- 3.5 Increasing Base Dmg For Crit Free
- 3.5 Increasing Base Dmg For Critical
- 3.5 Increasing Base Dmg For Crit Build
- 3.5 Increasing Base Dmg For Crit And Haste
- 3.5 Increasing Base Dmg For Crit 1
- This article is about spell critical strikes only. For physical critical strikes, see Critical strike.
- Re: Ways to increase the critical multiplier. 3.5 Since you want to use a psionic critter, there's a mantra feat in Untapped Potential called Final Strike of the Executioner. If you're not familiar, mantra feats have two effects: one when you meditate to gain your psionic focus (typically for 1 minute after or until you lose focus).
- It may seem to be weak obviously to undead and other creatures immune to critical hits, but if you have burst enhancements and other similar crit trigger enhancements they still apply. If you threaten the crit, you still roll to confirm. If the crit is confirmed, you don't roll extra weapon damage but the crit trigger enhancements still go off.
Spell critical strike (often abbreviated as 'spell crit') is when a spell or magical effect (most damaging spells, healing spells, some damage over time effects) has an increased effect. To see your chance to critically strike with spells, open your character pane and view your spell stats. Mobs are unable to get critical strikes with spells.
Increase Crit Damage OR Increase Base Damage? - posted in Ragnarok Online Community Chat: What would be better to increase damage, Increasing Critical Damage or Increasing Base Damage? Im contemplating on whether to use 2 Aunoe cards or 2 Abysmal Knight cards for MVPing using crits which one is better?
Spell critical strike chance is gained from both critical strike rating and intellect, as well as various talents and abilities.
- 3Increasing spell crit chance
- 5Using spell crit effectively
Spell crit damage
The size of spell crits depends on the character's class and spec, as well as the spell cast:
- All healing crits heal for 200% of the normal amount
- All druid, mage, priest, shaman and warlock crits deal 200% normal damage
- Elemental shaman crits deal 250% normal damage through [Elemental Fury].
With damage over time, heal over time and area of effect spells, spell critical strike chance applies independently to each tick and each target.
Certain metagems, such as the [Chaotic Shadowspirit Diamond], increase spell critical strike damage beyond 200%.
Base spell crit chance
The base chance to critically strike with spells is based on the Intellect attribute and a class specific constant.
Intellect per crit % | Class-specific constants | ||||
---|---|---|---|---|---|
Class | Level 60 | Level 70 | Level 80 | Level 85 | |
Druid | 60.98 | 80 | 166.16 | 648.91 | 1.85 |
Mage | 69.88 | 80 | 166.16 | 648.91 | 0.91 |
Paladin | 54.07 | 80 | 166.16 | 648.91 | 3.336 |
Priest | 66.45 | 80 | 166.16 | 648.91 | 1.24 |
Shaman | 57.16 | 80 | 166.16 | 648.91 | 2.2 |
Warlock | 60.61 | 80 | 166.16 | 648.91 | 1.701 |
Increasing spell crit chance
Spell critical strikes have a generally low chance of occurring, however, you can increase your crit chance in certain ways:
- Talents (some classes)
- Potions (temporary)
- Buffs (temporary)
- Debuffs (temporary)
Critical strike rating
The easiest method to increase the chance of a critical strike is to equip gear with the attribute 'Increases your critical strike rating by 'x'.' For some classes, critical strike rating is of less value. Unlike Intellect, critical strike rating increases the chance to get a critical strike equally for all classes.
Level 60 | Level 70 | Level 80 | Level 85 | Level 90 |
---|---|---|---|---|
14 | 22.0769 | 45.901 | 179.28 | 600 |
Formula
For a level 85 character:
Note:
- Talents that affect the crit chance of 'all spells' (e.g.: [Piercing Ice]), or talents that specifically affect spells of a certain school, directly add to the calculated 'Crit Chance %' on the character pane.
- Talents that only affect the spell crit chance of a specific spell are NOT included in the spell 'Crit Chance %' on the character pane.
