Critical Chance: Difference between revisions

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*[[More Critical]] +5%
*[[More Critical]] +5%
*[[Even More Criticals]] +10%
*[[Even More Criticals]] +10%
*[[Bonus HtH Damage+]] +15%
*[[HtH Criticals]] +15%
*[[HtH Criticals]] +15%
*[[Silent Death]] Automatical critical if sneaked and attacking from behind
*[[Silent Death]] Automatical critical if sneaked and attacking from behind
*[[Spray and Pray]] Unaimed attacks ignore target's armor’s critical modifiers.
*[[Hit the Gaps]] deducts 50% from critical modifiers of any armor that is worn by the person you are currently attacking.
*[[Hit the Gaps]] deducts 25% from critical modifiers of any armor that is worn by the person you are currently attacking.
*[[Finesse]] +10% to Critical Chance, but +30% to your targets' DR
*[[Finesse]] +10% to Critical Chance, but +30% to your targets' DR
*[[Man of Steel]] +10 critical resistance, +10 head critical resistance
*[[Man of Steel]] +10 critical resistance, +10 head critical resistance

Revision as of 21:21, 26 August 2013

Critical Chance is the probability of scoring a Critical Hit on a target.

Calculating Critical Chance

  • Basic critical chance equals your Luck.
  • Add 10% if you take Finesse
  • Add 5% for each level of More Critical (can be taken up to 3 times)
  • Add up to 60% for Aimed Attacks (depends on aimed body part and Luck)
  • Add up to 5% from crafted weapon

It is possible to build a character whose critical chance would be 95% with an aimed attack. Such characters are usually supposed to be "cripplers".

Related perks and traits

Note: The related perk Better Criticals only affects how a successful critical would hit on the target (gives you a better chance of crippling, knocking down, etc...), but it doesn't affect your critical chance.

See also