Critical hit: Difference between revisions

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Critical hit is a combat mechanics that gives a small luck based chance to have a guaranteed success hit.  
Critical hits are a combat mechanic that guarantee a successful hit with a small chance.  


== Base Mechanics ==
== Base Mechanics ==
A critical are [[dice roll|rolled]] on a 1d20 dice, if you rolled a >=20, your hit will be a crit. Crit ignores [[DV]] and [[AV]] of the target within a single penetration. Subsequent penetrations do not receive those advantages but still benefit from increased damage all critical hits have.
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 within a single penetration. Subsequent penetrations do not receive those advantages but still benefit from increased damage all critical hits have. Crits with ranged weapons merely increase the PV of the shot by 2.


== Modifiers ==
== Modifiers ==
{{missing info|How is missile weapon critical hit calculation done?}}
 
* Some weapon types have a unique special status effect that it naturally causes on critical hits.
* Melee weapon types each have a special effect when dealing critical hits:
** Short Blades can cause [[Bleeding]]
** Short Blades will cause [[bleeding]], dealing 0-1 damage per turn to the target
** Axe can cause [[Cleaved]]
** Axes will [[Cleaved|cleave]] armor, reducing the AV of the target
** Cudgel can cause [[Stunned]]
** Cudgels [[Stunned|stun]] enemies, preventing the target from taking actions
** Missile weapon generally deals extra damage
**Long Blades gain an additional +2 PV, increasing damage
** Grenade?
* The tinkering mod [[masterwork]] adds a +1 to the 1d20 roll, effectively doubling crit range
* [[Masterwork]] mods doubles the critical chance by making the roll a 1d20+1.
**[[Weak Spotter]] doubles the crit range 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)
** This may be tripled by pistol skills [[Weak Spotter]] which adds to the critical chance bonus.
**[[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
 
[[Category:Battle Mechanics]]
[[Category:Battle Mechanics]]

Revision as of 15:37, 24 April 2020

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 within a single penetration. Subsequent penetrations do not receive those advantages but still benefit from increased damage all critical hits have. Crits with ranged weapons merely increase the PV of the shot by 2.

Modifiers

  • Melee weapon types each have a special effect when dealing critical hits:
    • Short Blades will cause bleeding, dealing 0-1 damage per turn to the target
    • Axes will cleave armor, reducing the AV of the target
    • Cudgels stun enemies, preventing the target from taking actions
    • Long Blades gain an additional +2 PV, increasing damage
  • The tinkering mod masterwork adds a +1 to the 1d20 roll, effectively doubling crit range
    • Weak Spotter doubles the crit range 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)
    • 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