Critical hit: Difference between revisions
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imported>MindlessGames m could the variable names be better on that? Probably. Someone will get annoyed with them sooner or later. |
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* A '''critical hit''' occurs randomly (with a 9% chance, subject to [[Critical Hit Chance|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|hit chance]]. It also increases the amount of [[Weapon Damage|damage]] you deal to your [[Monster_Compendium|opponent]]. Specifically, it doubles the weapon power component of the damage: | * A '''critical hit''' occurs randomly (with a 9% chance, subject to [[Critical Hit Chance|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|hit chance]]. It also increases the amount of [[Weapon Damage|damage]] you deal to your [[Monster_Compendium|opponent]]. Specifically, it doubles the weapon power component of the damage: | ||
weapon damage = (a term based on your stats vs. monster's defense) | weapon damage = (a term based on your stats vs. monster's defense) | ||
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+ bonus melee damage | + bonus melee damage | ||
+ bonus elemental damage | + bonus elemental damage | ||
spell damage = (crit × base spell damage + bonus absolute spell damage) × (1 + bonus percent spell damage) | |||
:Where | :Where | ||
:* crit is 1 for a normal hit, and 2 for a critical hit, and | :* crit is 1 for a normal hit, and 2 for a critical hit, and |
Revision as of 11:36, 15 November 2009
- 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
- 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.