Criticals

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(Redirected from Knockback)

Criticals in Ashes of Phoenix are a very math-heavy mechanic.

Criticals can occur, when shooting a target with a single shot. Whether aimed or unaimed. Thus, Bursts, as well as things like Molotovs can not critically hit.

A critical can have a range of devastating effects. The simplest of its effect is the increased damage you will do. This allows Snipers to dish out damage, even though they are shooting only one bullet at a time, unlike Bursters, who do their damage by shooting a range of bullets towards the target.
Criticals can also cripple limbs. Apply Debuffing Status Effects. As well as apply a higher amount of Bleed Damage, together with its increase in direct damage.

Critical Chance

In order to land a critical hit on an enemy, a proper amount of Critical Chance is needed. In your Character Tab, you have 2 different kinds of Critical Chances. Your Base Critical Chance (short: BCC), as well as your Aimed Critical Chance (short: ACC). Your aimed critical chance will always be higher as your base critical chance, as the aimed critical chance value starts out with the base critical chance.

Values above 100% are not wasted, as an enemies Critical Resistance will lower your Critical Chance. It is thus nice to have a value over 100% to ensure that your critical chance is as high as possible after being modified by your target's critical resistance.

Base Critical Chance

Base Critical Chance (BCC) is used to calculate your crit chance when performing unaimed shots. Unaimed Shots are always shots in the Torso.


Other Stats modifying Base Critical Chance
Modifiers BCC
Finesse +10%
Living Anatomy +3%
Steady (Drug) -10%
Blood Moon (Drug) +20%
Weapon Modifiers
More Crits (Weapon Perk) +10%

Aimed Critical Chance

Aimed Critical Chance is used to calculate your crit chance when performing aimed shots, apart from the Torso. This means, shots in the legs, arms, groin, head and eyes use your aimed critical chance.


Critical Resistance

Just like a shooter might have a critical strike chance, a target can and will have Critical Resistance. This causes them to have a chance to avoid a critical strike of a bullet, treating it like it didn't critical in the first place.

Critical Resistance has a non-linear progression. Thus there is no direct formula for it. The higher your luck, the more critical resistance you will have - however, Luck has diminishing returns. Higher Luck will give you less and less Critical Resistance.

For a full table you can look here: Critical Resistance Table

When an shooter fires a shot at the target, its Critical Chance is modified by the target critical resistance.

Example

Zmeja fires a shot at Gem, aiming for his left arm. Zmeja has an Aimed Critical Chance of 125%, while Gem has a Critical Resistance of 30%. What's the chance of Zmeja hitting a critical strike?


Zmeja has a 87.5% chance to hit a critical strike onto Gem.

Critical Rolls

Upon landing a Critical Hit, the game will roll a weighted dice with a number in-between 1 and 6. This will govern how "strong" the critical effect will be.

The chances for each Roll depending on your Luck
Luck Roll 1 Roll 2 Roll 3 Roll 4 Roll 5 Roll 6 Luck
0 33% 24% 18% 13% 9% 3% 0
1 28% 23% 19% 15% 10% 5% 1
2 24% 22% 19% 16% 13% 6% 2
3 20% 21% 19% 17% 15% 8% 3
4 17% 19% 19% 18% 16% 11% 4
5 13% 18% 19% 19% 18% 13% 5
6 11% 16% 18% 19% 19% 17% 6
7 8% 15% 17% 19% 21% 20% 7
8 6% 13% 16% 19% 22% 24% 8
9 5% 10% 15% 19% 23% 28% 9
10 3% 9% 13% 18% 24% 33% 10
11 2% 7% 12% 17% 24% 38% 11
12 2% 5% 10% 16% 24% 43% 12
13 1% 4% 10% 14% 23% 48% 13
14 1% 3% 7% 14% 23% 52% 14
15 0% 3% 6% 13% 21% 57% 15
The chances for each Roll depending on your Luck (CUMULATIVE)
Luck Roll >= 1 Roll >= 2 Roll >= 3 Roll >= 4 Roll >= 5 Roll = 6 Luck
0 100% 67% 43% 25% 12% 3% 0
1 100% 72% 49% 30% 15% 5% 1
2 100% 76% 54% 35% 19% 6% 2
3 100% 80% 59% 40% 23% 8% 3
4 100% 83% 64% 45% 27% 11% 4
5 100% 87% 69% 50% 31% 13% 5
6 100% 89% 73% 55% 36% 17% 6
7 100% 92% 77% 60% 41% 20% 7
8 100% 94% 81% 65% 46% 24% 8
9 100% 95% 85% 70% 51% 28% 9
10 100% 97% 88% 75% 57% 33% 10
11 100% 98% 91% 79% 62% 38% 11
12 100% 98% 93% 83% 67% 43% 12
13 100% 99% 95% 85% 71% 48% 13
14 100% 99% 96% 89% 75% 52% 14
15 100% 100% 97% 91% 78% 57% 15
The chances for each Roll depending on your Luck (CUMULATIVE INVERTED)
Luck Roll 1 Roll <= 2 Roll <= 3 Roll <= 4 Roll <= 5 Roll <= 6 Luck
0 33% 57% 75% 88% 97% 100% 0
1 28% 51% 70% 85% 95% 100% 1
2 24% 46% 65% 81% 94% 100% 2
3 20% 41% 60% 77% 92% 100% 3
4 17% 36% 55% 73% 89% 100% 4
5 13% 31% 50% 69% 87% 100% 5
6 11% 27% 45% 64% 83% 100% 6
7 8% 23% 40% 59% 80% 100% 7
8 6% 19% 35% 54% 76% 100% 8
9 5% 15% 30% 49% 72% 100% 9
10 3% 12% 25% 43% 67% 100% 10
11 2% 9% 21% 38% 62% 100% 11
12 2% 7% 17% 33% 57% 100% 12
13 1% 5% 15% 29% 52% 100% 13
14 1% 4% 11% 25% 48% 100% 14
15 0% 3% 9% 22% 43% 100% 15

