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