Critical Hit: Difference between revisions
(Created page with "Category: Terminology A '''Critical Hit''' is an attack that does more than the usual amount of damage to a monster. <br /> When an attack scores a critical hit, a different animation is used instead of the normal hit animation. <br /> The higher an attacker's DEX, the greater their Critical Hit Rate against an opponent is. The higher a defender's AGI, the less likely they are to have critical hits scored against them. The minimum critical hit rate from...") Tag: visualeditor-wikitext |
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==Overview== | |||
Every time players swing at a monster, they have a chance to critical hit. If they successfully critical, the monster will take additional damage. This boost to damage is represented in two phases, an increase in [[pDIF]], or effective [[Attack]], and direct modification by [[Critical Attack Bonus]] and other similar abilities. Additionally, Critical Hits forced by [[Sneak Attack]] and [[Trick Attack]] with [[Thief]] main receive [[base damage]] bonuses from [[Dexterity]] and [[Agility]] respectively. | |||
While all normal swings have the potential to critical, [[Weapon Skill]]s can only critical hit if their descriptions read "chance to critical hit varies with TP." or an effects enables them to critical hit (ex. [[Shining One]]). This has been proven multiple times, though the easiest verification method is using 1-hit weapon skills and looking for damage that indicates a critical hit has occurred. It also appears that some weapon skills, though they possess the appropriate description, do not receive the benefit of base and gear Critical Hit Rate, like [[Blade: Rin]]. | |||
*For '''melee weapons''', critical hit rate is the sum of the base rate (5%), gear/atma (0-100%), merit points (0-5%), Buffs, [[Weapon Skill]] modifiers, and player [[Dexterity]] relative to target [[Agility]] (also known as dDEX, 0-15%). As there is no cap to critical hit rate, it can be taken all the way to 100%, guaranteeing that every attack is a critical hit. Category-specific caps are marked. It also only takes whole number values, so it is impossible to have something like a 12.5% Critical Hit Rate. | |||
**[[Weapon Skill]]s with the description "Chance of Critical Hit varies with [[TP]]" modify Critical Hit Rate during Weapon Skill. Generally, the base modification at 100[[TP]] varies from 0% to 40%, and extra Critical Hit Rate is awarded for TP over 100. | |||
***'''Example:''' A [[Thief]] has 115 [[Dexterity]], Level 5 Critical Hit Rate Merits, +4% Critical Hit Rate in gear, and is fighting a monster with 96 [[Agility]]. They have a 5% + 4% + 5% + 0% + 2% (dDEX=19) = 16% Critical Hit Rate. | |||
*For '''ranged weapons''', critical hit rate is the sum of the base rate (5%), gear/atma (0-100%), merit points (0-5%), Buffs, [[Weapon Skill]] modifiers, and player [[Agility]] relative to target [[Agility]] (also known as dAGI, no known cap). | |||
**Dexterity does '''not''' affect critical hit rate for ranged weapons. | |||
===Melee Critical Hit Rate=== | |||
<div class="float-container"> | |||
<div class="float-container-item-right"> | |||
{| class="horizon-table ffxi-table center-col-1 center-col-2" | |||
! width="50%" | dDEX | |||
! width="50%" | Crit Rate | |||
|- | |||
| 0-6 || +0% | |||
|- | |||
| 7-13 || +1% | |||
|- | |||
| 14-19 || +2% | |||
|- | |||
| 20-29 || +3% | |||
|- | |||
| 30-39 || +4% | |||
|- | |||
| 40-50 || +(dDEX-35)% | |||
|- | |||
| 51+ || +15% | |||
|} | |||
</div> | |||
Melee critical hit rate is determined by the difference between the player's [[Dexterity]] and the target's [[Agility]], which is called '''dDEX''' (dDEX = Player [[DEX]] - Target [[AGI]]). This is added on to the base rate and merits to determine the total critical hit rate. Because this value depends on the target's [[Agility]], which will be determined by its level and job combination, Critical Hit value changes significantly depending on target. | |||
Based on the chart, you can see that there is an extremely significant jump in critical hit rate when dDEX is increased from 40 to 50 (from 4% at dDEX=39 to 15% at dDEX=50), but no further boost to critical hit rate once dDEX is greater than 50. | |||
