|'''{{A|Electric Shield}}'''
 
</gallery><!--
 
-->{{!}}-{{!}}<!--
 
-->Warframe Augment=<!--
 
--><gallery captionposition="within" hideaddbutton="true" spacing="small" navigation="true" position="center" bordersize="none" bordercolor="#FFFFFF">
 
EmpoweredQuiverMod.png|link=Empowered Quiver
 
</gallery><!--
 
-->{{!}}-{{!}}<!--
 
-->Vigilante =<!--
 
--><gallery captionposition="within" hideaddbutton="true" spacing="small" navigation="true" position="center" bordersize="none" bordercolor="#FFFFFF">
 
VigilanteArmamentsMod.png|link=Vigilante Armaments
 
VigilanteFervorMod.png|link=Vigilante Fervor
 
VigilanteOffenseMod.png|link=Vigilante Offense
 
VigilantePursuitMod.png|link=Vigilante Pursuit
 
VigilanteVigorMod.png|link=Vigilante Vigor
 
VigilanteSuppliesMod.png|link=Vigilante Supplies
 
</gallery><!--
 
-->{{!}}-{{!}}<!--
 
-->Tek =<!--
 
--><gallery captionposition="within" hideaddbutton="true" spacing="small" navigation="true" position="center" bordersize="none" bordercolor="#FFFFFF">
 
TekCollateral.png|link=Tek Collateral
 
</gallery><!--
 
-->{{!}}-{{!}}<!--
 
-->Virtuos Arcane =<!--
 
--><gallery captionposition="within" hideaddbutton="true" spacing="small" navigation="true" position="center" bordersize="none" bordercolor="#FFFFFF" captionalign="center">
 
VirtuosStrike.png|link=Virtuos Strike|'''{{Arcane|Virtuos Strike}}'''
 
</gallery><!--
 
-->}}</div>
 
   
 
<hr />
 
<hr />
   
E.g. putting a {{M|Vital Sense}} on a {{Weapon|Braton}} will result in a multiplier of:
+
As an example, a {{Weapon|Braton}} with {{M|Vital Sense}} has a crit multi of:
:{{MathText|Base Crit Multiplier {{mul}} (1 + Relative Bonus)}}
+
:{{MathText|{{eql}} {{text||1.6|hover=Braton's base crit multiplier}} {{mul}} (1 + {{M|Vital Sense|120%}})}}
:{{MathText|{{eql}} {{text||1.6|hover=Braton's base crit multiplier}} {{mul}} (1 + {{M|Vital Sense|1.2}})}}
 
