Difference between revisions of "Sacred 2:Chance for critical hits"

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Increases a successful hit's base chance to do a critical hit. A critical hit increases the amount of [[Sacred 2:Damage|damage]] that the target receives by 1.2 times, and is signified by a brief red star-shaped pulse graphical effect. Any type of hit can cause a critical hit, weapon-based or combat art, though a player cannot receive a "critical heal" from a [[Sacred 2:Combat Arts|combat art]] that [[Sacred 2:Healing |heals]] the player.
  
Increases a successful hit's base chance to do a critical hit. A critical hit increases the amount of damage that the target receives by x-x times, and is signified by a brief red star-shaped pulse graphical effect. Any type of hit can cause a critical hit, weapon-based or combat art, though a player cannot receive a "critical heal" from a [[Sacred 2:Combat Arts|combat art]] that [[Sacred 2:Healing |heals]] the player.
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CritMultiplier is defined by AdjustCriticalDamageFactor parameter in balance.txt. Its default value is 1200 (which results in CritMultiplier = 1.2).
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Critical hit damage modifier is calculated '''before''' armor absorbtion, that means armor protects from critical hits worse, because increased base damage reduces a percent of damage that absorbed by armor (see [[Sacred 2:Armor|Armor]] page for further explanations)
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For [[Sacred 2:Spell Damage Based Combat Arts|Spell Damage Based Combat Arts]] [[Sacred 2:intelligence|intelligence]] also affects the chance for critical hit: each 50 points in Intelligence give +1% chance for critical hit. This value is simply added to the current chance the character has.
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*For example, if the character has 20% chance for critical hit from [[Sacred 2:skills|skills]] and 1600 points in Intelligence, this character would have 20 + 1600/50 = 52% chance for critical hit as a result.
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Chance for Critical Hit modifiers found on equipment and [[Sacred 2:Blacksmith|Blacksmith]] Arts '''do not affect''' Spell Damage Based Combat Arts.
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Critical hit also means that [[Sacred 2:Damage over Time|Damage Over Time]], caused by [[Sacred 2:Secondary Damage Effects|Secondary Damage Effect]] from this attack would also be increased by 20%.
  
 
== Availability of ''Chance for critical hits +X%'' as [[Sacred 2:Item Modifiers|Item Modifier]] ==
 
== Availability of ''Chance for critical hits +X%'' as [[Sacred 2:Item Modifiers|Item Modifier]] ==
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*[[Sacred 2:Halberds|Halberds]]
 
*[[Sacred 2:Halberds|Halberds]]
 
*[[Sacred 2:Sabers|Sabers]]
 
*[[Sacred 2:Sabers|Sabers]]
*[[Sacred 2:Bows|Recurve Bows]]
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*[[Sacred 2:Recurved Bows|Recurved Bows]]
 
*[[Sacred 2:Throwing Daggers|Throwing Daggers]]
 
*[[Sacred 2:Throwing Daggers|Throwing Daggers]]
  
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This modifier is available on the following unique weapons as a blue modifier:
 
This modifier is available on the following unique weapons as a blue modifier:
  
*[[Sacred 2:Seyr's Klinge|Seyr's Klinge]]
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*[[Sacred 2:Seyr's Klinge|Seyr's Klinge (Seyr's Blade)]]
 
*[[Sacred 2:Quetzal's First Strike|Quetzal's First Strike]]
 
*[[Sacred 2:Quetzal's First Strike|Quetzal's First Strike]]
 
*[[Sacred 2:Gronkor's Downfall|Gronkor's Downfall]]
 
*[[Sacred 2:Gronkor's Downfall|Gronkor's Downfall]]

Latest revision as of 01:40, 18 January 2019


Increases a successful hit's base chance to do a critical hit. A critical hit increases the amount of damage that the target receives by 1.2 times, and is signified by a brief red star-shaped pulse graphical effect. Any type of hit can cause a critical hit, weapon-based or combat art, though a player cannot receive a "critical heal" from a combat art that heals the player.

CritMultiplier is defined by AdjustCriticalDamageFactor parameter in balance.txt. Its default value is 1200 (which results in CritMultiplier = 1.2).

Critical hit damage modifier is calculated before armor absorbtion, that means armor protects from critical hits worse, because increased base damage reduces a percent of damage that absorbed by armor (see Armor page for further explanations)

For Spell Damage Based Combat Arts intelligence also affects the chance for critical hit: each 50 points in Intelligence give +1% chance for critical hit. This value is simply added to the current chance the character has.

  • For example, if the character has 20% chance for critical hit from skills and 1600 points in Intelligence, this character would have 20 + 1600/50 = 52% chance for critical hit as a result.

Chance for Critical Hit modifiers found on equipment and Blacksmith Arts do not affect Spell Damage Based Combat Arts.

Critical hit also means that Damage Over Time, caused by Secondary Damage Effect from this attack would also be increased by 20%.

Availability of Chance for critical hits +X% as Item Modifier

This modifier is available on the following weapon types as a blue modifier:

This modifier is available on the following Legendary weapon as a blue modifier:

This modifier is available on the following unique weapons as a blue modifier:

This modifier is available on the following unique weapons as a yellow modifier:

This modifier is available on the following unique jewelry as a yellow modifier:

This modifier is available on the following unlock items as a yellow modifier:

This modifier is available on the following Set Items as a yellow modifier:

This modifier is available on the following CM Patch items as a yellow modifier:

See Also