Criticals: Difference between revisions
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= Critical Special Resistances = | = Critical Special Resistances = | ||
4 out of 7 [[Specials]] have their own Resistances. | 4 out of 7 [[Specials]] have their own Resistances. | ||
A Critical Special will work as a | 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. | ||
<math>CriticalSpecial = 30% + (5 * AssociatedSpecial)</math> | <math>CriticalSpecial = 30% + (5 * AssociatedSpecial)</math> | ||
== Critical Strength == | == Critical Strength == | ||
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! Aim !! Possible Damage !! Possible Status Effects !! Cost !! Default Keybind | ! Aim !! Possible Damage !! Possible Status Effects !! Cost !! Default Keybind | ||
|- | |- | ||
| Eyes || 20% - 50% Bonus Damage || Knockout<br>Knockdown<br>Blinded<br>Armor bypass<br>Disoriented<br> || +20 base AP Cost to fire<br>-88% Hit Chance || | | Eyes || 20% - 50% Bonus Damage || Knockout<br>Knockdown<br>Blinded<br>Armor bypass<br>Disoriented<br> || +20 base AP Cost to fire<br>-88% Hit Chance || {{key press|Ctrl|Q}} | ||
|- | |- | ||
| Head || 20% - 50% Bonus Damage || Knockout<br>Knockdown<br>Armor bypass<br>Disoriented<br> || +20 base AP Cost to fire<br>-59% Hit Chance || | | Head || 20% - 50% Bonus Damage || Knockout<br>Knockdown<br>Armor bypass<br>Disoriented<br> || +20 base AP Cost to fire<br>-59% Hit Chance || {{key press|Ctrl|W}} | ||
|- | |- | ||
| Groin || 20% - 50% Bonus Damage<br>+20% Bleed || Knockout<br>Knockdown<br>Armor bypass<br>Winded<br> || +15 base AP Cost to fire<br>-44% Hit Chance || | | Groin || 20% - 50% Bonus Damage<br>+20% Bleed || Knockout<br>Knockdown<br>Armor bypass<br>Winded<br> || +15 base AP Cost to fire<br>-44% Hit Chance || {{key press|Ctrl|X}} | ||
|- | |- | ||
| Arms || 20% - 50% Bonus Damage<br>+10% Bleed || Weapon Drop<br>Crippled Arms<br>Armor bypass || +10 base AP Cost to fire<br>-44% Hit Chance || | | Arms || 20% - 50% Bonus Damage<br>+10% Bleed || Weapon Drop<br>Crippled Arms<br>Armor bypass || +10 base AP Cost to fire<br>-44% Hit Chance || {{key press|Ctrl|A}} (Left)<br>{{key press|Ctrl|D}} (Right) | ||
|- | |- | ||
| Legs || 20% - 50% Bonus Damage<br>+20% Bleed || Knockdown<br>Crippled Legs<br>Winded<br> || +10 base AP Cost to fire<br>-30% Hit Chance || | | Legs || 20% - 50% Bonus Damage<br>+20% Bleed || Knockdown<br>Crippled Legs<br>Winded<br> || +10 base AP Cost to fire<br>-30% Hit Chance || {{key press|Ctrl|Z}} (Left)<br>{{key press|Ctrl|C}} (Right) | ||
|- | |- | ||
| Torso / None || 5% - 30% Bonus Damage || Knockdown<br>Armor bypass<br>Winded<br> || +0 base AP Cost to fire<br>-0% Hit Chance || | | Torso / None || 5% - 30% Bonus Damage || Knockdown<br>Armor bypass<br>Winded<br> || +0 base AP Cost to fire<br>-0% Hit Chance || {{key press|Ctrl|E}}<br>{{key press|Ctrl|S}} | ||
|} | |} | ||
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! Modifiers !! Resist Chance | ! Modifiers !! Resist Chance | ||
|- | |- | ||
| [[Small Frame]] || - | | [[Small Frame]] || -15% | ||
|- | |- | ||
| [[Crippled Legs]] || -10% per level | | [[Crippled Legs]] || -10% per level | ||
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== Disoriented == | == Disoriented == | ||
The chance to be disoriented depends on your [[Critical Perception]], which will be your base chance to resist a disorient. | 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 Resistance]]s by 10%, unless you have [[Nerves of Steel]].<br> | |||
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).<br> | |||
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)<br> | |||
Being Disoriented also makes you unable to use the [[Doctor]] skill, use [[Med-X (Drug)]] or use [[Stimpak (Drug)]].<br> | |||
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.<br> | |||
Being Disoriented also causes the [[Finisher (Weapon Perk)]] to apply bonus damage onto you. | |||
== Winded == | == Winded == | ||
The chance to be winded depends on your [[Critical Endurance]], which will be your base chance to resist 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 Resistance]]s by 10%, unless you have [[Nerves of Steel]].<br> | |||
When Winded, your character loses all of its [[AP+ Regeneration]], as well as its ability to run.<br> | |||
Being Winded also makes you unable to use the [[Doctor]] skill.<br> | |||
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.<br> | |||
Being Winded also causes the [[Finisher (Weapon Perk)]] to apply bonus damage onto you. | |||
== Weapon Drop == | == Weapon Drop == |
Latest revision as of 20:35, 18 April 2024
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.
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.
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 |
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 |
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.
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
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.
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.
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.
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.
Modifiers | Critical Agility |
---|---|
Critical Agility (Perk) | +15% |
Weapon Modifiers | |
Piercing Strike (Weapon Perk) | -10% per level of weapon perk against Bypasses |
Aiming
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.
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.
Modifiers | Resist Chance |
---|---|
Armor Modifiers | |
Stone Wall (Armor Trait) | +10% |
Weapon Modifiers | |
Knockout Strike (Weapon Perk) | -10% |
Duration in seconds:
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.
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.
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.
Modifiers | Resist Chance |
---|---|
Weapon Modifiers | |
Piercing Strike (Weapon Perk) | -10% |
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)