Critical Hit

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Critical_Hit A Critical Hit is when a target is hit for increased damage and additional effects. The frequency at which critical hits occur is mainly determined by the attacker's critical chance . The chance to cause a critical hit is checked after every attack; if the roll is successful, that attack will be upgraded to a critical hit. Therefore, the higher your critical chance is, the more often you will cause a critical hit.

Critical Chance

For unaimed shots, the base chance to cause a critical hit is equal to the attacker's Luck stat.

Aimed shots with ranged weapons have a base critical chance of 3 * LK

Aimed shots with close combat weapons and attacks have a base critical chance of 5 * LK

This base critical chance can be affected by several additional factors:

  • The trait Finesse increases your critical chance by 10%.
  • Each rank of the perk More Critical increases your critical chance by 5%, up to 3 times.
  • Using a weapon with the Sniper perk increases your critical chance by 20%.
  • Using a weapon with the Heavy Shot perk increases your critical chance by 5%.
  • Crafted weapons can have a bonus that adds a random percentage to your critical chance.
  • Certain unarmed Close Combat attacks give a bonus to critical chance.
  • The perk Slayer adds a bonus to critical chance depending on which limb is targeted, but only for Close Combat attacks.
  • The perk Sniper adds a bonus to critical chance depending on which limb is targeted, but only for Small Guns , Big Guns , and Energy Weapons attacks.



Aimed Shot Bonus for Sniper/Slayer
Eyes 45
Head, Arm, Groin 30
Leg 30
Torso 0



The stat "Critical Chance" shown on your character sheet only shows a character's chance when not aiming. It does not account for any bonuses given for aimed attacks.

When firing a burst, the chance and power of the critical hit is calculated separately for each bullet. If two or more bullets hit critically, the damage multiplier is rolled for each individual bullet, although all other effects of the critical hit are rolled once for the entire burst.

Resistance to Criticals

Resistance to Criticals is a statistic that determines the character's chance to negate a critical hit against them.

This chance is a separate roll calculated after it is determined that an attack against a character is a critical hit, and is not deducted from an attacker's chance to crit normally.

For example, an attacker with 90% critical chance attacks a target with 40 resistance to criticals. The attacker still has a 90% chance to critically hit the target. If the attack ends up being a critical hit, then there is a 40% chance that the critical hit will be downgraded to a normal attack. If an attacker has more than 100% critical chance, the excess percentage will be subtracted from the target's resistance to criticals.

For example, if an attacker has 120% critical chance, and attacks someone with a resistance to criticals of 40, the target's resistance to criticals will be reduced to 20. This stat is determined solely by the armor the character is wearing and the perk Toughness , and is displayed on its character sheet.



Critical Effects

It should be noted - characters who are knocked down or knocked out can be raised with the use of the First Aid skill, also restoring any penalty to AP

Knockdown

A knockdown will cause a character to fall down with a loss of 3 AP .

If the target has the perk Quick Recovery , they will only lose 1 AP instead of 3.

If the target has the perk Stonewall , they will not fall down.

Knockout

A character who is knocked out will suffer a penalty equal to 1 to 2 times their maximum AP, and will fall to the ground. This penalty will take the character to a negative AP, and they will only be able to stand up when their AP equals 0.

If the target has the perk Quick Recovery , they can only lose a maximum of 1.5 times their maximum AP.

If the target has the perk Stonewall , they will have a 50% chance to avoid the knockout altogether.

Examples:

If a character has 10 AP, their penalty will range from -10 to -20 AP. If a character has 10 AP and the perk Quick Recovery, their penalty will range from -10 to -15 AP.

Lose Turn

Characters who lose their turn will receive a penalty to their AP equal to their maximum AP.

If the target has the perk Quick Recovery , they will only suffer a penalty of 1/2 of their maximum AP.

Drop Weapon

A critical hit can cause a character to drop their weapon to the ground.



Crippled Arm

Characters with one or more crippled arms will be unable to use certain weapons.

A character with one crippled arm will be unable to use two-handed weapons.

A character with two crippled arms will be unable to use any weapon or attack in any way, including close combat attacks.



Crippled Leg

Characters with one or more crippled legs will suffer a penalty to movement.

A character with one crippled leg will be unable to run.

