Critical hit: Difference between revisions

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** Axes will [[Cleaved|cleave]] armor, reducing the AV of the target {{Code Reference|namespace=XRL.World.Parts.Skill|class=Axe}}
** Axes will [[Cleaved|cleave]] armor, reducing the AV of the target {{Code Reference|namespace=XRL.World.Parts.Skill|class=Axe}}
** Cudgels [[Dazed|daze]] enemies, lowering their [[agility]], [[intelligence]], and [[move speed]], and setting them up for a potential [[Stunned|stun]] if they are critical hit a second time. {{Code Reference|namespace=XRL.World.Parts.Skill|class=Cudgel}}
** Cudgels [[Dazed|daze]] enemies, lowering their [[agility]], [[intelligence]], and [[move speed]], and setting them up for a potential [[Stunned|stun]] if they are critical hit a second time. {{Code Reference|namespace=XRL.World.Parts.Skill|class=Cudgel}}
**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 get a +2 bonus to penetration (even if this would exceed the weapon's penetration cap)
* The tinkering mod [[masterwork]] adds a +1 to the 1d20 roll, effectively doubling crit chance
* The tinkering mod [[masterwork]] reduces the 1d20 roll needed to achieve a critical hit by 1. With no other modifiers, this enables scoring a critical hit on a roll of 19 or 20, for a total critical hit chance of 10%.{{Code Reference|class=ModMasterwork}}
**[[Weak Spotter]] doubles the crit chance of pistols. For additional detail about how this skill interacts with '''masterwork''', refer to the [[Weak Spotter]] page.
*[[Weak Spotter]] also reduces the 1d20 roll needed to achieve a critical hit by 1. With no other modifiers, this enables scoring a critical hit on a roll of 19 or 20, for a total critical hit chance of 10%.{{Code Reference|class=ModMasterwork}} When combined with [[masterwork]], this results in a total critical hit chance of 15%{{Code Reference|namespace=XRL.World.Parts.Skill|class=Pistol_WeakSpotter}}{{Code Reference|namespace=XRL.World|class=GetCriticalThresholdEvent}}
**[[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
* [[Ruin of House Isner]] receives an additional +4 to its PV on crits, and automatically crits on the last shot of a full magazine
* [[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|2.0.201.54}}
{{references|2.0.201.70}}


[[Category:Battle Mechanics]]
[[Category:Battle Mechanics]]

Revision as of 17:41, 20 February 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 get a +2 bonus to penetration (even if this would exceed the weapon's penetration cap)
  • The tinkering mod masterwork reduces the 1d20 roll needed to achieve a critical hit by 1. With no other modifiers, this enables scoring a critical hit on a roll of 19 or 20, for a total critical hit chance of 10%.[5]
  • Weak Spotter also reduces the 1d20 roll needed to achieve a critical hit by 1. With no other modifiers, this enables scoring a critical hit on a roll of 19 or 20, for a total critical hit chance of 10%.[6] When combined with masterwork, this results in a total critical hit chance of 15%[7][8]
  • 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 2.0.201.70.
  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. XRL.World.Parts.ModMasterwork
  6. XRL.World.Parts.ModMasterwork
  7. XRL.World.Parts.Skill.Pistol_WeakSpotter
  8. XRL.World.GetCriticalThresholdEvent