Apart from the initial calculation, depending on your luck, there are other aspects that can influence a critical roll.

Other Stats modifying Critical Roll
Modifiers Critical Roll
Weapon Modifiers
Better Crits (Weapon Perk) +1
Armor Modifiers
Power Armor (Armor Trait) -4

The roll you receive will dictate how strong your critical will be, as well as against which status effects the enemy has to roll (depending on where you hit, of course)

This effects table varies depending on which damage-type you inflict. So Electric damage is notoriously known for having a lot of AP Drain effects in its table, while the others do not have such a thing.

Currently only Normal damage, for a full and always updated list go here: Critical Effects Table

Critical Effects Table
Damagetype Aim Roll Damage Increase Potential Effects
Normal Head 1 +20% Armor Bypass, Knockdown
Normal Head 2 +25% Armor Bypass, Knockdown
Normal Head 3 +30% Armor Bypass, Knockdown, Disoriented
Normal Head 4 +35% Armor Bypass, Knockout, Disoriented
Normal Head 5 +40% Armor Bypass, Knockout, Disoriented
Normal Head 6 +50% Armor Bypass, Knockout, Disoriented
Normal Left Arm 1 +20% Weapon Drop
Normal Left Arm 2 +25% Weapon Drop, HF_CRIPPLED_LEFT_ARM
Normal Left Arm 3 +30% Weapon Drop, HF_CRIPPLED_LEFT_ARM, Armor Bypass
Normal Left Arm 4 +35% Weapon Drop, HF_CRIPPLED_LEFT_ARM, Armor Bypass
Normal Left Arm 5 +40% Weapon Drop, HF_CRIPPLED_LEFT_ARM, Armor Bypass
Normal Left Arm 6 +50% Weapon Drop, HF_CRIPPLED_LEFT_ARM, Armor Bypass
Normal Right Arm 1 +20% Weapon Drop
Normal Right Arm 2 +25% Weapon Drop, HF_CRIPPLED_RIGHT_ARM
Normal Right Arm 3 +30% Weapon Drop, HF_CRIPPLED_RIGHT_ARM, Armor Bypass
Normal Right Arm 4 +35% Weapon Drop, HF_CRIPPLED_RIGHT_ARM, Armor Bypass
Normal Right Arm 5 +40% Weapon Drop, HF_CRIPPLED_RIGHT_ARM, Armor Bypass
Normal Right Arm 6 +50% Weapon Drop, HF_CRIPPLED_RIGHT_ARM, Armor Bypass
Normal Torso 1 +5%
Normal Torso 2 +10%
Normal Torso 3 +15%
Normal Torso 4 +20% Knockdown
Normal Torso 5 +25% Knockdown, Winded
Normal Torso 6 +30% Knockdown, Winded, Armor Bypass
Normal Right Leg 1 +20% Knockdown
Normal Right Leg 2 +25% Knockdown, Winded
Normal Right Leg 3 +30% Knockdown, Winded, HF_CRIPPLED_RIGHT_LEG
Normal Right Leg 4 +35% Knockdown, Winded, HF_CRIPPLED_RIGHT_LEG
Normal Right Leg 5 +40% Knockdown, Winded, HF_CRIPPLED_RIGHT_LEG
Normal Right Leg 6 +50% Knockdown, Winded, HF_CRIPPLED_RIGHT_LEG
Normal Left Leg 1 +20% Knockdown
Normal Left Leg 2 +25% Knockdown, Winded
Normal Left Leg 3 +30% Knockdown, Winded, HF_CRIPPLED_LEFT_LEG
Normal Left Leg 4 +35% Knockdown, Winded, HF_CRIPPLED_LEFT_LEG
Normal Left Leg 5 +40% Knockdown, Winded, HF_CRIPPLED_LEFT_LEG
Normal Left Leg 6 +50% Knockdown, Winded, HF_CRIPPLED_LEFT_LEG
Normal Eyes 1 +20% Armor Bypass, Knockdown, Disoriented
Normal Eyes 2 +25% Armor Bypass, Knockdown, Disoriented
Normal Eyes 3 +30% Armor Bypass, Knockdown, Disoriented
Normal Eyes 4 +35% Armor Bypass, Knockdown, Blinded
Normal Eyes 5 +40% Armor Bypass, Knockout, Blinded
Normal Eyes 6 +50% Armor Bypass, Knockout, Blinded
