Attack Types: Normal Attack | Critical Attack | Charge Attack
Other Damage Types: Plain Damage | Bonus Damage | Supplemental Damage
Damage Formula: Basic Concepts | Detailed Formula | Damage Cap | Examples and Guidelines
Other Damage Types: Plain Damage | Bonus Damage | Supplemental Damage
Damage Formula: Basic Concepts | Detailed Formula | Damage Cap | Examples and Guidelines
Crit Hit Gaming
Critical hit rate, unlike how it is commonly defined in other RPGs, is a random chance to deal additional damage, only to enemies weak to the damage's element or enemies without an element, on a separate damage multiplier. Because of this limitation, it means critical hit rate is useless against the other 5 elements. General purpose teams will find little use for crit, but the introduction of damage resistance against non-weakness damage has given a new life to Crit-based setups.
Crit Hit Con
Mar 29, 2018 Power always gives greater results than Crit. How do i download photos and videos from icloud to my mac. Just take a calculator and do basic math when you do your build. Download microsoft office 2013 for mac with product key. This may be the reason Sigil of Bloodlust is more popular than Cruelty, as even if you stack more ferocity from a sigil you still deal more damage with Bloodlust on most builds. Critical Strike is an attack modifier which fully stacks with any other modifier. However, it does not interfere with any attack modifier. If an attack modifier increases or reduces attack damage, it is counted by the critical damage multiplier. Abilities which grant conditional attack damage bonuses may or may not be by the multiplier. Fallout 4 Critical Hits How they Work, Damage Formula, and Crit Meter Fill by Luck A Critical Hit in Fallout 4. This time, the player is in control of when to use them and it becomes a part of the gameplay strategy. Killing blows with them tend to lead to violent deaths, maybe even a 10mm round throwing a poor Raider into the ceiling.
All sources of critical damage are additive. When multiple sources of Critical Hit proc, the boost in damage gets added up. For example, if both level 75 Silva's and 4* Odin's proc at the same time, Silva's damage will be boosted by 75% + 30% = 105%.[1]
Example: If Zer0 has five ranks in Headsh0t (+20% Critical Hit Damage) and is using a Jakobs sniper rifle (+160% Critical Hit Damage) that is listed as dealing 150 damage, then a critical hit will deal 150 × 2 × (280%) = 840 damage before being modified by elemental effects. I play only mag characters in PvE and spell crit damage bonuses are worthless, because when you get a bit more CP and good good debufs you will already have +70-100% crit damage. So adding another +10% crit damage will add it up to +8-110% so the damage gain will not be that much.
Critical damage is still affected by the damage cap, although high-powered crits can push particularly strong attacks a fair amount past the soft cap.
Sources of Crit[edit | edit source]
Convert dmg to raw image. Critical Hit sources can be found in buff form and in character and weapon passive form. Both critical damage and crit chance can vary between sources.
Character Extended Mastery Perks[edit | edit source]
Critical Hit EMPs are one of the most common ways to obtain crit for characters that possess them. When maxed out, each Crit node gives a 25% chance of adding +25% Critical damage from EMPs for the turn.
A character gets a guaranteed Critical Hit EMP if they are Human, Draph, or Attack style and can have additional Crit EMP as individual perks.
Weapon Skills[edit | edit source]
The weapon skills Verity, Restraint, and Celere provide Critical hit chance. Crits from these sources add +50% damage. Critical Hit commonly appears as a Small skill in tandem with an Attack Up skill.
SSR Weapons with Critical Hit skills:
- 100 Gold Moon Weapons: ,
- Fire: (both variants), (level 120+), , ,
- Water: (both variants), (level 120+, , , , ,
- Earth: , (limit 1), (level 120+),
- Wind: , , (limit 1), , ,
- Light: ,
- Dark: , ,
![Crit hit con Crit hit con](/uploads/1/3/3/9/133934220/672801022.jpg)
Character Passives[edit | edit source]
Some characters passively have a chance to score a critical hit:
- Jeanne d'Arc: 10% Chance for +30% Critical Damage
Critical Hit Buff[edit | edit source]
buffs are generally self-only buffs for Attacker characters. Niyon and 4* Odin are ways to give a crit buff to the entire team.
References[edit | edit source]
- ↑https://docs.google.com/spreadsheets/d/1kj_cAOMowdVgXriVA4m1pTPD3CyOquGQXowHnkmYaos/edit#gid=900458453
Retrieved from 'http://gbf.wiki/index.php?title=Critical_hit_rate&oldid=291225'
Vorpal:
Vorpal boosts your damage by boosting your critical severity. However, unlike other weapon enchantments, vorpal is not a damage multiplier by itself, rather it adds itself to form part of a damage multiplier and so the larger the other part, the smaller the damage bonus provided by vorpal. The damage dealt by the vorpal is illustrated by the formula below:
A*B*C+(1-B)*C = D
Where A = Crit Severity and is comprised of E and F, where E is the crit severity from other sources and F is the crit severity of the vorpal enchantment. B is the crit chance, C is the base damage and d is the damage output. From the formula if you focus on just A and break it down into its parts you can see the following:
A = (1.75+Boosts+Vorp) and as vorp has a peak damage output of 0.5, the larger the boosts to crit sev are from external sources, the less effective the vorp will be in comparison. Therefore if you already have a large amount of crit severity, I recommend staying away from the vorpal and using another enchantment, you can check these values using the tool I provided in the stat theory section to work out which enchant is better for personal dps. When comparing this to feytouched, you need to find your real crit using ACT.
To calculate how much of a boost to your damage vorpal is, use the following formula:
[(A+0.50)*B+(1-B)]/[(A*B+(1-B)]
Where for A you exclude vorpal.