</div> | |||
===Ranged Critical Hit Rate=== | |||
== | Ranged critical hit rate is determined by the difference between the player's [[Agility]] and the target's [[Agility]], which is called '''dAGI''' (dAGI = Player [[AGI]] - Target [[AGI]]). This is added on to the base rate and merits to determine the total critical hit rate. This value does depend on the target's agility, but there are few times when critical hit rate builds are optimal (vs. times when they're less optimal) because adding the same amount of AGI always grants the same amount of critical hit rate and ranged critical hits are a constant multiplier of the damage you would have done otherwise. | ||
:Ranged Critical Hit Rate = {{ht|round down to nearest integer value|floor}}( {{ht|Player's AGI - Target's AGI|dAGI}} / 10 )%<br>*This has been tested for the ranges of dAGI = 0 ~ 90. | |||
===Enhancing Critical Hit Rate=== | |||
'''Critical hit rate''' is enhanced by the following effects: | |||
<ul><li class="toau">[[Rogue's Roll]]: Up to +27% critical hit rate depending on result, [[Phantom Roll]]+ equipment, and THF in pt or relic hat proc.</li> | |||
<!--<li>[[Blood Rage]]: +20% critical hit rate while in effect.</li>--> | |||
<!--<li>[[Impetus]]: Up to +50% critical hit rate with consecutively landed attacks.</li>--> {{noera}} | |||
<li>[[Mighty Strikes]]: 100% critical hit rate while in effect.</li></ul> | |||
==Critical Hit Damage== | |||
Critical Hit Damage is determined by [[Base Damage]], [[fSTR]], [[pDIF|Critical pDIF]], and the sum of modifiers such as [[Critical Attack Bonus]] [[:Category:Job Traits|job trait]] and the other [[:Category:Job Ability|Job Abilities]]/equipment that enhance it directly. The bonus is capped at +100% maximum total from all sources (abilities, traits, gear, atma, etc.). <br/> | |||
'''Equation:''' Critical Hit Damage = ([[Base Damage]] + [[fSTR]]) * [[pDIF|Critical pDIF]] * (Sum of Direct Modifiers) | |||
===Enhancing Critical Hit Damage=== | |||
Critical Hit Damage is enhanced by the following effects: | |||
<ul><!--<li>[[Critical Attack Bonus]]: +5~14% depending on tier of trait.</li>--> | |||
<!--<li>[[Dead Aim]]: +10~45% depending on tier of trait, for ranged attacks, not including weapon skills.</li>--> | |||
<!--<li>[[Impetus]]: Up to +50% with consecutive attacks landed while using [[Tantra Cyclas +2]]</li>--> | |||
<li>[[Scourge|Scourge Aftermath]]: 10% critical hit damage for up to 60 seconds, depending on the [[TP]] used. {{changes|Used to enhance critical hit rate in era instead of critical hit damage.}}</li></ul> | |||
==Related Links== | |||
* [[pDIF | How critical hit damage is calculated]] | * [[pDIF | How critical hit damage is calculated]] | ||
* [http://www. | *[[Enemy Critical Hit Rate]] | ||
* [http://ffxi.allakhazam.com/ | *[http://www.bluegartr.com/threads/90728-Final-Form-Magian-Weapons?p=4662716#post4662716 Blade: Rin Testing (Xera, BG)] | ||
* [http:// | *[http://www.bluegartr.com/threads/68786-Dexterity-s-impact-on-critical-hits/ DEX/Crit rate research (BG forums)] | ||
* [http:// | *[http://ffxi.allakhazam.com/forum.html?forum=261&mid=135208186510825877&p=1#1 AGI/Crit rate research (Melphina, Alla)] | ||
*[http://www.bluegartr.com/threads/113755-Ranged-Critical-Hit-Rate-Testing?p=5507978&viewfull=1#post5507978 More AGI/Crit rate research (Byrth, BG)] | |||
*[http://www.bluegartrls.com/forum/ffxi-standard-discussion/68786-dexteritys-impact-critical-hits.html#post2465157 Dexterity's Impact on Critical Hits] | |||
[[Category:Game Mechanics]] | |||
[[Category:Game Terms]] | |||
[[Category:Derived Stats]] |
Latest revision as of 07:18, 5 May 2024
Overview
Every time players swing at a monster, they have a chance to critical hit. If they successfully critical, the monster will take additional damage. This boost to damage is represented in two phases, an increase in pDIF, or effective Attack, and direct modification by Critical Attack Bonus and other similar abilities. Additionally, Critical Hits forced by Sneak Attack and Trick Attack with Thief main receive base damage bonuses from Dexterity and Agility respectively.
