Any skill that can crit will be affected by ArPen anyway, so saying you have no use for ArPen because your skills don't use it, means you have no use for crit. chance or crit. damage either.
Now, while I'm here I might as well compare the runes. I'm going to compare marks only though:
Armor Penetration
The formula for damage reduction from armor is 'Damage Reduction = Total Armor / (100 + Total Armor)'. You get 18 armor penetration from runes, and most champions at level 1 have around 18 armor or less, so in the best case scenario at level 1 you'd be bringing them from 18/(100+18) = 15% reduced damage to 0% reduced damage, for a 15% boost in your attack damage. Your typical level 18 Ashe has 70 base armor, for 70/(100+70) = 41% damage reduction, and your runes would bring that down to 52/(100+52) = 34% damage reduction, which results in a 7% increase in your attack damage. At 100 armor your runes give you a 5% damage increase, and it gets lower from there.
Critical Chance
This is much more straightforward. 10% crit. chance means you get a 10% increase in your damage output over time. Since you can get 8% crit chance from runes, that means an 8% damage increase overall, remaining constant till endgame. If you purchase an Infinity Edge at some point, these runes will give you a 12% damage increase instead. Since this gets affected by armor, using the example from the ArPen runes:
Against 18 armor: 6.8% damage increase
Against 70 armor: 4.72% damage increase
Against 100 armor: 4% damage increase
With IE against 70 armor: 7% damage increase.
With IE against 100 armor: 6% damage increase.
Critical damage
The problem here is that this relies on you having critical chance to begin with. If you start with Brawler's Gloves that'd set you at 8% crit chance, with a 22% damage increase from runes that'd give you a 9.76% damage increase. However, this is counting the 8% damage increase you got from the glove, so actually you only get a whopping 1.76% damage increase out of the runes. With 50% crit chance, you get an 11% damage increase, and with 70% crit. chance you get an 15% damage increase. Now, let's bring armor to the mix:
18 armor, 8% crit. chance: 1.49% damage increase
70 armor, 50% crit. chance: 6.49% damage increase
70 armor, 70% crit. chance: 8.85% damage increase
To sum up:
Best early game rune: Armor Penetration.
Worst early game rune: Critical Damage, by far.
Best late game rune: Critical Damage (highly dependent on your itemization, as in: you need lots of crit. rate). Second best would be Critical Chance (with IE), or Armor Penetration (without IE). The difference is pretty marginal.
Oh, and the equation for calculating the extra damage added by critical damage is '(Crit. Damage*Crit. Chance)-(100*Crit. Chance)'. Crit. Damage is on a base of 100 Crit. Damage (IE = 150, Crit. Damage Marks = 122).
Note: Remember Critical Damage relies on you spending lots of money on crit. chance items, money that you could've spent on damage for equal or even better effects with the other runes. Don't just look blindly at these numbers and go 'ZOMG THESE R THE ROONS I NEED', do the math with several different item builds to be sure they're the ones that fit you best.
Now, while I'm here I might as well compare the runes. I'm going to compare marks only though:
Armor Penetration
The formula for damage reduction from armor is 'Damage Reduction = Total Armor / (100 + Total Armor)'. You get 18 armor penetration from runes, and most champions at level 1 have around 18 armor or less, so in the best case scenario at level 1 you'd be bringing them from 18/(100+18) = 15% reduced damage to 0% reduced damage, for a 15% boost in your attack damage. Your typical level 18 Ashe has 70 base armor, for 70/(100+70) = 41% damage reduction, and your runes would bring that down to 52/(100+52) = 34% damage reduction, which results in a 7% increase in your attack damage. At 100 armor your runes give you a 5% damage increase, and it gets lower from there.
Critical Chance
This is much more straightforward. 10% crit. chance means you get a 10% increase in your damage output over time. Since you can get 8% crit chance from runes, that means an 8% damage increase overall, remaining constant till endgame. If you purchase an Infinity Edge at some point, these runes will give you a 12% damage increase instead. Since this gets affected by armor, using the example from the ArPen runes:
Against 18 armor: 6.8% damage increase
Against 70 armor: 4.72% damage increase
Against 100 armor: 4% damage increase
With IE against 70 armor: 7% damage increase.
With IE against 100 armor: 6% damage increase.
Critical damage
The problem here is that this relies on you having critical chance to begin with. If you start with Brawler's Gloves that'd set you at 8% crit chance, with a 22% damage increase from runes that'd give you a 9.76% damage increase. However, this is counting the 8% damage increase you got from the glove, so actually you only get a whopping 1.76% damage increase out of the runes. With 50% crit chance, you get an 11% damage increase, and with 70% crit. chance you get an 15% damage increase. Now, let's bring armor to the mix:
18 armor, 8% crit. chance: 1.49% damage increase
70 armor, 50% crit. chance: 6.49% damage increase
70 armor, 70% crit. chance: 8.85% damage increase
To sum up:
Best early game rune: Armor Penetration.