- Mousing over the 'Intellect' value in your character pane will show you the Intellect portion of your spell 'Crit Chance' (eg: 'Increases Spell Critical Hit by x.xx%'). This works out to the '(INT/648.91)+ClassConstant' portion of the formula.
Using spell crit effectively
When evaluating the tradeoff between critical strike rating and other secondary stats, there are some things to consider:
- Some classes have abilities or talents which proc off of spell critical strikes, as do some items.
- Spell crit can lead to more unpredictable damage. As such, it can be powerful, but unreliable.
- In group PvE, a string of 'lucky' spell crits can pull aggro off the tank, possibly resulting in a dead caster.
- In PvP, a string of 'lucky' spell crits can take your opponents by surprise or simply overwhelm their defences, winning you the fight. Steady, predictable damage is easily anticipated and defended against; sudden spikes of damage are hard to anticipate and often impossible to defend against.
Spell hit or spell crit?
Without considering factors such as talents, a 1% increase in spell crit chance will result in a gain of 0.5% or 1% of a spell's base damage (depending on class/spec, see above), whereas a 1% increase in spell hit chance will always give a 1% increase of a spell's base damage. When dealing with 150% crits, this may make reaching the hit cap for your chosen area of play more valuable than increasing crit chance.
Numerous talents proc from crits (Ignite, [Divine Aegis], [Master of Elements]), while many more proc from certain spell hits regardless of crits. These talents can significantly increase the desirability of increasing your crit chance. It should also be remembered that hit affects other types of spell such as ccs ([Polymorph], [Hammer of Justice], [Psychic Scream]), which can often be even more critical than damage.
In general, increasing crit chance without reaching your hit cap will lead to more unpredictable effectiveness, in terms of damage, talent procs and even ccs. This can be handy for PvP, where sudden burst damage can surprise and overwhelm opponents, but can also cause crucial spells to miss at critical moments.
There is still debate whether spell casting is based on a one-roll system (like 'normal' melee) or not, although there is currently overwhelming evidence that it is a 'two-roll' system - hit rolled for first, followed by a roll for crit.[citation needed]
Patch Changes
- Patch 6.0.2 (2014-10-14): Spell Crit %, Melee Crit %, and Ranged Crit % have been merged into a universal Crit %.
- Patch 5.0.4 (2012-08-28): All spells now have a base critical damage bonus of 100%, up from 50%.
- Patch 4.2.0 (2011-06-28): All healing spells now crit for 200% instead of 150%.
- Patch 4.0.1 (2010-10-12):
- Damage over time effects and channels are now capable of critically striking (there are some exceptions to this, such as Ignite).
- All mage and warlock spells now crit for 200% damage.
- Balance druids, shadow priests and elemental shamans receive a specialization bonus allowing their spells to crit for 200% damage.
- Patch 3.0.2 (2008-10-14):
- Spell Critical Strike Rating has been merged into Critical Strike Rating.
- Channeled spells such as [Blizzard] are now capable of critically striking.
- Patch 2.0.1 (2006-12-05):Combat Rating System introduced. Items no longer increase spell critical strike chance by a fixed percentage.
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It has been suggested this article should be merged. Hoopy Froodle has suggested that this article should be merged into Critical hit. Please express your opinions of this merge on the talk page. |
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Each weapon has a threat range for critical hits.
A critical threat is obtained when you roll a d20 to hit your opponent and the result (before applying any bonus or penalty) is within the threat range of your weapon (even if your modified attack roll wouldn't beat the opponent's AC).
A critical threat means you have a chance to score a critical hit. To do so, a confirmation roll is made, with the same to-hit bonus being applied (plus extra confirmation bonuses such as Seeker, Kensei enhancements, Fighter Critical Accuracy, etc.); in this roll, 1's do not automatically fail to hit. This roll must beat the target's AC in order to 'confirm' the critical hit.
In DDO, a confirmation roll can still succeed on a roll of 1; it does not auto-miss on such a roll.
If that roll also results in a hit against the target's AC, the critical hit is confirmed, and the base damage is rolled once for every critical hit multiplier. If the confirmation roll is a miss, then the attack is not a critical hit and is rolled as a normal attack (IE, auto-success on natural 20 or test vs. AC for non-20).