While all normal swings have the potential to critical, Weapon Skills can only critical hit if their descriptions read "chance to critical hit varies with TP." or an effects enables them to critical hit (ex. Shining One). This has been proven multiple times, though the easiest verification method is using 1-hit weapon skills and looking for damage that indicates a critical hit has occurred. It also appears that some weapon skills, though they possess the appropriate description, do not receive the benefit of base and gear Critical Hit Rate, like Blade: Rin.
- For melee weapons, critical hit rate is the sum of the base rate (5%), gear/atma (0-100%), merit points (0-5%), Buffs, Weapon Skill modifiers, and player Dexterity relative to target Agility (also known as dDEX, 0-15%). As there is no cap to critical hit rate, it can be taken all the way to 100%, guaranteeing that every attack is a critical hit. Category-specific caps are marked. It also only takes whole number values, so it is impossible to have something like a 12.5% Critical Hit Rate.
- Weapon Skills with the description "Chance of Critical Hit varies with TP" modify Critical Hit Rate during Weapon Skill. Generally, the base modification at 100TP varies from 0% to 40%, and extra Critical Hit Rate is awarded for TP over 100.
- For ranged weapons, critical hit rate is the sum of the base rate (5%), gear/atma (0-100%), merit points (0-5%), Buffs, Weapon Skill modifiers, and player Agility relative to target Agility (also known as dAGI, no known cap).
- Dexterity does not affect critical hit rate for ranged weapons.
Melee Critical Hit Rate
dDEX | Crit Rate |
---|---|
0-6 | +0% |
7-13 | +1% |
14-19 | +2% |
20-29 | +3% |
30-39 | +4% |
40-50 | +(dDEX-35)% |
51+ | +15% |
Melee critical hit rate is determined by the difference between the player's Dexterity and the target's Agility, which is called dDEX (dDEX = Player DEX - Target AGI). This is added on to the base rate and merits to determine the total critical hit rate. Because this value depends on the target's Agility, which will be determined by its level and job combination, Critical Hit value changes significantly depending on target.
Based on the chart, you can see that there is an extremely significant jump in critical hit rate when dDEX is increased from 40 to 50 (from 4% at dDEX=39 to 15% at dDEX=50), but no further boost to critical hit rate once dDEX is greater than 50.
Ranged Critical Hit Rate
Ranged critical hit rate is determined by the difference between the player's Agility and the target's Agility, which is called dAGI (dAGI = Player AGI - Target AGI). This is added on to the base rate and merits to determine the total critical hit rate. This value does depend on the target's agility, but there are few times when critical hit rate builds are optimal (vs. times when they're less optimal) because adding the same amount of AGI always grants the same amount of critical hit rate and ranged critical hits are a constant multiplier of the damage you would have done otherwise.
- Ranged Critical Hit Rate = floor( dAGI / 10 )%
*This has been tested for the ranges of dAGI = 0 ~ 90.
Enhancing Critical Hit Rate
Critical hit rate is enhanced by the following effects:
- Rogue's Roll: Up to +27% critical hit rate depending on result, Phantom Roll+ equipment, and THF in pt or relic hat proc.
- Mighty Strikes: 100% critical hit rate while in effect.
Critical Hit Damage
Critical Hit Damage is determined by Base Damage, fSTR, Critical pDIF, and the sum of modifiers such as Critical Attack Bonus job trait and the other Job Abilities/equipment that enhance it directly. The bonus is capped at +100% maximum total from all sources (abilities, traits, gear, atma, etc.).
Equation: Critical Hit Damage = (Base Damage + fSTR) * Critical pDIF * (Sum of Direct Modifiers)
Enhancing Critical Hit Damage
Critical Hit Damage is enhanced by the following effects:
- Scourge Aftermath: 10% critical hit damage for up to 60 seconds, depending on the TP used.