Difference between revisions of "Talk:Critical Hit Chance"
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That's what I got so far. I assumed that base crit chance is constant - is the same for all classes, levels, weapon types. --[[User:Shikao|Shikao]] 14:04, 23 December 2010 (PST) | That's what I got so far. I assumed that base crit chance is constant - is the same for all classes, levels, weapon types. --[[User:Shikao|Shikao]] 14:04, 23 December 2010 (PST) | ||
: That's good enough for me, lets call it 5%. --[[User:Muhandes|Muhandes]] 23:07, 23 December 2010 (PST) | : That's good enough for me, lets call it 5%. --[[User:Muhandes|Muhandes]] 23:07, 23 December 2010 (PST) | ||
+ | |||
+ | ==New critical effects== | ||
+ | |||
+ | *physical critical: | ||
+ | :He hit you so hard you're seeing double! | ||
+ | |||
+ | *sonic critical from mining machinery | ||
+ | :It tubthumps you so hard, it knocks a few skill points loose. Hey, don't look at me. I didn't know it could do that either.<br>You gain an effect: [[Tubthumped]] | ||
+ | |||
+ | *electrical critical: | ||
+ | :Along with the damage, you're also suffering a rather severe case of static cling. | ||
+ | |||
+ | *acid critical: | ||
+ | :All that acid really messes with your PH balance... or was it your PP balance?<br>You gain an effect: [[PH Unbalanced]] |
Revision as of 11:19, 25 October 2013
Spading the effect
The simple effect is to double the regular damage. I found this when spading Strength modifiers over many data points. I'm waiting with posting this on the page, to find out if damage modifiers are applied before or after. It is clear however that it is done after rolling the damage, so for instance the number is always even, before modifiers. --Muhandes 19:31, 28 December 2009 (UTC)
Spaded it. Damage modifiers are added after.--Muhandes 19:58, 28 December 2009 (UTC)
Might be worth spading how it works with ranged attacks, since ranged crits seem to ignore the whole multiple attack thing... Cristiona
- Definitely. Actually, I was a bit ahead of you and added it to the "needs spading" at the head of the page before you posted :) --Muhandes 08:08, 29 December 2009 (UTC)
- There are is one message that I guess describes ranged crits and for now I can say that damage is doubled. --Shikao 10:39, 9 November 2010 (PST)
Calculation method
X% - base crit chance
Y% - bonus crit chance
Do we know whether total crit chance is X+Y% or X*(1+Y)%? --Shikao 11:49, 7 December 2010 (PST)
- Presuming it is additive, or the 20% limit makes very little sense (20% of 2% is what?). --Muhandes 01:20, 8 December 2010 (PST)
- That was my guess too... unless plushies are harder to land crit on, my recent findings are bit strange... will investigate further --Shikao 04:24, 8 December 2010 (PST)
Base crit chance
(4.6% ± 0.4%) That's what I got so far. I assumed that base crit chance is constant - is the same for all classes, levels, weapon types. --Shikao 14:04, 23 December 2010 (PST)
- That's good enough for me, lets call it 5%. --Muhandes 23:07, 23 December 2010 (PST)
New critical effects
- physical critical:
- He hit you so hard you're seeing double!
- sonic critical from mining machinery
- It tubthumps you so hard, it knocks a few skill points loose. Hey, don't look at me. I didn't know it could do that either.
You gain an effect: Tubthumped
- electrical critical:
- Along with the damage, you're also suffering a rather severe case of static cling.
- acid critical:
- All that acid really messes with your PH balance... or was it your PP balance?
You gain an effect: PH Unbalanced