All weapons create a critical threat on a roll of 20, but some have a larger threat range, extending down to 19-20 or even 18-20.
Common weapons' threat range/multiplier[edit]
3.5 Increasing Base Dmg For Crit Free
18-20 | 19-20 | 20 |
---|---|---|
x2 | ||
x3 | ||
x4 |
Ways to increase threat range[edit]
- The Keen (slashing/piercing) or Impact (bludgeoning) weapon prefixes double the weapon's base threat range. A Kukri (base threat range 18-20) with Keen, for example, will have a threat range of 15-20. This does not stack with Improved Critical.
- The Improved Critical feat doubles the base threat range for any equipped weapon in a specific category (slashing/piercing/bludgeoning/ranged/thrown). This does not stack with Keen/Impact.
Competence bonus[edit]
Competence bonus to threat range can come from various sources. Bonuses to critical threat range usually are not doubled Improved Critical. Multiple effects granting competence bonus don't stack.
3.5 Increasing Base Dmg For Critical
- Alchemist's Vile Chemist: +1 critical range and multiplier for Simple Weapons while wielding a Simple Weapon, Orb, Rune Arm, or nothing in your off hand.
- Artificer's Reconstructed Armaments: +1 to chosen weapon type
- Barbarian's Critical Rage: +2 threat
- Barbarian's Occult Metalline: +1 threat, +1 multiplier
- Bard's Swashbuckling enhancement modifies the threat / multiplier as follows
- Dagger, Shortsword, Throwing Dagger: +1 Threat, +1 Multiplier
- Light Mace, Light Hammer, Kama, Sickle, Dart, Shuriken, Throwing Axe, Throwing Hammer: +2 Threat, +1 Multiplier
- Kukri, Rapier: +1 Multiplier
- Handaxe: +2 Threat
- Light Pick: +1 Threat
Unlike most bonuses, Swashbuckling bonus to threat is doubled by Improved Critical.
- Fighter's Keen Edge enhancement adds 1 to the threat range of a his/her selected weapon group.
- Gnome's and Deep Gnome's Weapon Training adds +1 for light hammers, light maces, light picks, shortswords, shortbows, light crossbows, and light repeating crossbows.
- Holy Sword: +1 to threat and multiplier for all weapons, but not shields. Available as:
- Paladin 4th level spell
- ClericWar Domain power - SLA
- Staff Specialization, available for Rogues and Monks, adds +1 to threat and multiplier for quarterstaves
- Knife Specialization, available for Assassins, adds +1 to threat for daggers. Additionally, it adds +1 multiplier for daggers and kukris.
Unlike most bonuses, Assassin's bonus to threat is doubled by Improved Critical. - Master Thrower (Halfling): +1 threat for thrown weapons
- Deadly Striker: while centered: +2 for Kama/Shuriken, +0 Handwraps/Quarterstaff, +1 with any weapon
- Empty Hand Mastery: +1 threat and multiplier for Handwraps
- Advanced Sneak Attack, available for Rangers, adds +1 to threat with all weapons (not shields/unarmed).
- Vistani: +1 threat and multiplier for daggers and throwing daggers
Insight bonus[edit]
- Bard's Exploit Weakness enhancement. Every time you don't crit, you get a +1.
- Legendary Dreadnought's Pulverizer adds +1 threat for bludgeoning weapons. Find details and exceptions in the LD article.
Morale bonus[edit]
Knight's Training feat:
- +1 for Battle Axes, Heavy Maces, Morningstars, War Hammers
- +2 for Battle Axes if you have Improved Critical Slashing
Swords to Plowshares feat:
- +1 for Quarterstaves, Kamas, and Sickles
Untyped / unclear bonus type[edit]
- Blessing of Silvanus: +2 for Mauls
- Divine Crusader's Celestial Champion provides +1 critical threat range with all weapons. (Does not apply to handwraps or while in an animal form.)
- Violence Begets Violence - While Centered, when an opponent misses you in melee, you gain +1 critical threat range for 6 seconds. This stacks up to 5 times and is reset if you critically hit.
