Critical hit: Difference between revisions

102 bytes added ,  16:39, 11 January 2021
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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.
**Long Blades have no special critical effect.<ref>[https://bitbucket.org/bbucklew/cavesofqud-public-issue-tracker/issues/3036 Might be a bug]</ref>
* 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)