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
| Field | Description |
|---|---|
| Receiving Critical Rate Key | The Relative Key used to resolve the Target Actor's Critical Rate Stat. |
| Applying Critical Rate Key | The Relative Key used to resolve the Source Actor's Critical Rate Stat. |
| Receiving Critical Multiplier Key | The Relative Key used to resolve the Target Actor's Critical Multiplier Stat. |
| Applying Critical Multiplier Key | The Relative Key used to resolve the Source Actor's Critical Multiplier Stat. |
| Critical Result Attribute | The Result Attribute added when the Critical Hit check succeeds. |
| Use Conditional Rate Modifier | Enables conditional modification of the resolved Critical Rate values before they are evaluated. |
| Use Conditional Multiplier Modifier | Enables conditional modification of the resolved Critical Multiplier values before they are added to the Contribution Data. |
| Conditional Modifier Processor | The 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.
| Asset | Crit Stats resolved through | Use case |
|---|---|---|
BSContribution_CriticalHit_Int | The Target Stat | Any Effect on Health can crit, whatever attack produced it. |
ASContribution_CriticalHit_Int | The Attribute Stat | PhysicalAttack carries its own Crit Rate, so a weapon's crit chance travels with the weapon. |
MASContribution_CriticalHit_Int | All Attribute Stats | An Effect using PhysicalAttack and FireAttack combines both crit rates before rolling. |
The _Float assets are the same Processors for Float Target Stats.