Critical hit: Difference between revisions

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**Long Blades have no special critical effect.<ref>[https://bitbucket.org/bbucklew/cavesofqud-public-issue-tracker/issues/3036 Might be a bug]</ref>
**Long Blades have no special critical effect.<ref>[https://bitbucket.org/bbucklew/cavesofqud-public-issue-tracker/issues/3036 Might be a bug]</ref>
* The tinkering mod [[masterwork]] adds a +1 to the 1d20 roll, effectively doubling crit chance
* The tinkering mod [[masterwork]] adds a +1 to the 1d20 roll, effectively doubling crit chance
**[[Weak Spotter]] doubles the crit chance of pistols (adding +1 to the 1d20 roll if the pistol is not masterwork, and adding +2 to the 1d20 roll if the pistol ''is'' masterwork)
**[[Weak Spotter]] doubles the crit chance of pistols. For additional detail about how this skill interacts with '''masterwork''', refer to the [[Weak Spotter]] page.
**[[Beacon Fire]] requires the target to be flaming, luminous or phosphorescent, but guarantees a critical hit with rifles or bows when used
**[[Beacon Fire]] requires the target to be flaming, luminous or phosphorescent, but guarantees a critical hit with rifles or bows when used
**[[Dead Shot]] doubles the PV bonus of crits made with pistols from +2 PV to +4 PV
**[[Dead Shot]] doubles the PV bonus of crits made with pistols from +2 PV to +4 PV

Revision as of 16:41, 11 January 2021

This article is a stub. You can help Caves of Qud Wiki by expanding it.
This article is a stub. You can help Caves of Qud Wiki by expanding it.

Critical hits are a combat mechanic that guarantee a successful hit with a small chance.

Base Mechanics

To-hit rolls use a roll on a 1d20 dice, if the result is equal to or greater than 20, the hit will be a crit. Crits dealt with melee weapons ignore the DV and, if the source of the damage is the player, the AV of the target for the first penetration. Subsequent penetrations do not ignore AV but still benefit from a +1 bonus to PV. Crits with ranged weapons merely increase the PV of the shot by 2.

Melee critical hits also cause a splatter of blood, however this does not actually cause any damage and is not the same as a bleeding effect. [1]

Modifiers

  • Melee weapon types each have a special effect when dealing critical hits. These effects apply even if the attacker does not have the related weapon skill: [1]
    • Short Blades will cause bleeding, dealing 0-1 damage per turn to the target [2]
    • Axes will cleave armor, reducing the AV of the target [3]
    • Cudgels daze enemies, lowering their agility, intelligence, and move speed, and setting them up for a potential stun if they are critical hit a second time. [4]
    • Long Blades have no special critical effect.[5]
  • The tinkering mod masterwork adds a +1 to the 1d20 roll, effectively doubling crit chance
    • Weak Spotter doubles the crit chance of pistols. For additional detail about how this skill interacts with masterwork, refer to the Weak Spotter page.
    • Beacon Fire requires the target to be flaming, luminous or phosphorescent, but guarantees a critical hit with rifles or bows when used
    • Dead Shot doubles the PV bonus of crits made with pistols from +2 PV to +4 PV
  • Ruin of House Isner receives an additional +4 to its PV on crits, and automatically crits on the last shot of a full magazine

References

This information is reliable as of patch 2.0.201.54.
  1. 1.0 1.1 XRL.World.Parts.Combat, method FireEvent, in the "MeleeAttackWithWeapon" case
  2. XRL.World.Parts.Skill.ShortBlades
  3. XRL.World.Parts.Skill.Axe
  4. XRL.World.Parts.Skill.Cudgel
  5. Might be a bug