Jump to content
EN
Play

Forum

  • 0

Critical Damage


 Share

Question

I have few questions:

1.  I have defender maximum Level. Opponent has hyperion with railgun turret. Many times, with single shot my hull got destroyed. How it is possible? Is hyperion or booster more effective than defender? or is there some rare augments for railgun which does the job?

2.  In Wiki, for Smoky, for augment Supercumulative Rounds is Critical damage: +50%. But in real time I am not getting the expected critical damage. In wiki, it says something on critical rate and critical chances. Can anyone explain this?

3. For some augments for many turrets, wiki says critical shot applies but does not mention about percentage. So how do we know the percentage. For example Rubberized rounds for smoky or sorted ammunition (it really gives critical shot for every third or fourth shot even though wiki says critical shot for every 4th).

 

Share this post


Link to post
Share on other sites

6 answers to this question

Recommended Posts

  • 0
On 10/21/2023 at 10:12 AM, LuckyLuke said:

2.  In Wiki, for Smoky, for augment Supercumulative Rounds is Critical damage: +50%. But in real time I am not getting the expected critical damage. 

You are getting 50% more critical damage on the critical hit compared to Stock, do not worry. 

There is a module called Armadillo, which protects against critical damage. If you hit someone using a decently upgrade Armadillo module, you will see that you are dealing "low" critical damage. 

 

On 10/21/2023 at 10:12 AM, LuckyLuke said:

In wiki, it says something on critical rate and critical chances. Can anyone explain this?

 

3. For some augments for many turrets, wiki says critical shot applies but does not mention about percentage. So how do we know the percentage.

Every turret has four critical chance paramaters dictating how often they will be dealing critical damage. The developers earlier this year have simplified it to be that your critical chance is either a certain number, or it is 0%. The critical chance parameters are:

 

Maximum critical chance - The highest % your critical chance can go to. It cannot go higher than this.

Initial critical chance - The % chance of a critical hit you start with when you respawn.

Minimum critical chance - The % your critical chance drops to immediately when you deal a critical hit. 

Critical chance step - How quickly your critical chance will advance towards the maximum with each hit.

 

Let us take an example with the Hammer turret. Its critical chance parameters are:

Maximum: 13%

Initial: 13%

Minimum: 0%

Step: 13%

 

This means that when you spawn, your chance for a critical hit is at 13%. When you deal critical damage, your next shot will have a 0% critical chance. You will need to hit an enemy again to advance it by +13% (chance step), where you will once again have a 13% chance. To visualise a turret's critical chance parameters, you can use a critical chance scheme. Where it is shown as:

Initial, chance step if applicable, maximum, minimum, chance step if applicable, maximum

 

Because they simplified the chances earlier this year, most of the schemes will have 3 numbers. For Hammer, it will look like 13, 0, 13. 

 

Augments change paramaters of the Stock turret. Every turret will be using Stock's critic chance paramaters unless stated otherwise. For example, Hammer has two augments that change its critical chance parameters. Those are Blunderbuss and Assault Magazine. 

Blunderbuss changes the paramaters to:

Maximum: 50%

Initial: 50%

Minimum: 50%

Step: 50%

This effectively shows that it has a fixed 50% critical chance. This is because the minimum chance is increased to 50%. It means that instead of dropping to 0% after critical damage, it remains at 50%. 

Assault Magazine changes the paramaters to:

Maximum: 6.5%

Initial: 6.5%

Minimum: 0%

Step: 6.5%

This shows that your critical chance per shot is half that of Stock. 

 

On 10/21/2023 at 10:12 AM, LuckyLuke said:

for augment Supercumulative Rounds In wiki, it says something on critical rate and critical chances. Can anyone explain this? 

For example Rubberized rounds for smoky or sorted ammunition (it really gives critical shot for every third or fourth shot even though wiki says critical shot for every 4th).