Worst early game rune: Critical Damage, by far.
Best late game rune: Critical Damage (highly dependent on your itemization, as in: you need lots of crit. rate). Second best would be Critical Chance (with IE), or Armor Penetration (without IE). The difference is pretty marginal.
Oh, and the equation for calculating the extra damage added by critical damage is '(Crit. Damage*Crit. Chance)-(100*Crit. Chance)'. Crit. Damage is on a base of 100 Crit. Damage (IE = 150, Crit. Damage Marks = 122).
Note: Remember Critical Damage relies on you spending lots of money on crit. chance items, money that you could've spent on damage for equal or even better effects with the other runes. Don't just look blindly at these numbers and go 'ZOMG THESE R THE ROONS I NEED', do the math with several different item builds to be sure they're the ones that fit you best.
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The base Chance To Crit is 5% and the base Crit Hit Damage is 50% in the game that I'm playing. First and foremost, I focus on getting my Chance To Crit to at least 25% before even considering to increase my Crit Hit Damage. Apr 04, 2019 The debates on which of the attributes is more important can't seem to cease. Hence, here's a formula for you guys: Each time you add 1%CHC it means that your output damage increases by CHD.DMG per 100 rounds shot Each time you add 1%CHD it means that your output damage increases by CHC.DMG per 100 rounds shot Lets say CHC - your current character's Critical Hit Chance CHD.
- This article is about the random event. For the video podcast, see It's Super Effective (podcast) → Related podcasts.
A critical hit (Japanese: 急所pressure point) is a (generally) random event that multiplies the damage of a damage-dealing move. When one occurs, the game will display the message 'A critical hit!' (Japanese: 急所に 当たった!Hit a pressure point!) after the damage is dealt.
- 1In Generation I
- 1.2Probability
- 2Generation II onwards
- 2.1Damage
In Generation I
Damage
When a move lands a critical hit, the attacker's level will be doubled during damage calculation, which approximately (but not quite) doubles the damage dealt. A rough formula for the damage multiplier is
(2L+5)/(L+5)
where L is the attacker's level; as a result, lower-leveled Pokémon have a smaller critical hit boost than higher-leveled Pokémon. For example, a level 5 Pokémon will inflict about 1.5× damage on a critical hit, while a level 20 Pokémon will inflict 1.8× and a level 95 Pokémon will inflict 1.95×.Critical hits ignore all stat stage modifiers and the halved Attack from burn. This includes beneficial stat modifiers as well, making it possible for a critical hit to deal less damage than a non-critical hit if the attacker has at least doubled their Attack/Special or the target's Defense/Special is at least halved.
Probability
Whether a move scores a critical hit is determined by comparing a 1-byte random number (0 to 255) against a 1-byte threshold value (also 0 to 255); if the random number is less than the threshold, the Pokémon scores a critical hit. If the threshold value is T, then this means the probability (P) of scoring a critical hit is
P = T / 256
. (It is impossible for a critical hit to be guaranteed; there will always be at least a 1/256 chance that a critical hit will not be scored.)The value of T is based on a Pokémon's baseSpeed. For a normal move, T is half the base Speed:
T = BaseSpeed / 2
orP = BaseSpeed / 512
Due to a bug, Focus Energy and Dire Hit lower a Pokémon's chance of scoring a critical hit instead of raising it, dividing T by 4:
TFE = BaseSpeed / 8
orPFE = BaseSpeed / 2048
If the move being used has a high critical-hit ratio (Crabhammer, Karate Chop, Razor Leaf, or Slash), T is multiplied by 8:
THighCHR = BaseSpeed * 4
orPHighCHR = BaseSpeed / 64
Both effects may also be active at the same time. This would result in:
TFE+HighCHR = BaseSpeed
orPFE+HighCHR = BaseSpeed / 256
At all times, the maximum value for T is 255 (which equally means the maximum value for P is 255/256). All operations that factor into T are also integer operations (meaning divisions are rounded down to the nearest whole number). (Note that the division in
P = T / 256
is not rounded.) Due to the process the game uses to compute T, BaseSpeed is also effectively rounded down to the nearest even number.In Pokémon Stadium
In Pokémon Stadium, the threshold value T is determined by a different formula.
For a normal move, T is:
T = ( BaseSpeed + 76 ) / 4
orP = ( BaseSpeed + 76 ) / 1024
Focus Energy is slightly more complicated than in the core games, but it does correctly raise the chance of a critical hit instead of lowering it:
TFE = ( BaseSpeed + 236 ) / 2
orPFE = ( BaseSpeed + 236 ) / 512
If the move being used has a high critical-hit ratio (Crabhammer, Karate Chop, Razor Leaf, or Slash), T is multiplied by 8:
THighCHR = ( BaseSpeed + 76 ) * 2
orPHighCHR = ( BaseSpeed + 76 ) / 128
Crit Chance Poe
![Crit Crit](/uploads/1/2/5/3/125379783/720297939.jpg)
If both effects are active at the same time, then:
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TFE+HighCHR = ( BaseSpeed + 236 ) * 4
orPFE+HighCHR = ( BaseSpeed + 236 ) / 64
Since 236 * 4 is well beyond 255, any Pokémon will have a maximum chance to score a critical hit if both effects are active.
