Critical hit: Difference between revisions

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


== Base Mechanics ==
== Base Mechanics ==
To-hit rolls use a [[dice roll|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.
To-hit rolls use a [[dice roll|roll]] on a 1d20 dice, if the result is equal to or greater than 20, the hit will be a crit.


Melee critical hits also cause a splatter of {{favilink|blood}}, however this does not actually cause any damage and is not the same as a [[bleeding]] effect. {{Code Reference|name=Combat|namespace=XRL.World.Parts|class=Combat|method=FireEvent|case="MeleeAttackWithWeapon"}}
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. Melee critical hits also cause a splatter of {{favilink|blood}}, however this does not actually cause any additional damage and is not the same as a [[bleeding]] effect.{{Code Reference|name=Combat|namespace=XRL.World.Parts|class=Combat|method=FireEvent|case="MeleeAttackWithWeapon"}}
 
Crits with ranged weapons increase the PV of the shot by 2.


== Modifiers ==
== Modifiers ==
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* 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}}
* 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]] 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|namespace=XRL.World.Parts.Skill|class=Pistol_WeakSpotter}} When combined with [[masterwork]], this results in a total critical hit chance of 15%.{{Code Reference|class=ModMasterwork}}{{Code Reference|namespace=XRL.World|class=GetCriticalThresholdEvent}}
*[[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|namespace=XRL.World.Parts.Skill|class=Pistol_WeakSpotter}} When combined with [[masterwork]], this results in a total critical hit chance of 15%.{{Code Reference|class=ModMasterwork}}{{Code Reference|namespace=XRL.World|class=GetCriticalThresholdEvent}}
* {{favilink|precision nanon fingers}} reduce the 1d20 roll needed to achieve a critical hit by 2. With no other modifiers, this enables scoring a critical hit on a roll of 18, 19, or 20, for a total critical hit chance of 15%. Multiple pairs stack additively (for example, two pairs reduce the roll needed by 4, for a total critical hit chance of 25%). This bonus can also be combined additively with the bonus from [[masterwork]] or [[Weak Spotter]].
*[[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