m (Too many unnecessary comments) |
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 |
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− | |Box title |
+ | | Box title = Critical Damage |
− | |image |
+ | | 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 |
+ | '''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. |
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<section end=intro /> |
<section end=intro /> |
||
{{tocright}}{{clr}} |
{{tocright}}{{clr}} |
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+ | |||
==Critical Chance== |
==Critical Chance== |
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+ | {{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]]. |
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− | {{#tag:tabber| |
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+ | :<math>\text{Total Crit Chance} = \text{Base Crit Chance} \times (1 + \text{Relative Bonus})</math> |
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+ | |||
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+ | :Where the '''Relative Bonus''' is the sum of all applicable bonuses. |
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⚫ | |||
+ | :<math>\text{Relative Bonus} = \text{Bonus}_{1} + \text{Bonus}_{2} + \text{Bonus}_{3} + \cdots</math> |
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+ | |||
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+ | |||
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+ | |||
+ | ===Absolute Increases=== |
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+ | |||
+ | :Where the '''Absolute Bonus''' is the sum of all applicable bonuses. |
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+ | :<math>\text{Absolute Bonus} = \text{Bonus}_{1} + \text{Bonus}_{2} + \text{Bonus}_{3} + \cdots</math> |
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+ | |||
+ | As an example, a Braton with {{M|Point Strike}} (''relative'') and {{Arcane|Arcane Avenger}} (''absolute'') has a crit chance of: |
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+ | |||
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+ | |||
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+ | :<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> |
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+ | |||
+ | As an example, a {{Weapon|Skana}} with Blood Rush, {{M|True Steel}}, and {{Arcane|Arcane Avenger}} has a crit chance of: |
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+ | :{{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}}}} |
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+ | := {{Math|5% * [1+60% * (2-1)+120%]+45%|mt-a=y|p=y}} |
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+ | |||
+ | (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.) |
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+ | |||
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+ | |||
+ | ===Sources of Critical Chance Bonus=== |
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</gallery> |
</gallery> |
||
{{!}}-{{!}} |
{{!}}-{{!}} |
||
− | Shotgun = <gallery captionposition=" |
+ | Shotgun = <gallery captionposition="below" captionalign="center" hideaddbutton="true" spacing="small" navigation="true" position="center" bordersize="none" bordercolor="#FFFFFF"> |
− | BlunderbussModU145.png|link=Blunderbuss |
+ | BlunderbussModU145.png|link=Blunderbuss|{{M|Blunderbuss}} |
− | CriticalDeceleration.png|link=Critical Deceleration |
+ | CriticalDeceleration.png|link=Critical Deceleration|{{M|Critical Deceleration}} |
− | LaserSightMod.png|link=Laser Sight |
+ | LaserSightMod.png|link=Laser Sight|{{M|Laser Sight}} |
− | MotusSetupMod.png|link=Motus Setup |
+ | MotusSetupMod.png|link=Motus Setup|{{M|Motus Setup}} |
</gallery> |
</gallery> |
||
{{!}}-{{!}} |
{{!}}-{{!}} |
||
− | Pistol = <gallery captionposition=" |
+ | Pistol = <gallery captionposition="below" captionalign="center" hideaddbutton="true" spacing="small" navigation="true" position="center" bordersize="none" bordercolor="#FFFFFF"> |
− | PistolGambitModU145.png|link=Pistol Gambit |
+ | PistolGambitModU145.png|link=Pistol Gambit|{{M|Pistol Gambit}} |
− | PrimedPistolGambit.png|link=Primed Pistol Gambit |
+ | PrimedPistolGambit.png|link=Primed Pistol Gambit|{{M|Primed Pistol Gambit}} |
− | CreepingBullseye.png|link=Creeping Bullseye |
+ | CreepingBullseye.png|link=Creeping Bullseye|{{M|Creeping Bullseye}} |
− | HydraulicCrosshairs.png|link=Hydraulic Crosshairs |
+ | HydraulicCrosshairs.png|link=Hydraulic Crosshairs|{{M|Hydraulic Crosshairs}} |
</gallery> |
</gallery> |
||
{{!}}-{{!}} |
{{!}}-{{!}} |
||
− | Melee = <gallery captionposition=" |
+ | Melee = <gallery captionposition="below" captionalign="center" hideaddbutton="true" spacing="small" navigation="true" position="center" bordersize="none" bordercolor="#FFFFFF"> |