Normal Groin 1 +20% Winded, Knockdown
Normal Groin 2 +25% Winded, Knockdown
Normal Groin 3 +30% Winded, Knockdown
Normal Groin 4 +35% Winded, Knockdown, Armor Bypass
Normal Groin 5 +40% Winded, Knockout, Armor Bypass
Normal Groin 6 +50% Winded, Knockout, Armor Bypass
Normal Uncalled 1 +5%
Normal Uncalled 2 +10%
Normal Uncalled 3 +15%
Normal Uncalled 4 +20% Knockdown
Normal Uncalled 5 +25% Knockdown, Winded
Normal Uncalled 6 +30% Knockdown, Winded, Armor Bypass

Once the Critical Effect Table determines your critical roll, it will apply all those bonuses. This will be an increase in damage, as well as force the enemy to roll against each of the effect you landed on.

Example

Zmeja shot Gem in the groin, successfully scored a critical hit with his high critical chance. Rolling for a critical roll, he got the number 4, however, his weapon has the Better Crits (Weapon Perk), giving him an additional 1 to his roll for a total of 5. His weapon does normal damage.

Zmeja receives a +40% damage increase to his damage, as well as force Gem to roll against the following effects: Winded, Knockout, Armor Bypass.

Critical Special Resistances

4 out of 7 Specials have their own Resistances. A Critical Special will work as a modifier to a roll. For example you roll against a knockout. If you have 80% Critical Strength, you have an 80% chance to avoid the effect of a knockout. This means having 100% resistance in a special would give you complete immunity in the status effects it gives resistances against. Values above 100% are not wasted, as enemies might have weapons that have weapon perks that reduce your critical special. So for example, if you have 110% critical strength and an enemy uses a weapon that has the Knockout Strike perk, which reduces your strength by 2 for the purposes of resisting knockouts, you would still have 100% critical strength, ensuring that you are still immune to knockouts. Of course, legendary weapons allow to stack such perks, so being completely immune is rarely a possibility against a very specialized enemy.


Critical Strength

Your critical strength determines your resistance to Knockouts as well as Weapon Drops.


Other Stats modifying Critical Strength
Modifiers Critical Strength
Critical Strength (Perk) +15%
Voodoo (Drug) -10%
Weapon Modifiers
Knockout Strike (Weapon Perk) -10% per level of weapon perk against Knockouts
Armor Modifiers
Paper Wall (Armor Trait) -10% per level of armor trait against Knockouts
Stone Wall (Armor Trait) +10% per level of armor trait against Knockouts
Plated Gloves (Armor Trait) +10% per level of armor trait against Weapon Drops

Critical Perception

Your critical perception determines your resistance to Blinds as well as Disorients.


Other Stats modifying Critical Perception
Modifiers Critical Perception
Critical Perception (Perk) +15%
Weapon Modifiers
Blinding Strike (Weapon Perk) -10% per level of weapon perk against Blinds and Disorients

Critical Endurance

Your critical endurance determines your resistance to arm and leg cripples, being Winded, as well as having your AP Drained.