Smoky's critical chances are:

Maximum: 14%

Initial: 14%

Minimum: 0%

Step: 14%

 

Rubberised Rounds does not change critical chance. It will use Stock's chances above. Supercumulative reduces the chance step paramater by 60%. So it will be:

Maximum: 14%

Initial: 14%

Minimum: 0%

Step: 5.6%

Stock's critical chance scheme is 14, 0, 14. Supercumulative Rounds' critical chance scheme is 14, 0, 5.6, 11.2, 14. Ot means after you deal critical damage, it will take longer for you to reach back to your maximum critical chance. Which means your critical hit rate is reduced. 

 

 

Now we will go a little deeper into this for Sorted Ammunition. Under normal circumstances, a turret needs to hit an enemy (damage number appears) for you to advance your critical chance. There are 3 turrets that are the except to this rule. Those three turrets are Smoky, Thunder and Scorpion. 

Smoky can advance its critical chance on misses. This means that you are not required to hit an enemy with a damage number to put your critical chance back to maximum. However this is a double edged sword. Because you can advance it on misses, it means that you can also "miss" your critical hit. It can happen to all Smokies, at any time, and you wouldn't be able to know.

Sorted Ammunition changes the critical chance paramaters for you to be able to know when the next critical hit will come. It changes it to:

Maximum: 100%

Initial: 100%

Minimum: -200%

Step: 100%

The critical chance scheme looks like 100, -200, -100, 0, 100. This means that your first shot after spawning will always be a critical hit (100% chance). When you shoot the critical shot, regardless of if you hit an enemy or not, it will continue to advance. So your shots will look like Critical, Normal, Normal, Normal, Critical, a critical every 4 shots. 

If you are unsure of what your current critical chance is, you can shoot enemies until you get a critical hit again, then you will be back on track to know when the next critical hit will be. 

Share this post


Link to post
Share on other sites

  • 0
On 10/21/2023 at 10:12 AM, LuckyLuke said:

1.  I have defender maximum Level. Opponent has hyperion with railgun turret. Many times, with single shot my hull got destroyed. How it is possible? Is hyperion or booster more effective than defender? or is there some rare augments for railgun which does the job?

Your profile is hidden so I cannot see what you have to give an answer most relevant to you. I can tell you what is "legal", though. 

If your Defender drone is at 20/20, it means your divide incoming damage by 2.9. There are two ways in which you can be destroyed by a Railgun from full HP if you are using a fully upgraded Defender drone. 

 

  • Crisis with Large Calibre Rounds or Round Destabilisation augment

If you are using a fully upgraded light hull, which has 2,000 base HP, then those two augments can kill you with their critical damage. 

Round Destabilisation would deal 2,244*2.6 = 5,834 critical damage. Against a Defender, it would deal 5,834÷2.9 = 2,011. That is enough to one-shot a light hull with Defender from full HP.

Large Calibre Rounds has a little higher critical damage than Round Destabilisation so it will also end up dealing above 2,000 final damage to you. 

 

  • Hyperspace Rounds augment

The Hyperspace Rounds augment for Railgun significantly increases the effectiveness of its penetration power parameter. This allows it to deal increased damage to enemies the more tanks the shot goes through before the target. For a maxed Railgun, the damage multiplier per tank is 3. 

So if the Hyperion user had Boosted Damage activated, they would deal 2,680 * 3 if it penetrated one tank before it hit you. Multiply that previous damage by 3 for every subsequent tank. 

 

For a light hull with Defender, 1 tank to penetrate is enough. For a medium hull or heavy hull with Defender, it requires 2 tanks to penetrate, even if they had 50% Railgun protection along with the Defender. 

 

Without any other knowledge of what you were using when this was happening to you, it is more likely that you were killed by a Railgun using the Hyperspace Rounds augment. 

Share this post


Link to post
Share on other sites

  • 0
On 10/21/2023 at 8:34 PM, TheCongoSpider said:

Your profile is hidden so I cannot see what you have to give an answer most relevant to you. I can tell you what is "legal", though. 