− | TrueSteelModU145.png|link=True Steel |
+ | TrueSteelModU145.png|link=True Steel|{{M|True Steel}} |
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− | TruePunishmentModU145.png|link=True Punishment |
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</gallery> |
</gallery> |
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{{!}}-{{!}} |
{{!}}-{{!}} |
||
− | Arch-Guns = <gallery captionposition=" |
+ | Arch-Guns = <gallery captionposition="below" captionalign="center" hideaddbutton="true" spacing="small" navigation="true" position="center" bordersize="none" bordercolor="#FFFFFF"> |
− | CriticalFocusMod.png|link=Critical Focus |
+ | CriticalFocusMod.png|link=Critical Focus|{{M|Critical Focus}} |
− | ParallaxScopeMod.png|link=Parallax Scope |
+ | ParallaxScopeMod.png|link=Parallax Scope|{{M|Parallax Scope}} |
</gallery> |
</gallery> |
||
{{!}}-{{!}} |
{{!}}-{{!}} |
||
− | Arch-Melee = <gallery captionposition=" |
+ | Arch-Melee = <gallery captionposition="below" captionalign="center" hideaddbutton="true" spacing="small" navigation="true" position="center" bordersize="none" bordercolor="#FFFFFF"> |
− | TemperedBlade.png|link=Tempered Blade |
+ | TemperedBlade.png|link=Tempered Blade|{{M|Tempered Blade}} |
</gallery> |
</gallery> |
||
{{!}}-{{!}} |
{{!}}-{{!}} |
||
− | Companions = <gallery captionposition=" |
+ | Companions = <gallery captionposition="below" captionalign="center" hideaddbutton="true" spacing="small" navigation="true" position="center" bordersize="none" bordercolor="#FFFFFF"> |
− | BiteMod.png|link=Bite |
+ | BiteMod.png|link=Bite|{{M|Bite}} |
− | HunterSynergyMod.png|link= |
+ | HunterSynergyMod.png|link=Hunter Synergy|{{M|Hunter Synergy}} |
− | Cat's Eye 19.6.3.png|link=Cat's Eye |
+ | Cat's Eye 19.6.3.png|link=Cat's Eye|{{M|Cat's Eye}} |
</gallery> |
</gallery> |
||
{{!}}-{{!}} |
{{!}}-{{!}} |
||
− | Abilities = {{:Covenant| |
+ | Abilities = {{:Covenant|t}} |
{{!}}-{{!}} |
{{!}}-{{!}} |
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− | Warframe Augments = |
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⚫ | |||
⚫ | |||
+ | EnragedMod.png|link=Enraged|{{M|Enraged}} |
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− | PrimalRage2.png|link=Primal Rage |
+ | PrimalRage2.png|link=Primal Rage|{{M|Primal Rage}} |
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</gallery> |
</gallery> |
||
{{!}}-{{!}} |
{{!}}-{{!}} |
||
− | Weapon Augments = <gallery captionposition=" |
+ | 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 |
+ | AmalgamRipkasTrueSteelMod.png|link=Amalgam Ripkas True Steel|{{M|Amalgam Ripkas True Steel}} |
− | DeadlySequence.png|link=Deadly Sequence |
+ | DeadlySequence.png|link=Deadly Sequence|{{M|Deadly Sequence}} |
− | ExposingHarpoonMod.png|link=Exposing Harpoon |
+ | ExposingHarpoonMod.png|link=Exposing Harpoon|{{M|Exposing Harpoon}} |
</gallery> |
</gallery> |
||
{{!}}-{{!}} |
{{!}}-{{!}} |
||
− | Gladiator Mods = <gallery captionposition=" |
+ | Gladiator Mods = <gallery captionposition="below" captionalign="center" hideaddbutton="true" spacing="small" navigation="true" position="center" bordersize="none" bordercolor="#FFFFFF"> |
− | GladiatorAegisMod.png|link=Gladiator Aegis |
+ | GladiatorAegisMod.png|link=Gladiator Aegis|{{M|Gladiator Aegis}} |
− | GladiatorFinesseMod.png|link=Gladiator Finesse |
+ | GladiatorFinesseMod.png|link=Gladiator Finesse|{{M|Gladiator Finesse}} |
− | GladiatorMightMod.png|link=Gladiator Might |
+ | GladiatorMightMod.png|link=Gladiator Might|{{M|Gladiator Might}} |
− | GladiatorResolveMod.png|link=Gladiator Resolve |
+ | GladiatorResolveMod.png|link=Gladiator Resolve|{{M|Gladiator Resolve}} |
− | GladiatorRushMod.png|link=Gladiator Rush |
+ | GladiatorRushMod.png|link=Gladiator Rush|{{M|Gladiator Rush}} |
− | GladiatorViceMod.png|link=Gladiator Vice |
+ | GladiatorViceMod.png|link=Gladiator Vice|{{M|Gladiator Vice}} |
</gallery> |
</gallery> |
||
{{!}}-{{!}} |
{{!}}-{{!}} |
||
− | Warframe Arcanes = <gallery captionposition=" |
+ | Warframe Arcanes = <gallery captionposition="below" captionalign="center" hideaddbutton="true" spacing="small" navigation="true" position="center" bordersize="none" bordercolor="#FFFFFF"> |
− | ArcaneAvenger.png|link=Arcane Avenger| |
+ | ArcaneAvenger.png|link=Arcane Avenger|{{Arcane|Arcane Avenger}} |
</gallery> |
</gallery> |
||
{{!}}-{{!}} |
{{!}}-{{!}} |
||
− | Virtuos Arcanes = <gallery captionposition=" |
+ | Virtuos Arcanes = <gallery captionposition="below" captionalign="center" hideaddbutton="true" spacing="small" navigation="true" position="center" bordersize="none" bordercolor="#FFFFFF"> |
− | VirtuosShadow.png|link=Virtuos Shadow| |
+ | VirtuosShadow.png|link=Virtuos Shadow|{{Arcane|Virtuos Shadow}} |
</gallery> |
</gallery> |
||
}}</div> |
