# Talk:Critical hit

## Contents

## Ammo crit chance?[edit source]

How is the crit chance of a ranged weapon's shot affected by the weapon's inherent crit chance and the ammo's crit chance?

For example, with full Shroomite Armor and after standing still for two seconds, my shotbow has a crit chance of 42% and my Ichor Arrows have a crit chance of 39%.

Does a single hit of it have a 42% crit chance, a 42% + 39% = 81% crit chance, do I get to roll for crits twice, once with 42% and once with 39% and if any roll succeeds, it crits or do they get calculated separately, so that I can get a shot where the weapon crits, but the arrow doesn't, thus giving me different damage numbers for crits? Nixitur (talk) 08:05, 8 October 2013 (UTC)

The thing is, the weapon add the dommage of the consummable to his stats. thats simple as that ; In your case, you will stick with the critical chance of your weapon :42%. In case you wonder, stats that are show always take care about : -Accessory stats -reforge accessory -armor stats -set armor buff -Any buff (potion ...) -Any debuff

Then, it look at the base weapon, add all of this and the reforge of the item itself. That why, because arrow aren't reforged, they show less %crit.

- I just tested this with Pulse bow, Shroomite armor in stealth mode and some accessories. Chit chance for bow was 61%, for arrows 49%. Out of 195 shots there were 121 criticals - that's about 62% meaning arrows don't notably affect chit chance, probably not at all. Actually this means chit bonus is inferior to equal damage bonus in all aspects - damage helps pierce armor while chit does not, and the latter is also random, unpredictable and capped at 100%. Before I thought that chit is better for ranged weapons, but apparently it is not. Gonna reforge my everything to Menacing. --08:08, 23 April 2014 (UTC)

## Needs cleanup[edit source]

I would put a note that this needs to be cleaned up due to 1.2 coming out, but I don't know how. --72.83.33.87 00:43, 1 November 2013 (UTC)

## Critical Hits and knockback[edit source]

As of 1.3 (potentially earlier, but unmentioned), critical hits appear to either enhance knockback, bypass knockback resistance, or both. This is easily testable using a Slap Hand reforged for knockback together with a Power Glove (or its upgrades). Critical hits will send mobs noticeably further than normal hits. It is most noticeable against Possessed Armors, which will only hop back slightly on a normal slap but get sent flying when a critical hit happens.

Hoping someone might be able to peek at the code or do in-depth testing to nail down the mechanics. In the absence of that, I might make a general note about increasing knockback sometime later.

ShinyMoogle (talk) 05:58, 6 August 2015 (UTC)

- Looking at the source code, it appears that getting a critical hit increases knockback by 40%, after calculating knockback resistance. I've definitely noticed critical hits giving more knockback before 1.3, so I doubt this is a new feature. –KM100
^{(talk)}06:14, 6 August 2015 (UTC)

## critical hit chance % increase vs. damage % increase[edit source]

By doing simple maths and agains targets with no defense, both damage % increase and critical hit chance%, increase the average damage output by the same ammount But agains targets with defense (pretty much all enemies), a critical hit chance gives lower average damage output. Shouldn't this be noted in the main article?--EstebanLB (talk) 18:35, 6 August 2015 (UTC)

- Optimizing damage is a little trickier than that, and critical hit modifiers can be more valuable than damage modifiers depending on your existing bonuses, weapon damage, and enemy defense. Damage bonuses increasing average damage more than critical hit bonuses
*only holds true when there are no other damage or critical hit modifiers*. In almost all practical cases, that won't be the case. - Some quick napkin math suggests that you'll get maximum damage output when your damage bonuses are [(enemy damage reduction / weapon damage) * 100%] greater than your critical hit rate. If you have more damage boosts, you're better off increasing critical hit rate, and vice versa.
- In any case, damage optimization seems to be beyond the scope of the critical hit article. Might be better suited for the Damage Types page or a separate guide. ShinyMoogle (talk) 19:14, 6 August 2015 (UTC)

## Missing Weapons[edit source]

The list of weapons that don't have the base critical strike chance is incomplete. I know that the Shadowflame Hex Doll is missing, and others might be as well. I don't know how to edit pages to include images and links, so if someone could complete this, we'd be a lot more accurate.

I'll check all the weapons and post back here with the list of what's missing

-Shadowflame Hex Doll

## Crit[edit source]

Discussion copied from User_talk:4e696e6a6f795844

I've been adding the listcat field to all the weapon infoboxes (for dpl usage), and began comparing the stats to what is listed in Item.cs, correcting any differences. On some weapons the crit is listed, and others it's not. If I see in Item.cs a crit of 2, is that the actual crit, or is it "in addition to" some base number? I checked the Critical hit page (and talk page), but found no clue. If it is to be added to a base crit, we should make a note of it on the talk page for others who may be attempting to code-check. – Ferretwings ^{(talk)} 00:16, 27 March 2017 (UTC)

- Turns out the Player.cs has four values for each type of damage (e.g meleeCrit, rangedCrit) which all start at a value of 4. That value is added to a weapons .crit to create the total critical strike chance, but the player's base critical values can be affected by potions, armor, and the like if they decide to equip it.
- I'm going to copy this discussion over to the critical hit talk page so the info can be found there as well. :^) 4e696e6a6f795844 (talk) 11:01, 27 March 2017 (UTC)

## Over Crit?[edit source]

I was going some testing in a tmodloader save (the only mods i had on were HERO'S and cheat sheet) and I did more dammage when i turned on stealth from vortex and made it night for my moon stone even though I was already at 100% crit chance, the dammage was over twice what it was before so I think it wasn't the small stat boosts from the moon stone and celestial stone. If someone else could double check that that would be great. Wyhiob (talk) 16:53, 8 September 2019 (UTC)