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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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==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]].
   
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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|{{eql}} {{text||12%|hover=Braton's base crit chance}} {{mul}} (1 + {{M|Point Strike|150%}}) + {{Arcane|Arcane Avenger|45%|noicon=y}}}}
 
:{{MathText|{{eql}} {{text||12%|hover=Braton's base crit chance}} {{mul}} (1 + {{M|Point Strike|150%}}) + {{Arcane|Arcane Avenger|45%|noicon=y}}}}
:{{MathText|{{eql}} 60.00%}}
+
:{{MathText|{{eql}} 75.00%}}
   
 
<hr />
 
<hr />
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==Critical Multiplier==
 
==Critical Multiplier==
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{{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>
 
:<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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:{{MathText|{{eql}} 3.55}}
 
:{{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.
 
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.
+
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==

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.