}}</div> |
||
− | == |
+ | ==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}} |
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− | |||
+ | :<math>\text{Modded Crit Multi} = \text{Base Crit Multi} \times (1 + \text{Bonus}_{1} + \text{Bonus}_{2} + \text{Bonus}_{3} + \cdots)</math> |
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− | E.g. putting {{M|Point Strike}} and {{M|Critical Delay}} on a {{Weapon|Braton}} results in: |
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⚫ | |||
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− | :{{MathText|{{eql}} 0.3576 {{eql}} 35.76%}} |
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<hr /> |
<hr /> |
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− | |||
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− | |||
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− | :{{MathText|[Base Crit Chance {{mul}} (1 + Relative Bonus) + Absolute Bonus] * (1 + Blood Rush {{mul}} Combo Multiplier)}} |
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+ | InfCrpShockSwarm.png|link=Mutalist Quanta|{{Weapon|Mutalist Quanta}}'s alternative fire; shooting bullets through the Infested orb will boost the weapon's critical multiplier |
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− | :{{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.}})}} |
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− | |||
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− | |||
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− | |||
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− | {{#tag:tabber| |
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</gallery> |
</gallery> |
||
{{!}}-{{!}} |
{{!}}-{{!}} |
||
− | Shotgun = <gallery captionposition=" |
+ | Shotgun = <gallery captionposition="below" captionalign="center" hideaddbutton="true" spacing="small" navigation="true" position="center" bordersize="none" bordercolor="#FFFFFF"> |
− | RavageModU145.png|link=Ravage |
+ | RavageModU145.png|link=Ravage|{{M|Ravage}} |
− | PrimedRavage.png|link=Primed Ravage |
+ | PrimedRavage.png|link=Primed Ravage|{{M|Primed Ravage}} |
− | ShrapnelShotMod.png|link=Shrapnel Shot |
+ | ShrapnelShotMod.png|link=Shrapnel Shot|{{M|Shrapnel Shot}} |
</gallery> |
</gallery> |
||
{{!}}-{{!}} |
{{!}}-{{!}} |
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− | Pistol = <gallery captionposition=" |
+ | Pistol = <gallery captionposition="below" captionalign="center" hideaddbutton="true" spacing="small" navigation="true" position="center" bordersize="none" bordercolor="#FFFFFF"> |
− | TargetCrackerModU145.png|link=Target Cracker |
+ | TargetCrackerModU145.png|link=Target Cracker|{{M|Target Cracker}} |
− | PrimedTargetCracker.png|link=Primed Target Cracker |
+ | PrimedTargetCracker.png|link=Primed Target Cracker|{{M|Primed Target Cracker}} |
− | HollowPointModU145.png|link=Hollow Point |
+ | HollowPointModU145.png|link=Hollow Point|{{M|Hollow Point}} |
− | SharpenedBulletsMod.png|link=Sharpened Bullets |
+ | SharpenedBulletsMod.png|link=Sharpened Bullets|{{M|Sharpened Bullets}} |
</gallery> |
</gallery> |
||
{{!}}-{{!}} |
{{!}}-{{!}} |
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− | Melee = <gallery captionposition=" |
+ | Melee = <gallery captionposition="below" captionalign="center" hideaddbutton="true" spacing="small" navigation="true" position="center" bordersize="none" bordercolor="#FFFFFF"> |
− | OrganShatterModU145.png|link=Organ Shatter |
+ | OrganShatterModU145.png|link=Organ Shatter|{{M|Organ Shatter}} |
− | AmalgamOrganShatterMod.png|link=Amalgam Organ Shatter |
+ | AmalgamOrganShatterMod.png|link=Amalgam Organ Shatter|{{M|Amalgam Organ Shatter}} |
− | GladiatorMightMod.png|link=Gladiator Might |
+ | GladiatorMightMod.png|link=Gladiator Might|{{M|Gladiator Might}} |
− | StrainInfectionMod.png|link=Strain Infection |
+ | StrainInfectionMod.png|link=Strain Infection|{{M|Strain Infection}} |
</gallery> |
</gallery> |
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{{!}}-{{!}} |
{{!}}-{{!}} |
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− | Arch-Gun = <gallery captionposition=" |
+ | 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}} |
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− | HollowedBullets.png|link=Hollowed Bullets |
+ | HollowedBullets.png|link=Hollowed Bullets|{{M|Hollowed Bullets}} |
</gallery> |
</gallery> |
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{{!}}-{{!}} |
{{!}}-{{!}} |
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− | Arch-Melee = <gallery captionposition=" |
+ | Arch-Melee = <gallery captionposition="below" captionalign="center" hideaddbutton="true" spacing="small" navigation="true" position="center" bordersize="none" bordercolor="#FFFFFF"> |
− | BleedingEdge.png|link=Bleeding Edge |