- Vanguard's 5th core ability increases the threat range and multiplier of your shield by 1.
Many active attacks, often coming from enhancements, feats, or epic destiny abilities, modify the critical threat and/or multiplier of a single attack or short duration. These effects usually stack with everything else. For example:
- The Paladin's exalted smite
- Legendary Dreadnought's Cleave-like attacks
- Fury of the Wild's Adrenaline
- Vistani Vendetta
Weapon damage comparison[edit]
Note that this calculation does not include additional damage from strengthmodifier, weapon enhancement bonus, weapon prefix/suffix effects, etc., resulting in x2 multiplier weapons looking better than they really are.This calculation also assumes a 100% critical confirmation roll, in this case resulting in lower threat weapons (which usually carry a better multiplier) looking better.
To understand the breaking point, besides the obvious critical effects, consider how often you hit an opponent. The harder it is to hit (attack roll vs AC), the better it is to have a higher threat range weapon as you always hit on a non-confirmed critical.
STRmodifier example:
(on hit with vanilla weapons, does not consider glancing blows, feats or enhancements)
- a strength 10 (+0) fighter
- Bastard Sword: 5.5 base expected, 11 on crit → 6.1 avg
- Khopesh: 4.5 base expected, 13.5 on crit → 5.4 avg
- a strength 30 (+10) fighter
- Bastard Sword: 15.5 base expected, 31 on crit → 17.05 avg
- Khopesh: 14.5 base expected, 43.5 on crit → 17.4 avg
- a strength 40 (+15) fighter
- Bastard Sword: 20.5 base expected, 41 on crit → 22.55 avg
- Khopesh: 19.5 base expected, 58.5 on crit → 23.4 avg
3.5 Increasing Base Dmg For Crit Build
Weapon Type | Base Damage Type | Base Damage | Expected Damage | Crit range | Crit multiplier | Avg Dmg | Keen / Impact / Improved Critical Avg Dmg | Kensei III / Paladin Exalted Smite II / Deepwood Sniper I with Impr. Crit | Paladin Exalted Smite IV with Impr. Crit |
---|---|---|---|---|---|---|---|---|---|
Shuriken | Slashing | 1d2 | 1.5 | 20 (5%) | x2 | 1.6 | 1.7 | 1.7 | 1.8 |
Dagger | Piercing | 1d4 | 2.5 | 19-20 (10%) | x2 | 2.8 | 3.0 | 3.1 | 3.3 |
Dart | Piercing | 1d4 | 2.5 | 20 (5%) | x2 | 2.6 | 2.8 | 2.9 | 3.0 |
Throwing Dagger | Piercing | 1d4 | 2.5 | 20 (5%) | x2 | 2.6 | 2.8 | 2.9 | 3.0 |
Throwing Hammer | Bludgeon | 1d4 | 2.5 | 20 (5%) | x2 | 2.6 | 2.8 | 2.9 | 3.0 |
Light Hammer | Bludgeon | 1d4 | 2.5 | 20 (5%) | x2 | 2.6 | 2.8 | 2.9 | 3.0 |