If your Defender drone is at 20/20, it means your divide incoming damage by 2.9. There are two ways in which you can be destroyed by a Railgun from full HP if you are using a fully upgraded Defender drone. 

 

  • Crisis with Large Calibre Rounds or Round Destabilisation augment

If you are using a fully upgraded light hull, which has 2,000 base HP, then those two augments can kill you with their critical damage. 

Round Destabilisation would deal 2,244*2.6 = 5,834 critical damage. Against a Defender, it would deal 5,834÷2.9 = 2,011. That is enough to one-shot a light hull with Defender from full HP.

Large Calibre Rounds has a little higher critical damage than Round Destabilisation so it will also end up dealing above 2,000 final damage to you. 

 

  • Hyperspace Rounds augment

The Hyperspace Rounds augment for Railgun significantly increases the effectiveness of its penetration power parameter. This allows it to deal increased damage to enemies the more tanks the shot goes through before the target. For a maxed Railgun, the damage multiplier per tank is 3. 

So if the Hyperion user had Boosted Damage activated, they would deal 2,680 * 3 if it penetrated one tank before it hit you. Multiply that previous damage by 3 for every subsequent tank. 

 

For a light hull with Defender, 1 tank to penetrate is enough. For a medium hull or heavy hull with Defender, it requires 2 tanks to penetrate, even if they had 50% Railgun protection along with the Defender. 

 

Without any other knowledge of what you were using when this was happening to you, it is more likely that you were killed by a Railgun using the Hyperspace Rounds augment. 

I always defender drone. Some times I use wasp and some times I use Titan.  And with both hulls, the results are same.  If I use Armadillo, will it save my hull in these cases?

Share this post


Link to post
Share on other sites

  • 0
On 10/21/2023 at 11:16 AM, LuckyLuke said:

If I use Armadillo, will it save my hull in these cases?

It will save you against Large Calibre Rounds and Round Destabilisation. It will not save you against Hyperspace Rounds because that augment does not deal critical damage. Of course Armadillo needs to be upgraded to a high number for you to properly feel its effects. And that module is very, very expensive to upgrade. 

 

Also remember that the Armour-Piercing status effect temporarily removes the effects of your damage reducers (Boosted Damage supply and protection modules). If you are hit while you are under that status effect, you will receive full damage. And with that full damage, it is easy to be one-shotted from full HP. 

Some players may not be aware of when they get inflicted with the status because the fatal damage comes too quickly for them to notice that their armour was not working. A common strategy for Hornet Railguns is to charge up their shot and activate their Overdrive at the same time. It will make it so that they receive the high critical damage immediately as the the Overdrive applies the Armour-Piercing status to the enemy. 

Share this post


Link to post
Share on other sites

  • 0
On 10/21/2023 at 9:19 PM, TheCongoSpider said:

You are getting 50% more critical damage on the critical hit compared to Stock, do not worry. 

There is a module called Armadillo, which protects against critical damage. If you hit someone using a decently upgrade Armadillo module, you will see that you are dealing "low" critical damage. 

 

Every turret has four critical chance paramaters dictating how often they will be dealing critical damage. The developers earlier this year have simplified it to be that your critical chance is either a certain number, or it is 0%. The critical chance parameters are:

 

Maximum critical chance - The highest % your critical chance can go to. It cannot go higher than this.

Initial critical chance - The % chance of a critical hit you start with when you respawn.

Minimum critical chance - The % your critical chance drops to immediately when you deal a critical hit. 

Critical chance step - How quickly your critical chance will advance towards the maximum with each hit.

 

Let us take an example with the Hammer turret. Its critical chance parameters are:

Maximum: 13%

Initial: 13%

Minimum: 0%

Step: 13%

 

This means that when you spawn, your chance for a critical hit is at 13%. When you deal critical damage, your next shot will have a 0% critical chance. You will need to hit an enemy again to advance it by +13% (chance step), where you will once again have a 13% chance. To visualise a turret's critical chance parameters, you can use a critical chance scheme. Where it is shown as:

Initial, chance step if applicable, maximum, minimum, chance step if applicable, maximum

 

Because they simplified the chances earlier this year, most of the schemes will have 3 numbers. For Hammer, it will look like 13, 0, 13. 