 
:{{MathText|{{eql}} 3.52}}
 
:{{MathText|{{eql}} 3.52}}
  +
  +
===Sources of Critical Multiplier Bonus===
  +
<div class="tabbertab">{{#tag:tabber|
  +
Rifle = <gallery captionposition="below" captionalign="center" hideaddbutton="true" spacing="small" navigation="true" position="center" bordersize="none" bordercolor="#FFFFFF">
  +
VitalSenseModU145.png|link=Vital Sense|{{M|Vital Sense}}
  +
HammerShotModU145.png|link=Hammer Shot|{{M|Hammer Shot}}
  +
BladedRoundsMod.png|link=Bladed Rounds|{{M|Bladed Rounds}}
  +
InfCrpShockSwarm.png|link=Mutalist Quanta|{{Weapon|Mutalist Quanta}}'s alternative fire; shooting bullets through the Infested orb will boost the weapon's critical multiplier
  +
</gallery>
  +
{{!}}-{{!}}
  +
Shotgun = <gallery captionposition="below" captionalign="center" hideaddbutton="true" spacing="small" navigation="true" position="center" bordersize="none" bordercolor="#FFFFFF">
  +
RavageModU145.png|link=Ravage|{{M|Ravage}}
  +
PrimedRavage.png|link=Primed Ravage|{{M|Primed Ravage}}
  +
ShrapnelShotMod.png|link=Shrapnel Shot|{{M|Shrapnel Shot}}
  +
</gallery>
  +
{{!}}-{{!}}
  +
Pistol = <gallery captionposition="below" captionalign="center" hideaddbutton="true" spacing="small" navigation="true" position="center" bordersize="none" bordercolor="#FFFFFF">
  +
TargetCrackerModU145.png|link=Target Cracker|{{M|Target Cracker}}
  +
PrimedTargetCracker.png|link=Primed Target Cracker|{{M|Primed Target Cracker}}
  +
HollowPointModU145.png|link=Hollow Point|{{M|Hollow Point}}
  +
SharpenedBulletsMod.png|link=Sharpened Bullets|{{M|Sharpened Bullets}}
  +
</gallery>
  +
{{!}}-{{!}}
  +
Melee = <gallery captionposition="below" captionalign="center" hideaddbutton="true" spacing="small" navigation="true" position="center" bordersize="none" bordercolor="#FFFFFF">
  +
OrganShatterModU145.png|link=Organ Shatter|{{M|Organ Shatter}}
  +
AmalgamOrganShatterMod.png|link=Amalgam Organ Shatter|{{M|Amalgam Organ Shatter}}
  +
GladiatorMightMod.png|link=Gladiator Might|{{M|Gladiator Might}}
  +
StrainInfectionMod.png|link=Strain Infection|{{M|Strain Infection}}
  +
</gallery>
  +
{{!}}-{{!}}
  +
Arch-Gun = <gallery captionposition="below" captionalign="center" hideaddbutton="true" spacing="small" navigation="true" position="center" bordersize="none" bordercolor="#FFFFFF">
  +
CriticalFocusMod.png|link=Critical Focus|{{M|Critical Focus}}
  +
HollowedBullets.png|link=Hollowed Bullets|{{M|Hollowed Bullets}}
  +
</gallery>
  +
{{!}}-{{!}}
  +
Arch-Melee = <gallery captionposition="below" captionalign="center" hideaddbutton="true" spacing="small" navigation="true" position="center" bordersize="none" bordercolor="#FFFFFF">
  +
BleedingEdge.png|link=Bleeding Edge|{{M|Bleeding Edge}}
  +
</gallery>
  +
{{!}}-{{!}}
  +
Companions = <gallery captionposition="below" captionalign="center" hideaddbutton="true" spacing="small" navigation="true" position="center" bordersize="none" bordercolor="#FFFFFF">
  +
BiteMod.png|link=Bite|{{M|Bite}}
  +
</gallery>
  +
{{!}}-{{!}}
  +
Abilities = {{:Electric Shield|t}}
  +
{{!}}-{{!}}
  +
Warframe Augments = <gallery captionposition="below" captionalign="center" hideaddbutton="true" spacing="small" navigation="true" position="center" bordersize="none" bordercolor="#FFFFFF">
  +
EmpoweredQuiverMod.png|link=Empowered Quiver|{{M|Empowered Quiver}}
  +
</gallery>
  +
{{!}}-{{!}}
  +
Vigilante Mods = <gallery captionposition="below" captionalign="center" hideaddbutton="true" spacing="small" navigation="true" position="center" bordersize="none" bordercolor="#FFFFFF">
  +
VigilanteArmamentsMod.png|link=Vigilante Armaments|{{M|Vigilante Armaments}}
  +
VigilanteFervorMod.png|link=Vigilante Fervor|{{M|Vigilante Fervor}}
  +
VigilanteOffenseMod.png|link=Vigilante Offense|{{M|Vigilante Offense}}
  +
VigilantePursuitMod.png|link=Vigilante Pursuit|{{M|Vigilante Pursuit}}
  +
VigilanteVigorMod.png|link=Vigilante Vigor|{{M|Vigilante Vigor}}
  +
VigilanteSuppliesMod.png|link=Vigilante Supplies|{{M|Vigilante Supplies}}
  +
</gallery>
  +
{{!}}-{{!}}
  +
Tek Mods= <gallery captionposition="below" captionalign="center" hideaddbutton="true" spacing="small" navigation="true" position="center" bordersize="none" bordercolor="#FFFFFF">
  +
TekCollateral.png|link=Tek Collateral|{{M|Tek Collateral}}
  +
</gallery>
  +
{{!}}-{{!}}
  +
Virtuos Arcanes = <gallery captionposition="below" captionalign="center" hideaddbutton="true" spacing="small" navigation="true" position="center" bordersize="none" bordercolor="#FFFFFF">
  +
VirtuosStrike.png|link=Virtuos Strike|{{Arcane|Virtuos Strike}}
  +
</gallery>
  +
{{!}}-{{!}}
  +
Focus = <gallery captionposition="below" captionalign="center" hideaddbutton="true" spacing="small" navigation="true" position="center" bordersize="none" bordercolor="#FFFFFF">
  +
{{FocusModular|Void Stalker|nudge=0}}
  +
</gallery>
  +
}}</div>
   
 
==Crit Tiers==
 
==Crit Tiers==
Line 274: Line 263:
 
| ...
 
| ...
 
|}
 
|}
  +
[[File:Crit_numbers.png|thumb|Three different color tiers of critical hits along with normal damage color]]
 
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.
 
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.
   
