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(clarify cudgel crit behavior) |
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== 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. 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. | ||
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. {{Code Reference|namespace=XRL.World.Parts|class=Combat|method=FireEvent|case="MeleeAttackWithWeapon"}} | |||
== 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 [[Dazed|daze]] enemies, lowering their [[agility]], [[intelligence]], and [[move speed]], and setting them up for a potential [[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 have no special critical effect. | ||
* 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 (adding +1 to the 1d20 roll if the pistol is not masterwork, and adding +2 to the 1d20 roll if the pistol ''is'' masterwork) | ||
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**[[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}} | |||
[[Category:Battle Mechanics]] | [[Category:Battle Mechanics]] |