+ | BleedingEdge.png|link=Bleeding Edge|{{M|Bleeding Edge}} |
</gallery> |
</gallery> |
||
{{!}}-{{!}} |
{{!}}-{{!}} |
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− | Companions = <gallery captionposition=" |
+ | Companions = <gallery captionposition="below" captionalign="center" hideaddbutton="true" spacing="small" navigation="true" position="center" bordersize="none" bordercolor="#FFFFFF"> |
− | BiteMod.png|link=Bite |
+ | BiteMod.png|link=Bite|{{M|Bite}} |
</gallery> |
</gallery> |
||
{{!}}-{{!}} |
{{!}}-{{!}} |
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+ | Abilities = {{:Electric Shield|t}} |
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+ | {{!}}-{{!}} |
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− | ElectricShieldModU15.jpeg|link=Electric Shield|'''{{A|Electric Shield}}''' |
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</gallery> |
</gallery> |
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{{!}}-{{!}} |
{{!}}-{{!}} |
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− | + | Vigilante Mods = <gallery captionposition="below" captionalign="center" hideaddbutton="true" spacing="small" navigation="true" position="center" bordersize="none" bordercolor="#FFFFFF"> |
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</gallery> |
</gallery> |
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{{!}}-{{!}} |
{{!}}-{{!}} |
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− | + | Tek Mods= <gallery captionposition="below" captionalign="center" hideaddbutton="true" spacing="small" navigation="true" position="center" bordersize="none" bordercolor="#FFFFFF"> |
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</gallery> |
</gallery> |
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{{!}}-{{!}} |
{{!}}-{{!}} |
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− | + | Virtuos Arcanes = <gallery captionposition="below" captionalign="center" hideaddbutton="true" spacing="small" navigation="true" position="center" bordersize="none" bordercolor="#FFFFFF"> |
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</gallery> |
</gallery> |
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{{!}}-{{!}} |
{{!}}-{{!}} |
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− | + | Focus = <gallery captionposition="below" captionalign="center" hideaddbutton="true" spacing="small" navigation="true" position="center" bordersize="none" bordercolor="#FFFFFF"> |
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+ | {{FocusModular|Void Stalker|nudge=0}} |
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</gallery> |
</gallery> |
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}}</div> |
}}</div> |
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− | |||
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− | |||
− | E.g. putting a {{M|Vital Sense}} on a {{Weapon|Braton}} will result in a multiplier of: |
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− | :{{MathText|Base Crit Multiplier {{mul}} (1 + Relative Bonus)}} |
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==Crit Tiers== |
==Crit Tiers== |
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+ | [[File:Crit_numbers.png|thumb|Three different color tiers of critical hits along with normal damage color]] |
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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. |
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<hr /> |
<hr /> |
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− | + | As an example, a {{Weapon|Lenz}} with {{M|Point Strike}} has a crit chance of: |
|
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− | :{{MathText|Base Crit Chance {{mul}} (1 + Relative Bonus)}} |
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+ | :<math>\text{Crit Multi} = 1 + \text{Crit Tier} \times (\text{Modded Crit Multi} - 1)</math> |
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+ | |||
+ | As an example, a Lenz with Point Strike and {{M|Vital Sense}} will have an orange crit multiplier of: |
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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. |
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− | <hr /> |
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− | |||
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− | :{{MathText|1 + Crit Tier {{mul}} (Modded Crit Multiplier {{sub}} 1)}} |
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==Critical Headshots== |
==Critical Headshots== |
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[[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}}.]] |
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[[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: |