Line 280: Line 270:
 
<hr />
 
<hr />
   
E.g. putting a {{M|Point Strike}} on a {{Weapon|Lenz}} will grant it a crit chance of:
+
As an example, a {{Weapon|Lenz}} with {{M|Point Strike}} has a crit chance of:
  +
:{{MathText|{{eql}} {{text||50%|hover=Lenz's base crit chance}} {{mul}} (1 + {{M|Point Strike|150%}})}}
  +
:{{MathText|{{eql}} 125.00%}}
   
  +
This means it will have a 25% chance to trigger an orange crit, while all other hits (75%) will yield a yellow crit.
:{{MathText|Base Crit Chance {{mul}} (1 + Relative Bonus)}}
 
:{{MathText|{{eql}} {{text||0.5|hover=Lenz's base crit chance}} {{mul}} (1 + {{M|Point Strike|1.5}})}}
 
:{{MathText|{{eql}} 1.25 {{eql}} 125.00%}}
 
   
  +
The critical damage multiplier for these can be '''calculated''' as follows:
This means it will have a chance of 25% to trigger an orange crit, while all other hits (75%) will yield a yellow one.
 
  +
:<math>\text{Crit Multi} = 1 + \text{Crit Tier} \times (\text{Modded Crit Multi} - 1)</math>
  +
  +
As an example, a Lenz with Point Strike and {{M|Vital Sense}} will have an orange crit multiplier of:
  +
:{{MathText|{{eql}} 1 + {{text||2|hover=Orange hits indicate Crit Tier 2.}} {{mul}} ({{text||2.0|hover=Lenz's base crit multiplier}} {{mul}} (1 + {{M|Vital Sense|120%}}) {{sub}} 1)}}
  +
:{{MathText|{{eql}} 7.8}}
   
 
In addition, each mod of the [[Set_Mods#Vigilante_Mod_Set|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.
 
In addition, each mod of the [[Set_Mods#Vigilante_Mod_Set|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.
   
<hr />
 
 
The critical damage multiplier for these can be '''calculated''' as follows:
 
:{{MathText|1 + Crit Tier {{mul}} (Modded Crit Multiplier {{sub}} 1)}}
 
As an example, an orange crit for the {{Weapon|Braton}} with {{M|Vital Sense}} will instead get a multiplier of:
 
:{{MathText|{{eql}} 1 + {{text||2|hover=Orange hits indicate Crit Tier 2.}} {{mul}} ({{text||1.6|hover=Braton's base crit multiplier}} {{mul}} (1 + {{M|Vital Sense|1.2}}) {{sub}} 1)}}
 
:{{MathText|{{eql}} 6.04}}
 
   
 
==Critical Headshots==
 
==Critical Headshots==
 
[[File:AklexCritDifferences.png|thumb|This picture displays a headcrit dealing 4x regular headshot damage using an unmodded {{Weapon|Lex}}.]]
 
[[File:AklexCritDifferences.png|thumb|This picture displays a headcrit dealing 4x regular headshot damage using an unmodded {{Weapon|Lex}}.]]
 
[[Enemy Body Parts|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:
 
[[Enemy Body Parts|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:
  +
:<math>\text{Total Crit Multi} = \text{Headshot Multi} \times (1 + \text{Crit Tier} \times (2 \times \text{Modded Crit Multi} - 1))</math>
:{{MathText|{{text||Total Damage|hover=Naturally, not accounting for type modifiers or other damage increases / decreases.}} {{eql}} Damage {{mul}} Headshot Multiplier}}
 
:{{MathText|{{mul}} (1 + Crit Tier {{mul}} (2 {{mul}} 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 "[[wikipedia:Fanny Pack|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.
 
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 "[[wikipedia:Fanny Pack|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.
  +
  +
  +
==Average Damage==
  +
When comparing builds it can be helpful to calculate how much damage the weapon will deal on average, which is effected by how often critical hits occur and at what critical multiplier. The following equation accounts for critical hits.
  +
:<math>\text{Average Damage Multiplier} = 1 + \text{Total Crit Chance} \times (\text{Total Crit Multi} - 1)</math>
  +
  +
As an example, a {{Weapon|Paris}} has an average damage multiplier of:
  +
:{{MathText|{{eql}} 1 + {{text||30%|hover=Paris's base crit chance}} {{mul}} ({{text||2.0|hover=Paris's base crit multiplier}} - 1)}}
  +
:{{MathText|{{eql}} 1.3}}
  +
  +
{{Weapon|Paris}} with {{M|Point Strike}} and {{M|Vital Sense}} has an average damage multiplier of:
  +
:{{MathText|{{eql}} 1 + ({{text||30%|hover=Paris's base crit chance}} {{mul}} (1 + {{M|Point Strike|150%}})) {{mul}} ({{text||2.0|hover=Paris's base crit multiplier}} {{mul}} (1 + {{M|Vital Sense|120%}}) - 1)}}
  +
:{{MathText|{{eql}} 1 + (75%) {{mul}} (4.4 - 1)}}
  +
:{{MathText|{{eql}} 3.55}}
  +
So for a Paris without critical mods, the damage are multiplied by 1.3 on average; yellow crits of 2x for 30% of the time.
  +
With the 2 base critical mods, the damage are multiplied by 3.55 on average ; yellow crits of 4.4x for 75% of the time.
   
