Talk:Critical hit

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
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
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)