The more units with crit chance, the more likely that you will see the expected number of attacks the crit. Stacking crits has increasing returns (until you hit the chance to hit cap) Small amounts of crit are always good, larger amounts need supporting accuracy to help them. Mr No - long story short: crit chance is about as good as equal percent damage, +- circumstantial stuff. How does crit chance and fumble chance interact? Separate calculations? Crit check first, then fumble check, followed by hit rolls? Things like grenades and rocket launchers. 75% to hit or less = 25% to graze”Ī few weapons cannot graze, and “scatter” when they miss. If you have 95% to hit, then you have 5% to graze. Grazes do half the damage a regular hit would. Grazes: when you don't pass the hit check, there is a % chance the attack is a graze. ![]() Crit chance cannot be higher than a unit's hit chance.įumbles: downgrades attack from hits to grazed, and from grazed to misses. ![]() On top of that, it also forces status effects to go through (maybe not, got to test this), and inflict an additional level of Stagger. ![]() Here are my notes that I used for this video:Ĭriticals: will do +50% damage, and when on repeating weapons, all three actions will be hits when a weapon crits.
0 Comments
Leave a Reply.AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |