Critical Hit
A critical hit generally has the chance to cause special effects such as Knockout, Disorient, Crippled limbs and so on. They might also cause more damage. The type of effects cause by a hit depends on the type of critter, the strength of the critical strike, and the location of the hit.
Bursts, explosives and flamers are unable to cause critical hits. They might still cause special effects, however, but these are treated separately from the criticals.
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Critical Chance
The likelihood that a normal shot is upgraded to a critical strike depends on several factors: The Base Critical Chance (BCC) of the attacker, the Aimed Critical Chance (ACC) if the shot was aimed, and the Critical Resistance (CR) of the target.
Base Critical Chance
The Base Critical Chance is determined by the attacker's Luck, Intelligence and some Weapon Perks. It's given by the following formula:
BCC = Luck + 4*Intelligence
The Perk Living Anatomy gives an additional +1 to your BCC. Each rank of the Weapon Perk More Criticals gives +2 to BCC.
Aimed Critical Chance
The Aimed Critical Chance applies only if you are using aimed shots (eyes, head, arms, groin or legs). The bonus again depends on the attackers Luck. However, the ACC bonus is the same regardless of which body part you're aiming for. To calculate the resulting critical chance, use BCC + ACC.
ACC = (21-Luck)*Luck/2 + 20
Critical Resistance
The Critical Resistance depends on the target's Luck. The perk Man of Steel gives +3 bonus to Luck for this calculation. For Luck of 9 and below, the following formula applies:
CR = (21-Luck)*Luck/2 - 10
And for every point of luck above 9, +2 is added to CR.
Example: 9 Luck + Man of Steel perk gives 44+2*3 = 50 CR.
Probability of scoring a Critical Hit
The final probability of upgrading a hit to a critical hit is now given by the following:
CC = (BCC+ACC)*(100-CR)/100
(CC is measured in percent, so CC=50 means there's a 50% chance that a hit is upgraded to critical)
Critical Strength
Once a hit is upgraded to critical, it's critical strength is determined. The strength is a number between 1 and 6, where 1 is weakest and 6 is strongest. The probability for a given strength level is determined by the Luck of the attacker, according to this table:
Probability for crit strength categories (per cent)
Luck\Crit strength | 1 | 2 | 3 | 4 | 5 | 6 |
---|---|---|---|---|---|---|
1 | 29 | 25 | 21 | 13 | 8 | 4 |
2 | 26 | 23 | 20 | 14 | 10 | 7 |
3 | 23 | 21 | 19 | 15 | 12 | 10 |
4 | 20 | 19 | 18 | 16 | 14 | 13 |
5 | 17 | 17 | 17 | 17 | 16 | 16 |
6 | 14 | 15 | 16 | 18 | 18 | 19 |
7 | 11 | 13 | 15 | 19 | 20 | 22 |
8 | 8 | 11 | 14 | 20 | 22 | 25 |
9 | 5 | 9 | 13 | 21 | 24 | 28 |
10 | 2 | 7 | 12 | 22 | 26 | 31 |
So for example with 7 luck, there's a 22% chance that a crit will be of strength 6, and 11% chance that it will be of strength 1.
Each rank of the weapon perk Better Criticals will add +1 to the Strength of the crit (but not above 6).
The Special Effects
Depending on the target (if it's a humanoid, a brahmin, a gecko etc.), different special effects are possible after scoring a crit. The effects depend also on the strength of the crit, as determined above.
You can cripple a limb more than once, up to 3 times. And that would require 3 doctors to fix.
The Crit Table
All creatures in Ashes of Phoenix currently use the same critical table, which looks like this:
http://fonline-aop.net/forum/index.php?topic=3335.0
Each potential special effect, as determined from the above table, needs to pass a roll versus one of the SPECIAL stats of the target before it is applied. Each effect is rolled for and applied individually of the others, so any combination of effects might apply.
Defending statistics
The statistic that is rolled against to apply the effect depends on the effect:
- Strength - Knockout, Weapon drop, AP drain
- Perception - Blind, Disorient
- Endurance - Cripple legs and arms
- Charisma - None
- Intelligence - None
- Agility - Partial Armor Bypass, Knockdown
- Luck - None
The Special Effects Roll
A special effect has a chance to apply depending on the defender's statistic (determined above), which is modified by defensive perks such as Critical Strength, Critical Agility and so on (these perks gives +2 in their corresponding stat, for the purposes of this roll). Various other perks and traits may alter the defending statistic for the purposes of this roll: the Armor Traits Stonewall and Paperwall gives +2/-2 to Strength vs Knockout, for example, and Plated Gloves gives +2 to Strength vs Weapon Drop.
The actual probability to apply an effect finally becomes:
P = 80-5*ModifiedStat
(P is the probability (in percent) and ModifiedStat is the target's defending stat, modified by perks and traits).
Concrete Example
Fred Williamson shoots a man in the arm with his custom made revolver that has both the Better Criticals and the Crippling Strike perks. The crit power rolls to 4, which is then upgraded to 5 by the Better Criticals perk. As we can see from the table above, the effects are weapon drop, arm cripple and armor bypass.
Now the man first rolls vs his strength, which in this case is a puny 2, to apply the weapon drop effect. No other perks or traits come into play, so the poor fool has a 70% chance of having his weapon dropped.
Next the man rolls vs his strength (again) to apply arm cripple. This time F. Williamson's trusty revolver had the crippling strike perk, which reduces the roll by 2. The modified stat is then 2-2 = 0. The white man doesn't stand a chance: he has an 80% chance of getting his white arm crippled.
Finally the man rolls vs his agility, which is 6 in this true story, to apply (partial) armor bypass. But wait! The sneaky devil has the Critical Agility perk, which grants him +2 in all rolls vs his agility. So the modified stat becomes 6+2 = 8! Thus, there's a 40% chance that he will have his armor bypassed.
The End.