 
==See also==
 
==See also==
*{{M|Hunter Munitions}}, a chance to apply {{Icon|Proc|Slash|text}} on critical hit.
+
*{{M|Hunter Munitions}}, a chance to apply {{Icon|Proc|Slash|text}} on critical hit for primary weapons.
   
 
==Patch History==
 
==Patch History==
 
{{Scrollbox/Article|
 
{{Scrollbox/Article|
  +
{{ver|28.0.4}}
  +
*Fixed Critical Hits not triggering for Glaive mid-air detonations.
  +
  +
{{ver|21}}
  +
*With Harrow's enhancement to Criticals, we have slightly tweaked the colour gradient in which Critical hits are displayed. Introducing: Orange Crits! These now occur in between Yellow and Red Crits. Before, Crits became Red when 100% Crit Chance was achieved. Now Crits will be ORANGE in the 100.01-200% range, and Red will start at 200.01%+! This is solely a visual change.
  +
 
{{ver|14.10}}
 
{{ver|14.10}}
 
*Changed Critical Chance logic by allowing it to occur on Radial Explosions (both friendly and enemy where applicable). This fixes an issue with the Torid’s gas cloud not allowing for criticals.
 
*Changed Critical Chance logic by allowing it to occur on Radial Explosions (both friendly and enemy where applicable). This fixes an issue with the Torid’s gas cloud not allowing for criticals.
Line 320: Line 329:
 
[[es:Daño crítico]]
 
[[es:Daño crítico]]
 
[[de:Kritischer Treffer]]
 
[[de:Kritischer Treffer]]
  +
[[fr:Coup Critique]]
 
[[Category:Mechanics]]
 
[[Category:Mechanics]]
 
[[Category:Damage 2.0]]
 
[[Category:Damage 2.0]]

Revision as of 23:24, 22 September 2020

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 most shotguns and weapons with Multishot, 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.

Critical Chance

Chance that any given attack will do bonus Critical Hit Damage. Values over 100% have a chance to become Orange Critical Hits, and over 200% have a chance to become red.
—In-game Description

Each weapon has a base chance to critically hit, which can be increased through mods and various buffs.

Relative Increases

Most increases to crit chance are relative to the base chance. Multiple of these stack additively with each other:

Where the Relative Bonus is the sum of all applicable bonuses.

As an example, a Braton Braton with Mod TT 20px Point Strike and Mod TT 20px Critical Delay has a crit chance of:

12% × (1 + Mod TT 20px 150% + Mod TT 20px 48%)
= 35.76%

Absolute Increases

A few effects grant absolute amounts of crit chance. This includes ArcaneAvenger Arcane Avenger, Cat's Eye and Covenant130xWhite Covenant. These are applied after relative bonuses.

Where the Absolute Bonus is the sum of all applicable bonuses.

As an example, a Braton with Mod TT 20px Point Strike (relative) and ArcaneAvenger Arcane Avenger (absolute) has a crit chance of:

= 12% × (1 + Mod TT 20px 150%) + ArcaneAvenger 45%
= 75.00%

Blood Rush

Mod TT 20px Blood Rush and the Gladiator Set Bonus are unique in that they scale off of Melee Combo, stacking additively with other critical chance mods:

As an example, a Skana Skana with Blood Rush, Mod TT 20px True Steel, and ArcaneAvenger Arcane Avenger has a crit chance of:

5% × [1 + Mod TT 20px 60% × (2 - 1) + Mod TT 20px 120%] + ArcaneAvenger 45%
= 59%

(Prior to Update 26.0 (2019-10-31), Mod TT 20px Blood Rush and Gladiator Set Bonus provided a multiplicative increase in critical chance after all other mod bonuses and even after absolute ones.)

Critical hit chance can surpass 100%, for further information read Crit Tiers.

Sources of Critical Chance Bonus

CovenantModx256 Covenant130xWhite
4
EnergyOrb100
Covenant

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.