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+ | :<math>\text{Total Crit Multi} = \text{Headshot Multi} \times (1 + \text{Crit Tier} \times (2 \times \text{Modded Crit Multi} - 1))</math> |
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− | :{{MathText|{{text||Total Damage|hover=Naturally, not accounting for type modifiers or other damage increases / decreases.}} {{eql}} Damage {{mul}} Headshot Multiplier}} |
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− | :{{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. |
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+ | |||
+ | |||
+ | ==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)}} |
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⚫ | |||
+ | |||
+ | {{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}} 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== |
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{{Scrollbox/Article| |
{{Scrollbox/Article| |
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+ | {{ver|28.0.4}} |
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+ | *Fixed Critical Hits not triggering for Glaive mid-air detonations. |
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+ | |||
+ | {{ver|21}} |
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+ | *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. |
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+ | |||
{{ver|14.10}} |
{{ver|14.10}} |
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*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. |
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[[es:Daño crítico]] |
[[es:Daño crítico]] |
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[[de:Kritischer Treffer]] |
[[de:Kritischer Treffer]] |
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+ | [[fr:Coup Critique]] |
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[[Category:Mechanics]] |
[[Category:Mechanics]] |
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[[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
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 with Point Strike and Critical Delay has a crit chance of:
Absolute Increases
A few effects grant absolute amounts of crit chance. This includes Arcane Avenger, Cat's Eye and Covenant. These are applied after relative bonuses.
- Where the Absolute Bonus is the sum of all applicable bonuses.
As an example, a Braton with Point Strike (relative) and Arcane Avenger (absolute) has a crit chance of:
Blood Rush
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 with Blood Rush, True Steel, and Arcane Avenger has a crit chance of:
(Prior to Update 26.0 (2019-10-31), 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
4 100 |
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) |
Strength:5% (base critical chance) 1.50% (critical chance per 100 damage) | |
Duration:3 / 4 / 5 / 6 s (invulnerability time) 6 / 8 / 10 / 12 s (critical chance time) | |||
Range:N/A | |||
Misc:
4.0x (headshot multiplier to bonus critical chance) |
Critical 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.
As an example, a Braton with Vital Sense has a crit multi of:
- = 1.6 × (1 + 120%)
- = 3.52
Sources of Critical Multiplier Bonus
3 50 |
Electric Shield Volt deploys an obstacle of energy, providing cover in any situation. Introduced in Update 5.3 (2013-01-10) |
Strength:N/A | |
Duration:10 / 15 / 20 / 25 s | |||
Range:N/A | |||
Misc:
+50% (damage bonus) |
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) | |
... | ||
... | ... |
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 with Point Strike has a crit chance of:
- = 50% × (1 + 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 Vital Sense will have an orange crit multiplier of:
- = 1 + 2 × (2.0 × (1 + 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
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 has an average damage multiplier of:
- = 1 + 30% × (2.0 - 1)
- = 1.3
Paris with Point Strike and Vital Sense has an average damage multiplier of:
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
- 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.
Critical Hit Mods | |||
---|---|---|---|
Rifle | Chance | Point Strike • Critical Delay • Argon Scope ( Galvanized) | |
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 ( Galvanized) | |
Damage | Target Cracker ( Primed) • Hollow Point • Sharpened Bullets | ||
Melee | Chance | Blood Rush • Maiming Strike • True Steel ( Sacrificial) | |
Damage | Gladiator Might • Organ Shatter ( Amalgam) | ||
Arch-gun | Chance | Critical Focus • Parallax Scope | |
Damage | Critical Focus • Hollowed Bullets | ||
Arch-melee | Chance | Critical Meltdown • Tempered Blade | |
Damage | Bleeding Edge | ||
Weapon Augment | Deadly Maneuvers • Deadly Sequence • Exposing Harpoon • Hata-Satya • Amalgam Ripkas True Steel |