Feytouched:
Feytouched is a multiplier. It boosts your damage by multiplying it, at transcendent by 1.18. However, at lower ranks it has a downtime period on the buff and so unless you have this enchant at transcendent, I do not recommend using it for dps. In addition to boosting your damage, it also reduces your opponent’s damage by 18%, making it an enchantment with defensive capabilities as well. For the purposes of calculating how much it boosts your damage use the formula below:
New damage = 1.18*Old damage*Uptime+Old damage*(1-uptime)
Where uptime is what percentage of the time you can keep it up for. For example, if the feytouched buff was for 10 seconds and the cooldown was for 20 seconds, then 10/20 = 50% uptime or 0.5.
One downside of feytouched is if 2 people are using it, only 1 person gets the buff. However, most players in pve use vorpal so it is very definitely a good choice and worth considering in certain circumstances.
Plaguefire:
Plaguefire provides a party wide damage boost of 3% per stack of the buff. Long ago, CW’s could only reliably keep up 1 or 2 stacks of the buff however with the introduction of the elol set and other mechanics we can now reliably keep up 3 stacks. The way to calculate how much the Plaguefire enchant is boosting your damage is as follows:
(1,03*(ch1+2*ch2+3*ch3)/100) * admg + (1 - (ch1+ch2+ch3)/100) * admg = pf damage; where:
ch1 - chance to have 1 stack of plague fire debuff on target;
ch2 - chance to have 2 stacks of plague fire debuff on target;
ch3 - chance to have 3 stacks of plague fire debuff on target;
admg = (1+crit severity)*(crit chance*dmg + (1-crit chance)*dmg;
Which is a big mess and basically just boils down to the faster you hit, the more damage the enchantment does. The enchantment is good because it boosts the entire parties damage, not just your own, by up to 9% which in some cases can be more damage than the other personal damage boost weapon enchantments boost your damage. It is important to note that the debuff from different tanks of plaguefire stack with each other.
Terror:
Boosts the parties damage by 4%.
That should cover all of the more useful enchantments, I can explain how the others work if you like but these are the more powerful ones.
Vorpal boosts your damage by boosting your critical severity. However, unlike other weapon enchantments, vorpal is not a damage multiplier by itself, rather it adds itself to form part of a damage multiplier and so the larger the other part, the smaller the damage bonus provided by vorpal. The damage dealt by the vorpal is illustrated by the formula below:
A*B*C+(1-B)*C = D
Where A = Crit Severity and is comprised of E and F, where E is the crit severity from other sources and F is the crit severity of the vorpal enchantment. B is the crit chance, C is the base damage and d is the damage output. From the formula if you focus on just A and break it down into its parts you can see the following:
A = (1.75+Boosts+Vorp) and as vorp has a peak damage output of 0.5, the larger the boosts to crit sev are from external sources, the less effective the vorp will be in comparison. Therefore if you already have a large amount of crit severity, I recommend staying away from the vorpal and using another enchantment, you can check these values using the tool I provided in the stat theory section to work out which enchant is better for personal dps. When comparing this to feytouched, you need to find your real crit using ACT.
To calculate how much of a boost to your damage vorpal is, use the following formula:
[(A+0.50)*B+(1-B)]/[(A*B+(1-B)]
Where for A you exclude vorpal.
Feytouched:
Feytouched is a multiplier. It boosts your damage by multiplying it, at transcendent by 1.18. However, at lower ranks it has a downtime period on the buff and so unless you have this enchant at transcendent, I do not recommend using it for dps. In addition to boosting your damage, it also reduces your opponent’s damage by 18%, making it an enchantment with defensive capabilities as well. For the purposes of calculating how much it boosts your damage use the formula below:
New damage = 1.18*Old damage*Uptime+Old damage*(1-uptime)
Where uptime is what percentage of the time you can keep it up for. For example, if the feytouched buff was for 10 seconds and the cooldown was for 20 seconds, then 10/20 = 50% uptime or 0.5.
One downside of feytouched is if 2 people are using it, only 1 person gets the buff. However, most players in pve use vorpal so it is very definitely a good choice and worth considering in certain circumstances.
Plaguefire:
Plaguefire provides a party wide damage boost of 3% per stack of the buff. Long ago, CW’s could only reliably keep up 1 or 2 stacks of the buff however with the introduction of the elol set and other mechanics we can now reliably keep up 3 stacks. The way to calculate how much the Plaguefire enchant is boosting your damage is as follows:
(1,03*(ch1+2*ch2+3*ch3)/100) * admg + (1 - (ch1+ch2+ch3)/100) * admg = pf damage; where:
ch1 - chance to have 1 stack of plague fire debuff on target;
ch2 - chance to have 2 stacks of plague fire debuff on target;
ch3 - chance to have 3 stacks of plague fire debuff on target;
admg = (1+crit severity)*(crit chance*dmg + (1-crit chance)*dmg;
Which is a big mess and basically just boils down to the faster you hit, the more damage the enchantment does. The enchantment is good because it boosts the entire parties damage, not just your own, by up to 9% which in some cases can be more damage than the other personal damage boost weapon enchantments boost your damage. It is important to note that the debuff from different tanks of plaguefire stack with each other.
Terror:
Boosts the parties damage by 4%.
That should cover all of the more useful enchantments, I can explain how the others work if you like but these are the more powerful ones.
![Hit Hit](https://u4f4d6m4.stackpathcdn.com/wp-content/uploads/2019/04/The_Division_2_How_To_Get_Osprey_9_Crit_Muzzle_Guide.jpg)