Other Stats modifying Critical Endurance
Modifiers Critical Endurance
Critical Endurance (Perk) +15%
Weapon Modifiers
Crippling Strike (Weapon Perk) -10% per level of weapon perk against Cripples
Armor Modifiers
Plated Gloves (Armor Trait) +10% per level of armor trait against Arm-Cripples

Critical Agility

Your critical agility determines your resistance to knockdowns and armor bypasses.


Other Stats modifying Critical Agility
Modifiers Critical Agility
Critical Agility (Perk) +15%
Weapon Modifiers
Piercing Strike (Weapon Perk) -10% per level of weapon perk against Bypasses

Aiming

VATS targeting dummy

When using a weapon with the ability to shoot single bullets, you usually have the option to aim for different body-parts. Depending on where you shoot, different effects might occur.

Aimtable
Aim Possible Damage Possible Status Effects Cost Default Keybind
Eyes 20% - 50% Bonus Damage Knockout
Knockdown
Blinded
Armor bypass
Disoriented
+20 base AP Cost to fire
-88% Hit Chance
Ctrl+Q
Head 20% - 50% Bonus Damage Knockout
Knockdown
Armor bypass
Disoriented
+20 base AP Cost to fire
-59% Hit Chance
Ctrl+W
Groin 20% - 50% Bonus Damage
+20% Bleed
Knockout
Knockdown
Armor bypass
Winded
+15 base AP Cost to fire
-44% Hit Chance
Ctrl+X
Arms 20% - 50% Bonus Damage
+10% Bleed
Weapon Drop
Crippled Arms
Armor bypass
+10 base AP Cost to fire
-44% Hit Chance
Ctrl+A (Left)
Ctrl+D (Right)
Legs 20% - 50% Bonus Damage
+20% Bleed
Knockdown
Crippled Legs
Winded
+10 base AP Cost to fire
-30% Hit Chance
Ctrl+Z (Left)
Ctrl+C (Right)
Torso / None 5% - 30% Bonus Damage Knockdown
Armor bypass
Winded
+0 base AP Cost to fire
-0% Hit Chance
Ctrl+E
Ctrl+S

Status Effects

Knockout

A knockout can be a possible critical effect. In this state, your character falls to the ground and will stay there, as long as your Knockout duration is.

The chance to be knockouted depends on your Critical Strength, which will be your base chance to resist a knockout.

Other Stats modifying Chance to Resist a Knockout
Modifiers Resist Chance
Armor Modifiers
Stone Wall (Armor Trait) +10%
Weapon Modifiers
Knockout Strike (Weapon Perk) -10%

Duration in seconds:


Other Stats modifying Knockout Duration
Modifiers Knockout Duration
Quick Recovery -0.8s
Armor Modifiers
Quick Recovery (Armor Trait) -0.4s
Weapon Modifiers
Better Knockouts (Weapon Perk) +0.6s

Knockdown

A Knockdown can be a possible critical effect. When receiving a Knockdown, your character is locked into a falling down and standing up animation for a short moment, causing you unable to do any actions during this time. It also causes you to lose the Deployed stance, should you have been in one.

The chance to be knockdowned depends on your Critical Agility, with will be your base chance to resist a knockdown.

Other Stats modifying Knockdown Chance
Modifiers Resist Chance
Small Frame -15%
Crippled Legs -10% per level

Knockback

A Knockback can be a possible effect. It causes your character to be pushed away from the attacker.

The distance of the Knockback can be influenced with Stone Wall (Armor Trait), but can not be completely resisted.

Disoriented

The chance to be disoriented depends on your Critical Perception, which will be your base chance to resist a disorient.

Being Disoriented lowers all your Damage Resistances by 10%, unless you have Nerves of Steel.
When Disoriented, you lose 30% to your base Melee hit chance and 100% to your base Ranged hit chance. (Notice: this does not mean that your hit chance with ranged weapons will always be 0%, but rather that you will lose a lot of your effective range, since a value of say 225% would be 125% afterwards (Capped at 95% regardless).
Being Disoriented cuts off 30 base Hex of your Field of View. (This number might differ in-game due to how sight range is calculated in regards to time of day and other effects)
Being Disoriented also makes you unable to use the Doctor skill, use Med-X (Drug) or use Stimpak (Drug).
Being Disoriented loses you Critical Resistance as if you lost 2 Luck, unless you have Nerves of Steel in which case you actually gain 2 Luck for the purposes of Critical Resistance when you are disoriented.
Being Disoriented also causes the Finisher (Weapon Perk) to apply bonus damage onto you.

