Critical hit: Difference between revisions

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:Where
:Where
:* crit is 1 for a normal hit, and 2 for a critical hit, and
:* crit is 1 for a normal hit, 2 for a critical hit, 3 for a critical hit with [[Audacity of the Otter]], or 4 for a critical hit with [[Legendary Luck]];
:* tsfactor is 1 for a normal attack, 2 for a [[Thrust-Smack]], and 3 for a [[Lunging Thrust-Smack]].
:* tsfactor is 1 for a normal attack, 2 for a [[Thrust-Smack]], 3 for a [[Lunging Thrust-Smack]], 5 for a [[Bashing Slam Smash]], and 5 for a [[Cleave]].
:*Weapon damage is (10%-20% of weapon power + 0 to 1), or 1 if barehanded.   
:*Weapon damage is (10%-20% of weapon power + 0 to 1), or 1 if barehanded.   


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Note: Critical hits also apply to healing spells, with the text replaced with 'CRITICAL HEAL!'
Note: Critical hits also apply to healing spells, with the text replaced with 'CRITICAL HEAL!'
Also note that if you would normally miss or make a glancing blow, and instead get a successful critical hit then it changes it to a normal hit, ''not'' a full crit.


==Monster Critical Hits==
==Monster Critical Hits==
Monsters can critical hit too -- but a monster critical hit doesn't cause you any extra damage; it just succeeds in hitting when it otherwise would have missed.  Monster critical hits, like monster [[fumble]]s, occur with a 1/22 (4.5%) chance per round.  Thus, the total chance of abnormal monster behavior in any given round is 1/11, the same as player critical hits.
Monsters can critical hit too -- but a monster critical hit doesn't cause you any extra damage; it just succeeds in hitting when it otherwise would have missed.  Monster critical hits, like monster [[fumble]]s, occur with a 6% chance per round.  Thus, the total chance of abnormal monster behavior in any given round is 12%.


==Special Interactions==
==Special Interactions==
Several mechanics in the Kingdom interact specially with critical hits:
Several mechanics in the Kingdom interact specially with critical hits:
*[[7-inch discus]]es grant three turns of +50% to all attributes
*{{plural|7-inch discus}} grant three turns of [[Snobby]] (+50% to all attributes)
*[[flamin' bindle|flamin']], [[freezin' bindle|freezin']], [[stinkin' bindle|stinkin']], [[spooky bindle|spooky]], and [[sleazy bindle]]s do extra damage of the corresponding element
*[[flamin' bindle|flamin']], [[freezin' bindle|freezin']], [[stinkin' bindle|stinkin']], [[spooky bindle|spooky]], and {{plural|sleazy bindle}} do extra damage of the corresponding element
*[[clockwork sword]]s heal
*{{plural|bindlestocking}} drop an item (once per combat only)
*{{plural|clockwork sword}} heal
*{{plural|clockwork staff}} restore MP
*{{plural|clockwork staff}} restore MP
*[[clockwork crossbow]]s weaken enemies (and will trigger even if the off-hand)
*{{plural|clockwork crossbow}} weaken enemies (and will trigger even in the off-hand)
*[[elven whittling knife|elven whittling knives]] does additional damage (20% of the monster's remaining HP)
*{{plural|elven whittling knife}} do additional damage (20% of the monster's remaining HP)
*[[fish bazooka]]s do extra physical damage
*{{plural|fish bazooka}} do extra physical damage
*[[Hodgman's whackin' stick]]s do extra perfect elemental damage or physical damage
*{{plural|Hodgman's whackin' stick}} do extra perfect elemental damage or physical damage
*[[Mer-kin hookspear]]s give extra Meat
*{{plural|mafia pointer finger ring}} grants twice the monster's base meat drop once per combat
*[[non-stick pugil stick]]s stun
*[[Mer-kin dodgeball|Mer-kin]] [[Mer-kin dragnet|gladiator]] [[Mer-kin switchblade|weapons]] grant special skills after enough underwater critical hits
*[[Red Rover BB gun]]s either put your target's or your eye out
*{{plural|Mer-kin hookspear}} give extra Meat
*[[rusty speargun]]s do extra physical damage
*{{plural|Meteoid ice beam}} stagger
*[[Spirit Precipice]]s do 12-24 damage to the player
*{{plural|murderbot whip}} deal an additional 1000 physical damage
*[[Spooky Putty ball]]s can ricochet and do extra attacks
*{{plural|non-stick pugil stick}} stun
*[[sugar shank]]s cause additional bleeding that round and additional rounds of combat
*{{plural|Red Rover BB gun}} either put your target's or your eye out
*[[sugar shotgun]]s stun
*{{plural|rusty speargun}} deal an additional 50-60 physical damage
*[[vampire cape]]s heal
*[[Skullcracker]] occasionally stuns
*[[V for Vivala mask]]s do various things in combat
*{{plural|Spirit Precipice}} do 12-24 damage to the player
*{{plural|Spooky Putty ball}} can ricochet and do extra attacks
*{{plural|sugar shank}} cause additional bleeding that round and additional rounds of combat
*{{plural|sugar shotgun}} block
*{{plural|Truthsayer}} cause the player to blurt out a <[[Gourd conspiracies|conspiracy theory]]>
*{{plural|vampire collar}} heal
*[[Virulence]] improves [[Infectious Bite]] ([[Zombie Slayer|Zombie Master]] only)
*{{plural|V for Vivala mask}} do various things in combat


[[V for Vivala mask]] critical hit effects will override most other special effects from critical hits. The exception is the end-of-combat stat bonus from the [[V for Vivala mask]].
[[V for Vivala mask]] critical hit effects will override most other special effects from critical hits. The exception is the end-of-combat stat bonus from the [[V for Vivala mask]].


[[Category:Basics]]
[[Category:Basics]]

Latest revision as of 13:51, 23 October 2022

  • A critical hit occurs randomly (with a 9% chance, subject to certain modifiers) when hitting with a ranged or melee attack, as well as when casting spells as of August 12, 2009. A critical hit will always hit the monster, regardless of your actual hit chance. It also increases the amount of damage you deal to your opponent. Specifically, it doubles the weapon power component of the damage:
 weapon damage = (a term based on your stats vs. monster's defense)
                 + Main weapon damage × crit × tsfactor            
                 + Offhand weapon damage
                 + bonus melee damage                              
                 + bonus elemental damage
 spell damage = (crit × base spell damage + bonus absolute spell damage) × (1 + bonus percent spell damage)
Where
  • For a comprehensive list of all items that affect the critical hit percentage for weapon attacks, see Critical Hit Chance.
  • For a comprehensive list of all items that affect spell critical hit, see Critical Spell Chance.

Note: Critical hits also apply to healing spells, with the text replaced with 'CRITICAL HEAL!'

Also note that if you would normally miss or make a glancing blow, and instead get a successful critical hit then it changes it to a normal hit, not a full crit.

Monster Critical Hits

Monsters can critical hit too -- but a monster critical hit doesn't cause you any extra damage; it just succeeds in hitting when it otherwise would have missed. Monster critical hits, like monster fumbles, occur with a 6% chance per round. Thus, the total chance of abnormal monster behavior in any given round is 12%.

Special Interactions

Several mechanics in the Kingdom interact specially with critical hits:

V for Vivala mask critical hit effects will override most other special effects from critical hits. The exception is the end-of-combat stat bonus from the V for Vivala mask.