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Critical Hit

The Critical Hit Processor determines whether the incoming Effect becomes a critical hit and, if successful, applies a multiplier contribution to the Effect value.

The Critical Rate and Critical Multiplier Stats are resolved through the Attribute Stat.

The Critical Rate values from both the Source Actor and the Target Actor are combined to produce the final Critical Rate.

A random value between 0 and 1 is then generated. If the random value is lower than the calculated Critical Rate, the critical hit succeeds.

If the critical hit succeeds, the Critical Multiplier values from both sides are combined and added to the Effect's Contribution Data as a Multiplier contribution.

The Critical Rate and Critical Multiplier Stats are resolved as follows:

  • For the Target Actor, the Stats are obtained directly from the Attribute Stat's Relative Stats.
  • For the Source Actor, the Stats are obtained from the Source Actor using the Stat Keys referenced by the Attribute Stat's Relative Keys.

The resolved Stats must be Float Stats.

Fields​

FieldDescription
Receiving Critical Rate KeyThe Relative Key used to resolve the Target Actor's Critical Rate Stat.
Applying Critical Rate KeyThe Relative Key used to resolve the Source Actor's Critical Rate Stat.
Receiving Critical Multiplier KeyThe Relative Key used to resolve the Target Actor's Critical Multiplier Stat.
Applying Critical Multiplier KeyThe Relative Key used to resolve the Source Actor's Critical Multiplier Stat.
Critical Result AttributeThe Result Attribute added when the Critical Hit check succeeds.
Use Conditional Rate ModifierEnables conditional modification of the resolved Critical Rate values before they are evaluated.
Use Conditional Multiplier ModifierEnables conditional modification of the resolved Critical Multiplier values before they are added to the Contribution Data.
Conditional Modifier ProcessorThe Conditional Modifier Processor used to modify the resolved Critical Rate and Critical Multiplier values.

Variations​

Ships as BS, AS and MAS × Float Int, with no container or signed variations — Critical Rate and Critical Multiplier are always plain Float Stats. See the Processor naming scheme.

AssetCrit Stats resolved throughUse case
BSContribution_CriticalHit_IntThe Target StatAny Effect on Health can crit, whatever attack produced it.
ASContribution_CriticalHit_IntThe Attribute StatPhysicalAttack carries its own Crit Rate, so a weapon's crit chance travels with the weapon.
MASContribution_CriticalHit_IntAll Attribute StatsAn Effect using PhysicalAttack and FireAttack combines both crit rates before rolling.

The _Float assets are the same Processors for Float Target Stats.