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critical-hit [2020/06/22 14:24]
blitzente crit reduce prot by 25% in dom5
critical-hit [2022/06/15 19:55]
fenrir [Critical Hits] Am I wrong about crits being called armor-defeating hits?
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 ======Critical Hits====== ======Critical Hits======
  
-When a unit in [[combat]] is hit, it runs a risk of suffering a devastating critical hit. In short, the risk to take a critical hit is normally 1/36, or 3/36 when above 50 [[fatigue]], or 6/36 when immobilised. A critical hit halves [[protection]].+When a unit in [[combat]] is hit, it runs a risk of suffering a devastating **critical hit**, also known as an **armor-defeating hit** in the combat log. In short, the risk to take a critical hit is normally 1/36, or 3/36 when above 50 [[fatigue]], or 6/36 when immobilised. A critical hit reduces [[protection]] by 25%.
  
-Note that critical hits are a separate [[combat mechanics|mechanic]] from [[limb hits|head hits]].+Note that critical hits are a separate [[combat mechanics|mechanic]] from [[hit location|head hits]].
  
 =====Details===== =====Details=====
  
-On a hit, first [[armor-piercing]] effects (AP weapon, AN weapon, [[piercing]] weapon) are applied to the targeted unit's [[protection]]. AP and piercing are done separately, so they are multiplicative (40% when stacked).+On a hit, first [[armor-piercing]] effects (AP weapon, AN weapon, [[piercing]] weapon) are applied to the targeted unit's [[protection]]. AP and piercing are done separately, so they are multiplicative (60armor reduced when stacked).
  
   * A protection [[DRN]] (exploding 2d6) is rolled.   * A protection [[DRN]] (exploding 2d6) is rolled.
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  prot = adjprot & (isprotneg - 1); //set negative prot to 0  prot = adjprot & (isprotneg - 1); //set negative prot to 0
 </code> </code>
 +
 +{{tag>Combat-Mechanics}}
critical-hit.txt ยท Last modified: 2022/10/24 14:36 by wintermute92