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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 | 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. 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 == | ||
* Melee weapon types each have a special effect when dealing critical hits: | * 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: <ref name="Combat" /> | ||
** Short Blades will cause [[bleeding]], dealing 0-1 damage per turn to the target | ** Short Blades will cause [[bleeding]], dealing 0-1 damage per turn to the target {{Code Reference|namespace=XRL.World.Parts.Skill|class=ShortBlades}} | ||
** Axes will [[Cleaved|cleave]] armor, reducing the AV of the target | ** Axes will [[Cleaved|cleave]] armor, reducing the AV of the target {{Code Reference|namespace=XRL.World.Parts.Skill|class=Axe}} | ||
** Cudgels [[Stunned|stun]] | ** 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 | ** Long Blades get a +2 bonus to penetration (even if this would exceed the weapon's penetration cap) | ||
* The tinkering mod [[masterwork]] | * 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}} | |||
* {{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 | |||
*[[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|2.0.201.70}} | |||
[[Category:Battle Mechanics]] | [[Category:Battle Mechanics]] |