Critical hit: Difference between revisions
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imported>Tiny plastic lelep m adding fish bazooka's crit bonus |
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*[[Mer-kin hookspear]]s give extra Meat | *[[Mer-kin hookspear]]s give extra Meat | ||
*[[rusty speargun]]s do extra physical damage | *[[rusty speargun]]s do extra physical damage | ||
*[[fish bazooka]]s do extra physical damage | |||
*[[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 [[sleazy bindle]]s do extra damage of the corresponding element | ||
[[Category:Basics]] | [[Category:Basics]] |
Revision as of 06:30, 18 December 2008
- A critical hit occurs randomly (with a 9% chance, subject to certain modifiers) when hitting with a ranged or melee attack. 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
- Where
- crit is 1 for a normal hit, and 2 for a critical hit, and
- tsfactor is 1 for a normal attack, 2 for a Thrust-Smack, and 3 for a Lunging Thrust-Smack.
- Weapon damage is (10%-20% of weapon power + 0 to 1), or 1 if barehanded.
- For a comprehensive list of all items that affect the critical hit percentage, see Critical Hit Chance.
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 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.
Special Interactions
Several mechanics in the Kingdom interact specially with critical hits:
- vampire capes heal
- V for Vivala masks do various things in combat
- clockwork swords heal
- clockwork staves restore MP
- clockwork crossbows weaken enemies
- Hodgman's whackin' sticks do extra perfect elemental damage
- Mer-kin hookspears give extra Meat
- rusty spearguns do extra physical damage
- fish bazookas do extra physical damage
- flamin', freezin', stinkin', spooky, and sleazy bindles do extra damage of the corresponding element