Introduced in Update 21.0 (2017-06-29)

AbilityStrengthBuff Strength:5% (base critical chance)
1.50% (critical chance per 100 damage)
AbilityDurationBuff Duration:3 / 4 / 5 / 6 s (invulnerability time)
6 / 8 / 10 / 12 s (critical chance time)
AbilityRangeBuff Range:N/A

Misc: 4.0x (headshot multiplier to bonus critical chance)
50% (bodyshot critical chance cap)
200% (headshot critical chance cap)
50/250 m (affinity range/open-world affinity range)

Expand/Collapse

Critical Multiplier

Critical Hit Damage is multiplied by this value. The added Damage is doubled for Orange Critical Hits, and tripled for red.
—In-game Description

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.


As an example, a Braton Braton with Mod TT 20px Vital Sense has a crit multi of:

= 1.6 × (1 + Mod TT 20px 120%)
= 3.52

Sources of Critical Multiplier Bonus

ElectricShieldModx256 ElectricShield130xWhite
3
EnergyOrb50
Electric Shield

Volt deploys an obstacle of energy, providing cover in any situation.


Introduced in Update 5.3 (2013-01-10)

AbilityStrengthBuff Strength:N/A
AbilityDurationBuff Duration:10 / 15 / 20 / 25 s
AbilityRangeBuff Range:N/A

Misc: +50% (damage bonus)
+100% (critical damage bonus)
6 m x 4.25 m (static shield)
2 m x 3 m (current shield)
6 (shields limit)

Expand/Collapse

Crit Tiers

Modded
Crit Chance
Crit Tier &
Coloration
x = 0% No hit can crit Tier 0
0% < x < 100% Chance for a yellow crit
Tier 1
x = 100% All hits yellow crit
100% < x < 200% Chance for an orange crit
Tier 2
x = 200% All hits orange crit
200% < x < 300% Chance for a red crit (tier 3)
Tier 3
x = 300% All hits red crit (tier 3)
300% < x < 400% Chance for a red crit (tier 4)
Tier 4
x = 400% All hits red crit (tier 4)
400% < x < 500% Chance for a red crit (tier 5)
...
... ...
Crit numbers

Three different color tiers of critical hits along with normal damage color

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.


As an example, a Lenz Lenz with Mod TT 20px Point Strike has a crit chance of:

= 50% × (1 + Mod TT 20px 150%)
= 125.00%

This means it will have a 25% chance to trigger an orange crit, while all other hits (75%) will yield a yellow crit.

The critical damage multiplier for these can be calculated as follows:

As an example, a Lenz with Point Strike and Mod TT 20px Vital Sense will have an orange crit multiplier of:

= 1 + 2 × (2.0 × (1 + Mod TT 20px 120%) − 1)
= 7.8

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.


Critical Headshots

AklexCritDifferences

This picture displays a headcrit dealing 4x regular headshot damage using an unmodded Lex Lex.

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:

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.


Average Damage

When comparing builds it can be helpful to calculate how much damage the weapon will deal on average, which is effected by how often critical hits occur and at what critical multiplier. The following equation accounts for critical hits.

As an example, a Paris Paris has an average damage multiplier of:

= 1 + 30% × (2.0 - 1)
= 1.3

Paris Paris with Mod TT 20px Point Strike and Mod TT 20px Vital Sense has an average damage multiplier of:

= 1 + (30% × (1 + Mod TT 20px 150%)) × (2.0 × (1 + Mod TT 20px 120%) - 1)
= 1 + (75%) × (4.4 - 1)
= 3.55

So for a Paris without critical mods, the damage are multiplied by 1.3 on average; yellow crits of 2x for 30% of the time. With the 2 base critical mods, the damage are multiplied by 3.55 on average ; yellow crits of 4.4x for 75% of the time.

See also

  • Mod TT 20px Hunter Munitions, a chance to apply Script error: The function "Proc" does not exist. on critical hit for primary weapons.

Patch History

Hotfix 28.0.4 (2020-06-12)

  • Fixed Critical Hits not triggering for Glaive mid-air detonations.

Update 21.0 (2017-06-29)

  • With Harrow's enhancement to Criticals, we have slightly tweaked the colour gradient in which Critical hits are displayed. Introducing: Orange Crits! These now occur in between Yellow and Red Crits. Before, Crits became Red when 100% Crit Chance was achieved. Now Crits will be ORANGE in the 100.01-200% range, and Red will start at 200.01%+! This is solely a visual change.

Update 14.10 (2014-10-08)

  • Changed Critical Chance logic by allowing it to occur on Radial Explosions (both friendly and enemy where applicable). This fixes an issue with the Torid’s gas cloud not allowing for criticals.