Critical hit: Difference between revisions
According to the description below, the min in the formula is supposed to be a max. According to my sanity checks this makes sense, if it was a min, if you have a miss chance, you also lower the crit chance, with the min. According to the Text, you increase your Crit Chance with higher Accuracy, which would not be possible if that factor is capped at 1. I have not tested this in game. |
→General Formula: Edited back change to evasion null. Note that this directly sets Evasion value to 1/100 of its value (default of 100). As can be verified, Stab in the Dark has a 10/16 chance to crit if the target has evasion nullified |
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* A monster tape using [[Smack]] with ''+10% Critical chance'': <math>\text{CriticalChance} = 0.1625</math> or a 16.25% chance to land a critical hit. | * A monster tape using [[Smack]] with ''+10% Critical chance'': <math>\text{CriticalChance} = 0.1625</math> or a 16.25% chance to land a critical hit. | ||
* A monster tape with the [[Gambit (status effect)|Gambit]] status effect using [[Spit]]: <math>\text{HitChance} = 200/100 = 2</math> (200%) so <math>\text{CriticalChance} = 0.125</math> or a 12.5% chance to be a critical hit, which is double the base critical hit chance. | * A monster tape with the [[Gambit (status effect)|Gambit]] status effect using [[Spit]]: <math>\text{HitChance} = 200/100 = 2</math> (200%) so <math>\text{CriticalChance} = 0.125</math> or a 12.5% chance to be a critical hit, which is double the base critical hit chance. | ||
* A target with the [[Evasion Nullified]] status getting hit with [[Energy Shot]]: the target's evasion is set to 1 (1%), so <math>\text{HitChance} = (100 \times 100) / (100 \times 1) = 100</math> (10,000%) meaning it is guaranteed to be a critical hit since <math display="inline">\text{CriticalChance} = 0. | * A target with the [[Evasion Nullified]] status getting hit with [[Energy Shot]]: the target's evasion is set to 1 (1%), so <math>\text{HitChance} = (100 \times 100) / (100 \times 1) = 100</math> (10,000%) meaning it is guaranteed to be a critical hit since <math display="inline">\text{CriticalChance} = 0.0625 \times 100 = 6.25 > 1.</math> | ||
** With only this status effect in play, any attack with 16% accuracy or above will always land a critical hit on a target with [[Evasion Nullified|Evasion Nullified.]] | **With only this status effect in play, any attack with 16% accuracy or above will always land a critical hit on a target with [[Evasion Nullified|Evasion Nullified.]] | ||
* A monster tape with the [[Accuracy Down]] and [[Unitarget]] status effects using [[Wallop]]: Due to the status effects present, the attacker's accuracy drops to 67 due to [[Accuracy Down]] (which is a multiplier of 4/(4+2) = 2/3), while the move's accuracy gets halved due to [[Unitarget]]. <math>\text{HitChance} = (67 \times 50)/(100 \times 100) = 67/200 = 0.335</math> (33.5%) which is lower than 1 (100%), so the critical hit chance is unaffected. | *A monster tape with the [[Accuracy Down]] and [[Unitarget]] status effects using [[Wallop]]: Due to the status effects present, the attacker's accuracy drops to 67 due to [[Accuracy Down]] (which is a multiplier of 4/(4+2) = 2/3), while the move's accuracy gets halved due to [[Unitarget]]. <math>\text{HitChance} = (67 \times 50)/(100 \times 100) = 67/200 = 0.335</math> (33.5%) which is lower than 1 (100%), so the critical hit chance is unaffected. | ||
==Effects== | ==Effects== | ||
Latest revision as of 14:39, 13 April 2025
Critical hits can happen when using an attacking move at random. The critical hit chance defaults to 1/16 but this is also affected by sticker attributes and the Hit chance.
General Formula
The game randomly generates a number between 0 (inclusive) and 1 (exclusive), and if this number is less than , the move becomes a critical hit.
- is 1/16 (6.25%) for all moves currently in the game.
- accounts for the +% Critical chance and +% Critical chance per empty slot attributes of the sticker used and is additive.
- The Hit chance only influences the critical hit rate if it is greater than 1, which happens when the attacker has boosted accuracy or if the defender has lowered evasion.
For example,
- A monster tape using Smack with +10% Critical chance: or a 16.25% chance to land a critical hit.
- A monster tape with the Gambit status effect using Spit: (200%) so or a 12.5% chance to be a critical hit, which is double the base critical hit chance.
- A target with the Evasion Nullified status getting hit with Energy Shot: the target's evasion is set to 1 (1%), so (10,000%) meaning it is guaranteed to be a critical hit since
- With only this status effect in play, any attack with 16% accuracy or above will always land a critical hit on a target with Evasion Nullified.
- A monster tape with the Accuracy Down and Unitarget status effects using Wallop: Due to the status effects present, the attacker's accuracy drops to 67 due to Accuracy Down (which is a multiplier of 4/(4+2) = 2/3), while the move's accuracy gets halved due to Unitarget. (33.5%) which is lower than 1 (100%), so the critical hit chance is unaffected.
Effects
Landing a critical hit results in more damage dealt. The default damage multiplier is 1.5, which is added by the +x% Critical damage and +x% Critical damage per empty slot attributes present in the sticker used, if present. The Critical hit on type advantage attribute guarantees a critical hit if the attack's type has an advantage over the target's type.
Move interactions
Critical AP grants 1 additional AP immediately after landing a critical hit. Yule Regret That always becomes a critical hit if the user has already taken damage that round before attacking. Critical Mass has a chance to trigger the move immediately below it whenever a critical hit is landed.
Critical hits bypass the effects of resistance stickers such as Beast Resistance and Hardback.
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