Critical hit: Difference between revisions

423 bytes added ,  17:41, 20 February 2021
updates for latest patch
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(updates for latest patch)
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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]]