A character with two crippled legs will only be able to walk one hex at a time.



Blindness

Characters who are blinded will suffer a penalty to vision.

A blinded character is considered to have 1 Perception , impairing vision and accuracy with ranged weapons.



Ignore Armor

An attack that ignores armor will divide the target's damage resistance by 2 and damage threshold by 5.

Critical hits that ignore armor are not affected by the 30% damage reduction from the trait Finesse .

If the weapon used to attack has the perk Penetrate , the effects of Penetrate will be applied before the affects of ignoring armor.



Crit Roll

The crit roll is a randomly generated number that determines the power of a critical hit - the higher the number, the more powerful the damage and effects of the critical hit will be.

This number is rolled separately for each critical hit, after it is determined an attack is a critical hit.

The default range for the crit roll is from 0 - 90 , but this range can be affected by many factors:

  • The perk Better Criticals increases it by 10.
  • Crit rolls against targets with the perk Toughness will be reduced by 4 for each rank of the perk the target has, up to 3 times.
  • Weapons with the perk Large Caliber increase it by 20.
  • Weapons with the perk Heavy Shot increase it by 10.
  • The Fast Shot trait will reduce it by 25.
  • The Heavy Handed trait will reduce it by 15.



Crit Table for Humanoids

0-20 21-45 46-70 71-90 90-100 100+
Eyes Damage х2 Roll LK to avoid Ignore Armor Damage х2 Ignore Armor Roll LK + 4 to avoid Blindness Damage х2.5 Ignore Armor Roll LK + 2 to avoid Blindness Damage х2.5 Ignore Armor Blindness Roll LK to avoid Lose Turn Damage х3 Ignore Armor Blindness Knockout Damage х4 Ignore Armor Blindness Knockout
Head Damage х1.5 Roll EN - 2 to avoid Ignore Armor Damage х2 Ignore Armor Roll EN + 2 to avoid Knockout Damage х2 Ignore Armor Roll EN - 1 to avoid Knockout Damage х2 Ignore Armor Knockdown Roll EN - 2 to avoid Knockout Damage х2.5 Ignore Armor Knockout Roll LK to avoid Blindness Damage х3 Ignore Armor Knockout Roll LK - 3 to avoid Blindness
Groin Damage х1.5 Roll EN to avoid Knockdown and Drop Weapon Damage х1.5 Roll EN - 2 to avoid Knockdown and Drop Weapon Damage х2.0 Ignore Armor Roll EN - 3 to avoid Knockdown and Drop Weapon Damage х2 Ignore Armor Knockdown and Drop Weapon Damage х2.5 Ignore Armor Knockdown and Drop Weapon Roll EN - 2 to avoid Knockout Damage х3 Ignore Armor Knockdown and Drop Weapon Roll EN - 4 to avoid Knockout
Arm Damage х1.5 Roll EN + 2 to avoid Drop Weapon Damage 1.5 Roll EN - 2 to avoid Drop Weapon Damage х2 Roll EN - 3 to avoid Drop Weapon and Crippled Arm Damage х2 Drop Weapon Roll EN - 4 to avoid Crippled Arm Damage х2 Drop Weapon and Crippled Arm Damage х2.5 Drop Weapon and Crippled Arm
Leg Damage х1.5 Roll EN - 2 to avoid Knockdown Damage х1.5 Knockdown Roll EN - 2 to avoid Crippled Leg Damage х1.5 Knockdown Roll EN - 4 to avoid Crippled Leg Damage х2 Knockdown Crippled Leg Damage х2 Knockdown Crippled Leg Roll EN to avoid Knockout Damage х2.5 Knockdown Crippled Leg Roll EN - 2 to avoid Knockout
Torso Damage х1.5 Damage х1.5 Damage х2 Damage х2 Damage х2.5 Knockdown Damage х3 Knockdown



This table is based on a critical hit on a humanoid character, including players and NPCs like humans, ghouls and mutants. For other creatures , this table can vary greatly.


Example:

Say an unarmored character is hit for 35 damage to the head, but the attack is a critical hit with a crit roll of 42. The final damage against the character will be multiplied by 2 for 70 points of damage, his armor would be ignored if he was wearing any (DT/2 and DR/5), and he must successfully roll EN + 2 or he will be knocked out.