Mechanics/Critical hits

Critical hits

When a hit crits, and how much the crit adds.

Crit chance

Every hit that is not marked as never critting rolls once. The hit crits when the roll lands under your crit chance, and it also crits without a roll when the hit itself forces one, or when it is the first hit an enemy has ever taken and the First Strike perk is active.

Crit chance against a normal enemy is Crit Chance. Against an elite, Crit Chance against Elites is added on top of it.

Crit chance at the start of a run0%
Extra crit chance against elites at the start of a run0%
How a crit is rolled, and the starting crit numbers.

Crit damage

A crit does not multiply the hit. It adds a second number on top of it: the damage already worked out, multiplied by your crit damage. Against an elite, Crit Damage against Elites is added to that multiplier first, and a card or spell can add its own crit bonus for one hit.

Crit Damage at the start of a run1
Extra crit damage against elites at the start of a run0
A 100 damage hit that crits100 + 100 x 1 = 200

So at the value a run starts with, a crit is worth exactly 2 times a normal hit.

One card reads crit damage differently

Durendal, a Spellblade card, keeps its own running total of the crits it stores up. That total does not go through the step above. It reads your crit damage straight off your run stats, and against an elite that reading adds Crit Chance against Elites to the multiplier, where every other hit adds Crit Damage against Elites. Against a normal enemy the two agree.

Both rules apply in a run. The second is only used by this card.

Crit Delay

The game keeps a Crit Delay stat and a card can point at it, but nothing in this build reads its value, so it changes nothing today.

This playtest never reads Crit Delay, so it changes nothing in a run.
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