I can see you rolling your eyes already, quit that.
Critical hits, as she goes
Functionally, it works like a status. Not every weapon will have critical hits, only weapons that have them will have them, just like with statuses. You can't UV crits, you can't put on armours that give crits (OR MAYBE YOU CAN?), it's just a thing weapons have. Crits come in two varieties:
-x chance of x critical
and
-Critical versus x
The chance for a crit will work like with other statuses (15%, 30% 45% for Slight, Fair and Good) and the strength of a critical determines how much defence is ignored when a crit inflicts. The rate for those are 50%, 80% and 100%. A weapon with Critical vs X ignores 100% defence for every hit, but only against that family.
In order to properly judge crits, you must know how much defence an enemy has. A simple way to find out is to look at the damage table for, say, Warmaster Rocket Hammer and compare weak damage vs neutral damage. At depth 24, base defence is about 65 and at depth 28 it's about 81. Neutral defence is twice of base defence (which is how much defence a wolver has versus piercing), and resistant defence is a ridiculously huge number that I haven't been able to measure yet. Somewhere in the area of 10x base defence, I assume.
What this means is that, at depth 24, a minor critical with a matching weapons would do about 33 extra damage, a moderate critical 52, and a strong critical the full 65 extra damage. For normal damage weapons, they'd be doing about 66, 85 and 131 extra damage on a critical hit. Vanaduke has 150 piercing defence, 200 normal defence so he's pretty easy to calculate crit bonuses for.
Where critical would be applied
When thinking about this, I did take into consideration which weapons are considered underpowered, but I also thought about which weapons would make sense to have crit bonuses. Luckily, these happened to coincide.
- Swords:
- Cold Iron Vanquisher gets Damage High vs Undead replaced with Critical vs Undead. At depth 24, CIV will now do 307 damage vs undead on the first hit, and 381 with max bonus, versus the current values of 213 and 250. This fixes the problem of Leviathan Blade eventually doing more damage versus Undead than CIV if you only pile up enough damage bonus.
- Wild Hunting Blade gets Damage High vs Beast replaced with Critical vs Beast.
- Cautery Swords get blah blah you know the drill.
- Flameberge gets Fair Chance of Moderate Fire replaced with Good Chance of Moderate Critical. Entire line probably gets renamed or something.
- Guns:
- Iron Slug gets Good Chance of Strong Critical.
- Plague Needle gets Slight Chance of Strong Poison replaced with Fair Chance of Strong Critical.
- Bombs:
- Deconstructor line gets Critical vs Construct.
- Deadly Shard Bomb gets Fair Chance of Strong Critical, giving it a purpose over other shard bombs. It won't be as effective as having a full set of specialised shard bombs, but it'll be able to rack up a lot of damage against any enemy type.
- Deadly Crystal Bomb gets Critical vs Undead.
- Deadly Dark Matter Bomb gets Critical vs Gremlin.
- Deadly Splinter Bomb gets Critical vs Beast.
- Scintillating Sun Shards gets Damage VH vs Fiend replaced with Critical vs Fiend.
- Shocking Salt Bomb gets Damage VH vs Slime replaced with Critical vs Slime.
With the exception of Iron Slug, these are all multi-hit or fast-hitting weapons, which is where one expects crits to make sense. In the case of Slug, you kind of expect to be aimig for vitals or whatever with it, so I think it's thematic.
If you wish to look at how much damage a crit-hit weapon does, I refer you to this chart over weapons doing damage to an enemy with 0 defence.
I think this could be simplified into only one type of critical, if the Family Bonus UVs are simply allowed to go beyond Maximum!. And I don't even want to consider the rage induced by random crits in PvP taking out someone in 2 hits instead of 4. Randomness is never good for competitive play...
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