Critical hit: Difference between revisions
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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 | *[[7-inch discus]]es grant three turns of +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 | |||
*[[clockwork sword]]s heal | *[[clockwork sword]]s heal | ||
*{{plural|clockwork staff}} restore MP | *{{plural|clockwork staff}} restore MP | ||
*[[clockwork crossbow]]s weaken enemies (and will trigger even if the off-hand) | *[[clockwork crossbow]]s weaken enemies (and will trigger even if the off-hand) | ||
*[[elven whittling knife|elven whittling knives]] does additional damage (20% of the monster's remaining HP) | *[[elven whittling knife|elven whittling knives]] does additional damage (20% of the monster's remaining HP) | ||
*[[fish bazooka]]s do extra physical damage | |||
*[[Hodgman's whackin' stick]]s do extra perfect elemental damage or physical damage | *[[Hodgman's whackin' stick]]s do extra perfect elemental damage or physical damage | ||
*[[Mer-kin hookspear]]s give extra Meat | *[[Mer-kin hookspear]]s give extra Meat | ||
*[[non-stick pugil stick]]s stun | *[[non-stick pugil stick]]s stun | ||
*[[rusty speargun]]s do extra physical damage | *[[rusty speargun]]s do extra physical damage | ||
*[[Spirit Precipice]]s do 12-24 damage to the player | *[[Spirit Precipice]]s do 12-24 damage to the player | ||
*[[Spooky Putty ball]]s can ricochet and do extra attacks | *[[Spooky Putty ball]]s can ricochet and do extra attacks | ||
*[[sugar shank]]s cause additional bleeding that round and additional rounds of combat | |||
*[[sugar shotgun]]s stun | |||
*[[vampire cape]]s heal | *[[vampire cape]]s heal | ||
*[[V for Vivala mask]]s do various things in combat | *[[V for Vivala mask]]s do various things in combat | ||
Revision as of 17:47, 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
- flamin', freezin', stinkin', spooky, and sleazy bindles do extra damage of the corresponding element
- 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)
- fish bazookas do extra physical damage
- 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
- Spirit Precipices do 12-24 damage to the player
- Spooky Putty balls can ricochet and do extra attacks
- sugar shanks cause additional bleeding that round and additional rounds of combat
- sugar shotguns stun
- vampire capes heal
- 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.