Kukri | Slashing | 1d4 | 2.5 | 18-20 (15%) | x2 | 2.9 | 3.3 | 3.4 | 3.5 |
Light Pick | Piercing | 1d4 | 2.5 | 20 (5%) | x4 | 2.9 | 3.3 | 3.6 | 4.0 |
Scepter (Club) | Bludgeon | 1d6 | 3.5 | 20 (5%) | x2 | 3.7 | 3.9 | 4.0 | 4.2 |
Light Mace | Bludgeon | 1d6 | 3.5 | 20 (5%) | x2 | 3.7 | 3.9 | 4.0 | 4.2 |
Quarterstaff | Bludgeon | 1d6 | 3.5 | 20 (5%) | x2 | 3.7 | 3.9 | 4.0 | 4.2 |
Sickle | Slashing | 1d6 | 3.5 | 20 (5%) | x2 | 3.7 | 3.9 | 4.0 | 4.2 |
Handaxe | Slashing | 1d6 | 3.5 | 20 (5%) | x3 | 3.9 | 4.2 | 4.6 | 4.9 |
Scimitar | Slashing | 1d6 | 3.5 | 18-20 (15%) | x2 | 4.0 | 4.6 | 4.7 | 4.9 |
Shortsword | Piercing | 1d6 | 3.5 | 19-20 (10%) | x2 | 3.9 | 4.2 | 4.4 | 4.6 |
Rapier | Piercing | 1d6 | 3.5 | 18-20 (15%) | x2 | 4.0 | 4.6 | 4.7 | 4.9 |
Heavy Pick | Piercing | 1d6 | 3.5 | 20 (5%) | x4 | 4.0 | 4.6 | 5.1 | 5.6 |
Shortbow | Piercing | 1d6 | 3.5 | 20 (5%) | x3 | 3.9 | 4.2 | 4.6 | 4.9 |
Throwing Axe | Slashing | 1d6 | 3.5 | 20 (5%) | x3 | 3.9 | 4.2 | 4.6 | 4.9 |
Kama | Slashing | 1d6 | 3.5 | 20 (5%) | x2 | 3.7 | 3.9 | 4.0 | 4.2 |
Heavy Mace | Bludgeon | 1d8 | 4.5 | 20 (5%) | x2 | 4.7 | 5.0 | 5.2 | 5.4 |
Morningstar | Bludgeon | 1d8 | 4.5 | 20 (5%) | x2 | 4.7 | 5.0 | 5.2 | 5.4 |
Light Crossbow | Piercing | 1d8 | 4.5 | 19-20 (10%) | x2 | 5.0 | 5.4 | 5.6 | 5.9 |
Warhammer | Bludgeon | 1d8 | 4.5 | 20 (5%) | x3 | 5.0 | 5.4 | 5.9 | 6.3 |
Battleaxe | Slashing | 1d8 | 4.5 | 20 (5%) | x3 | 5.0 | 5.4 | 5.9 | 6.3 |
Longsword | Slashing | 1d8 | 4.5 | 19-20 (10%) | x2 | 5.0 | 5.4 | 5.6 | 5.9 |
Longbow | Piercing | 1d8 | 4.5 | 20 (5%) | x3 | 5.0 | 5.4 | 5.9 | 6.3 |
Khopesh | Slashing | 1d8 | 4.5 | 19-20 (10%) | x3 | 5.4 | 6.3 | 6.8 | 7.2 |
Repeating Light Crossbow | Piercing | 1d8 | 4.5 | 19-20 (10%) | x2 | 5.0 | 5.4 | 5.6 | 5.9 |
Falchion | Slashing | 2d4 | 5 | 18-20 (15%) | x2 | 5.8 | 6.5 | 6.8 | 7.0 |
Heavy Crossbow | Piercing | 1d10 | 5.5 | 19-20 (10%) | x2 | 6.1 | 6.6 | 6.9 | 7.2 |
Greatclub | Bludgeon | 1d10 | 5.5 | 20 (5%) | x2 | 5.8 | 6.1 | 6.3 | 6.6 |
Maul | Bludgeon | 1d10 | 5.5 | 20 (5%) | x3 | 6.1 | 6.6 | 7.2 | 7.7 |
Dwarven Axe | Slashing | 1d10 | 5.5 | 20 (5%) | x3 | 6.1 | 6.6 | 7.2 | 7.7 |
Bastard Sword | Slashing | 1d10 | 5.5 | 19-20 (10%) | x2 | 6.1 | 6.6 | 6.9 | 7.2 |
Repeating Heavy Crossbow | Piercing | 1d10 | 5.5 | 19-20 (10%) | x2 | 6.1 | 6.6 | 6.9 | 7.2 |
Greataxe | Slashing | 1d12 | 6.5 | 20 (5%) | x3 | 7.2 | 7.8 | 8.5 | 9.1 |
Greatsword | Slashing | 2d6 | 7 | 19-20 (10%) | x2 | 7.7 | 8.4 | 8.8 | 9.1 |
Great Crossbow | Piercing | 2d8 | 9 | 18-20 (15%) | x2 | 10.4 | 11.7 | 12.2 | 12.6 |