Critical Hit Chance

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How does it work on ranged weapons multiple hits?
  • The effect of critical hits is to double the damage an attack does. This doubling is not applied to Bonus elemental damage or to Bonus melee damage, i.e. bonus damage is added after the doubling.
  • The basic chance for a critical hit is 5%.
  • As the note on each of the item says, the total increase on the rate of critical hits is capped at +/- 20%.
Source Source type Increase Duration Requirements Notes
Claw Melee weapon +20% Always Level 15 +12 Melee damage
-5 seconds to the duration of each turn
Rental equipment is lost at rollover
N'Gah-Kthun's Lancer Ranged weapon +20% Always Level 55 +4 extra attack(s) per turn
+20% to hit
+20 fire damage
ginormous club Melee weapon +10% Always Level 12 -10 to hit
Gives wearer a slightly brutish appearance
Mecha Nist's Night-vision Helmet Helmet +10% Always Level 5 +10 Ranged damage
n-barreled shotgun (septuple) Ranged weapon +10% Always Level 10 +4 extra attack(s) per turn
Nutcracker's hat Helmet +10% Always Cracks Nuts
Prevents bad injuries
-5 seconds to the duration of each turn
switchboard garrote Melee weapon +10% Always Level 10 Successful hit weakens opponents (by 10 points)
+5 Melee damage
Atmos Spear (extended) Melee weapon +8% Always Level 10 +10% to your maximum Hit Points
Grants wearer the ability to fly
Can call down lightning 5 times per day
B.L.T. Ranged weapon +8% Always Level 12
Automatic for the Weapon Item +6% 50 minutes
B.L.ighT. gun Ranged weapon +6% Always Level 14 +10 to hit
chameleon clasp Talisman +6% Always Provides unsurpassed blending-in abilities
Grants invisibility (chat effect)
-6% chance of weapon fumbles
30% additional damage taken from robots
30% less damage dealt to robots from weapons or skills
desert eagle Ranged weapon +6% Always Level 14 +2 extra attack(s) per turn
Misericorde of the Squid Melee weapon +6% Always Level 40 +20% to hit
Successful hit weakens opponents
Robe of Summanus Full-body suit +6% Always Level 40 Increased chance of noncombat adventures
+10% resist fire, ice, electric, and acid damage
Increases the effectiveness of reputation-affecting choices
Captain Nocturnal's Serpent Skin Pants Pants +5% Always Level 9 +10 Melee damage
+5 HP per turn
ceremonial knife Melee weapon +5% Always +10% spell damage
Some of critical weapon damage returned as PP
chain mail bikini Full-body suit +5% Always Level 11 +5 PP per turn
+10 to initiative
-10% ice resistance
great Scottish kilt Pants +5% Always +10 foe toughness
Spectacular critical hits
Allows use of the Flounce skill 5x per day
multiversal autohammer Melee weapon +5% Always +10 electric damage
+5% item drops
Rental equipment is lost at rollover
Queen of the Apocalypse Accessory +5% Always Level 7 -5 seconds to the duration of each turn
scoped revolver Ranged weapon +5% Always Level 13 +20% offense
Gives wearer a slightly brutish appearance
scorpion Ranged weapon +5% Always Level 12 -3 extra ranged attack(s) per turn
Gives wearer a slightly brutish appearance
super-advanced weapon Ranged weapon +5% Always Level 12 +5 to hit
+5 Ranged damage
+5 electric damage
+5% chance of weapon fumbles
Umbra's Shadow Blaster Ranged weapon +5% Always Level 9 +3 extra ranged attack(s) per turn
+20 ice damage
x-ray glasses Accessory +5% Always +20% damage to foes' weaknesses
+20% item drops
black gloves Gloves +4% Always Level 8
Chuck van Arnolde's tank top Shirt +4% Always Level 10 +15% Strength
Jimmy Six's laser Ranged weapon +4% Always Level 13 +12 fire damage
lucky punk special Ranged weapon +4% Always Level 8
neverending red pen Offhand Item +4% Always Level 10 -1 HP per turn
+10 fire damage
Red Pasha's Silver Spoon Talisman +4% Always +30% Reflexes
+2 extra attack(s) per turn
-15% resistance to all elements
Roderick's Gloves Gloves +4% Always +5 Strength
+10% Strength if worn with Roderick's Boots
rubber cutlass Melee weapon +4% Always Level 10 Successful hit weakens opponents (by 5 points)
small statuette Offhand Item +4% Always Level 12 +20 Ranged damage
Typhoon's Bracers Talisman +4% Always +30% Reflexes
+2 extra attack(s) per turn
-15% resistance to all elements
Quizzically Quivering Quadraphonic Quad-Quadrant Offhand Item +3% Always Level 11 +5 fire damage
+5 psychic damage
+3% effectiveness from your sidekick
razor glove Melee weapon +3% Always Level 11 +10 Melee damage
+5% fire resistance
U.F.O. Ranged weapon +3% Always Level 5
shadow orb Offhand Item +3% Always Level 8 +4 offense
golden apple Offhand Item +2% Always Level 4
fingerless gloves Gloves +2% Always Level 8 -4% chance of weapon fumbles
-5% resist fire, ice, electric, and acid damage
goodly bent knife Melee weapon +1% Always Combat Usable
Bubble Bauble Talisman None Always Foes never have critical hits
+10% defense
Regenerates HP as a function of level
-5 weapon damage (ranged or melee)


Modifiers List
Strength modifiers | Intellect modifiers | Reflexes modifiers | HP modifiers | PP modifiers
Hit Chance modifiers | Critical Hit Chance | Fumble Chance | Spell Critical Chance
Initiative modifiers | Offense modifiers | Extra attacks | Stunning
Bonus melee damage | Bonus ranged damage | Bonus spell damage | Bonus elemental damage | Strike-back damage
Damage absorption | Elemental resistance | Dodging modifiers | Defense modifiers
Chips Drop modifiers | Item Drop modifiers | XP modifiers
Skill Cost modifiers | Time modifiers | Foe Toughness modifiers | Combat chance modifiers | Special abilities
HP Regeneration | PP Regeneration