As with the core games, the maximum value for T is always 255 (or 255/256 for P) and any divisions that factor into T are rounded down to the nearest whole number. Due to the process the game uses to compute T, BaseSpeed is also effectively rounded down to the nearest multiple of 4.
Generation II onwards
Damage
In Generations II-V, a critical hit deals 2 times the damage a move would otherwise do. From Generation VI onwards, a critical hit deals 1.5 times a move's normal damage.
In Generation II, when a move scores a critical hit, all stat stage modifiers, the halved Attack from burn, and the defensive boosts from Light Screen and Reflect are ignored if the target's defending stat stage (Defense or Special Defense) is greater than or equal to the attacker's attacking stat stage (Attack or Special Attack). From Generation III onwards, when a move scores a critical hit, the attacker's negative stat stages, the defender's positive stat stages, and the defensive boosts from Light Screen, Reflect, and Aurora Veil are always ignored. However, the halved Attack from burn is no longer ignored.
- Examples
- If the attacker is using a physical move and is at +2 Attack stages while the target is at +1 Defense stage..
- Gen II: a critical hit will not ignore either stat. (Damage with a critical hit will have an 8/3× modifier.)
- Gen III-V: a critical hit will ignore the Defense boost. (Damage with a critical hit will have a 4× modifier.)
- Gen VI+: a critical hit will ignore the Defense boost. (Damage with a critical hit will have a 3× modifier.)
- If the attacker is using a physical move and is at -1 Attack stages while the target is at -2 Defense stage..
- Gen II: a critical hit will not ignore either stat. (Damage with a critical hit will have a 2.64× modifier.)
- Gen III-V: a critical hit will ignore the Attack drop. (Damage with a critical hit will have a 4× modifier.)
- Gen VI+: a critical hit will ignore the Attack drop. (Damage with a critical hit will have a 3× modifier.)
Other factors
The Abilities Battle Armor and Shell Armor and the effect of Lucky Chant will prevent any critical hit being scored on a Pokémon.
The moves Storm Throw and Frost Breath will always result in a critical hit (unless prevented by one of the above effects). The move Laser Focus guarantees the next move to score a critical hit.
If a Pokémon with the Sniper Ability gets a critical hit, the damage dealt will be multiplied by an additional factor of 1.5.
Pokémon with the Ability Merciless will always score critical hits on poisoned Pokémon (unless prevented by one of the above effects).
Probability
The probability of landing a critical hit is no longer based on the attacker's base Speed, but rather is based on a fixed formula for all Pokémon. Similar to stats, there are temporary in-battle stages used to determine the probability that a particular move will be a critical hit.
Stage | Chance of critical hit | ||
---|---|---|---|
Gen II-V | Gen VI | Gen VII onwards | |
+0 | 1/16 (6.25%) | 1/16 (6.25%) | 1/24 (~4.167%) |
+1 | 1/8 (12.5%) | 1/8 (12.5%) | 1/8 (12.5%) |
+2 | 1/4 (25%) | 1/2 (50%) | 1/2 (50%) |
+3 | 1/3 (~33.3%) | Always (100%) | Always (100%) |
+4 and above | 1/2 (50%) |
Best Reforge For Crit Chance
If a Pokémon has maximum affection, the probability from above is multiplied by 2.[1]
An attacking move will start out at stage 0, but there are several ways to increase a move's stage as detailed in the table below. An effect cannot stack with another effect in the same column, including itself.
Change | Attack property | Held item | Ability | Triggered |
---|---|---|---|---|
+1 stage | Moves with a high critical-hit ratio (Gen II: +2 stages) | Razor Claw Scope Lens | Super Luck | G-Max Chi Strike |
+2 stages | 10,000,000 Volt Thunderbolt | Stick/Leek (for Farfetch'd or Sirfetch'd only) Lucky Punch (for Chansey only) | -- | Focus Energy / Dire Hit (Gen II: +1 stage) Lansat Berry Z-Foresight, Z-Sleep Talk, Z-Tailwind, Z-Acupressure, Z-Heart Swap Dire Hit 2 (Wonder Launcher only) |
+3 or more stages | -- | -- | -- | Dire Hit 3 (Wonder Launcher only) |
Note that it is possible for a Pokémon to acquire the effect of a Lansat Berry even if it is already holding another item, through the use of Baton Pass, Pluck, Bug Bite, or Fling; or by obtaining another item after consuming the Berry, such as via Thief or Symbiosis.
In other languages
Critical Hit Chance Diablo 3
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See also
References
Wow Classic Crit Chance
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This game mechanic article is part of Project Games, a Bulbapedia project that aims to write comprehensive articles on the Pokémon games. |
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