Critical hit: Difference between revisions
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*[[vampire cape]]s heal | *[[vampire cape]]s heal | ||
*[[Sugar shotgun]]s stun | *[[Sugar shotgun]]s stun | ||
*[[Sugar shank]]s cause additional bleeding that round and additional rounds of combat | *[[Sugar shank]]s cause additional bleeding that round and additional rounds of combat | ||
*[[V for Vivala mask]]s do various things in combat | *[[V for Vivala mask]]s do various things in combat | ||
Revision as of 17:17, 27 September 2009
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There are some vague or non-exact figures and information on this page. Some spading is required.
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- 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
- 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 for weapon attacks, see Critical Hit Chance.
- For a comprehensive list of all items that affect spell critical hit, see Critical Spell 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:
- 7-inch discuses grant three turns of +50% to all attributes
- clockwork swords heal
- clockwork staves restore MP
- clockwork crossbows weaken enemies (and will trigger even if the off-hand)
- elven whittling knives does additional damage (20% of the monster's remaining HP)
- Hodgman's whackin' sticks do extra perfect elemental damage or physical damage
- Mer-kin hookspears give extra Meat
- non-stick pugil sticks stun
- 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
- Spirit Precipices do 12-24 damage to the player
- Spooky Putty balls can ricochet and do extra attacks
- vampire capes heal
- Sugar shotguns stun
- Sugar shanks cause additional bleeding that round and additional rounds of combat
- V for Vivala masks 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.