Winded

The chance to be winded depends on your Critical Endurance, which will be your base chance to resist winded.

Being Winded lowers all your Damage Resistances by 10%, unless you have Nerves of Steel.
When Winded, your character loses all of its AP+ Regeneration, as well as its ability to run.
Being Winded also makes you unable to use the Doctor skill.
Being Winded loses you Critical Resistance as if you lost 2 Luck, unless you have Nerves of Steel in which case you actually gain 2 Luck for the purposes of Critical Resistance when you are winded.
Being Winded also causes the Finisher (Weapon Perk) to apply bonus damage onto you.

Weapon Drop

The chance to have your weapon dropped depends on your Critical Strength, which will be your base chance to resist a weapon drop.

Crippled

Your limbs can be crippled - leading to stat debuffs, that will only go away once you heal the cripples with Doctor. Each limb has 3 stages it can be crippled to. A yellow limb is on its first level of being crippled. A red limb is on its second level of being crippled. A black limb is at its final, third level of being crippled. Each time you use Doctor, you only heal 1 limb and only 1 level of that limb.

Crippled Arms

Having your arms crippled severely reduces the performance of weapons you use. Each level of your arm cripple increases the chance of having your weapon dropped, when rolling against weapon drops by 10%. If the weapon is one-handed, you only use the lesser broken level of each of your arms - so having a fully broken arm, while the other is fine, will not increase the drop-chance. If the weapon you use is two-handed, both cripple levels are added together.

Each level of your arms cripple also decreases your Strength by 2 points for the purpose of weapon strength requirements. This means, that you might see a reduction in your hit-chance, if that makes you fall below the the requirement of your weapon. The same one-handed and two-handed rules apply here. If the weapon you use is one-handed, you only use the lesser broken level of each of your arms - so having a fully broken arm, while the other is fine, will not decrease the strength-level. If the weapon you use is two-handed, both cripple levels are added together.

If one arm is crippled at least to level 2. You will not be able to use two-handed weapons, until healed up. If both arms are crippled to at least level 2, you will not be able to use one-handed weapons, until healed up.

The chance to have your arms crippled depends on your Critical Endurance.

Crippled Legs

Having your legs crippled severely reduces the performance of your movement. Each level of leg cripple will lower your AP+ Regeneration by 0.75 Each level of leg cripple increases the chance of having being knockdowned, when rolling against knockdowns by 10%. Each level of leg cripple will increases your Runtime by 100 Runtime (Which effectively lowers your Runspeed of 5Hex/s to 3.3Hex/s) If one leg is crippled at least to level 2. You will not be able to run at all, only walk, until healed up. If both legs are crippled to at least level 2, your character will stop each time after walking 1 hex, requiring you to continuously issue the move command if you want to keep walking.

The chance to have your legs crippled depends on your Critical Endurance.

Blinded

A blind is effectively a cripple to your eyes. It severely reduces your Sight Range by removing 20% of it per level of eye-cripple. In addition to that, it cuts your Perception by 3 points for each Cripple level on your eyes. It also lowers your hit-chance by 15% for each Cripple level on your eyes.

The chance to be blinded depends on your Critical Perception, which will be your base chance to resist a blind.

Other Stats modifying Chance to Resist a Blind
Modifiers Resist Chance
Weapon Modifiers
Blinding Strike (Weapon Perk) -10%

Armor Bypass

The chance to have your armor bypassed depends on your Critical Agility, which will be your base chance to resist armor bypasses.

Other Stats modifying Armor Bypass Chance
Modifiers Resist Chance
Weapon Modifiers
Piercing Strike (Weapon Perk) -10%
Other Stats modifying Armor Bypass Severity (Only partial Armor Bypasses!)
Modifiers Severity
Perks
Armor Efficiency -20%
Weapon Modifiers
Piercing Strike (Weapon Perk) +15%

The above table only applies to partial Armor bypasses! A full armor bypass may not be decreased or increased in severity!

AP Drain

The chance to be AP drained depends on your Critical Endurance, which will be your base chance to resist AP Drains.

Unlike most other Status Effects, this one is almost exclusively triggered by AP Drain (Weapon Trait) and Electrified (Armor Trait)