 

Augments change paramaters of the Stock turret. Every turret will be using Stock's critic chance paramaters unless stated otherwise. For example, Hammer has two augments that change its critical chance parameters. Those are Blunderbuss and Assault Magazine. 

Blunderbuss changes the paramaters to:

Maximum: 50%

Initial: 50%

Minimum: 50%

Step: 50%

This effectively shows that it has a fixed 50% critical chance. This is because the minimum chance is increased to 50%. It means that instead of dropping to 0% after critical damage, it remains at 50%. 

Assault Magazine changes the paramaters to:

Maximum: 6.5%

Initial: 6.5%

Minimum: 0%

Step: 6.5%

This shows that your critical chance per shot is half that of Stock. 

 

Smoky's critical chances are:

Maximum: 14%

Initial: 14%

Minimum: 0%

Step: 14%

 

Rubberised Rounds does not change critical chance. It will use Stock's chances above. Supercumulative reduces the chance step paramater by 60%. So it will be:

Maximum: 14%

Initial: 14%

Minimum: 0%

Step: 5.6%

Stock's critical chance scheme is 14, 0, 14. Supercumulative Rounds' critical chance scheme is 14, 0, 5.6, 11.2, 14. Ot means after you deal critical damage, it will take longer for you to reach back to your maximum critical chance. Which means your critical hit rate is reduced. 

 

 

Now we will go a little deeper into this for Sorted Ammunition. Under normal circumstances, a turret needs to hit an enemy (damage number appears) for you to advance your critical chance. There are 3 turrets that are the except to this rule. Those three turrets are Smoky, Thunder and Scorpion. 

Smoky can advance its critical chance on misses. This means that you are not required to hit an enemy with a damage number to put your critical chance back to maximum. However this is a double edged sword. Because you can advance it on misses, it means that you can also "miss" your critical hit. It can happen to all Smokies, at any time, and you wouldn't be able to know.

Sorted Ammunition changes the critical chance paramaters for you to be able to know when the next critical hit will come. It changes it to:

Maximum: 100%

Initial: 100%

Minimum: -200%

Step: 100%

The critical chance scheme looks like 100, -200, -100, 0, 100. This means that your first shot after spawning will always be a critical hit (100% chance). When you shoot the critical shot, regardless of if you hit an enemy or not, it will continue to advance. So your shots will look like Critical, Normal, Normal, Normal, Critical, a critical every 4 shots. 

If you are unsure of what your current critical chance is, you can shoot enemies until you get a critical hit again, then you will be back on track to know when the next critical hit will be. 

In the last competition, I tried different augments finally found sorted ammunition was very helpful. Thanks for your analysis

 

On 10/21/2023 at 9:23 PM, TheCongoSpider said:

It will save you against Large Calibre Rounds and Round Destabilisation. It will not save you against Hyperspace Rounds because that augment does not deal critical damage. Of course Armadillo needs to be upgraded to a high number for you to properly feel its effects. And that module is very, very expensive to upgrade. 

 

Also remember that the Armour-Piercing status effect temporarily removes the effects of your damage reducers (Boosted Damage supply and protection modules). If you are hit while you are under that status effect, you will receive full damage. And with that full damage, it is easy to be one-shotted from full HP. 

Some players may not be aware of when they get inflicted with the status because the fatal damage comes too quickly for them to notice that their armour was not working. A common strategy for Hornet Railguns is to charge up their shot and activate their Overdrive at the same time. It will make it so that they receive the high critical damage immediately as the the Overdrive applies the Armour-Piercing status to the enemy. 

Ok. Thank you!

Share this post


Link to post
Share on other sites

This topic is now closed to further replies.
 Share

×
×
  • Create New...