Dn Crit Dmg
Critical is the rate at which you crit (RNG roll per attack), cap is 89% Critical Damage is the multiplier applied only when you crit, cap is 300% (meaning your crits will do 3x the damage of a non-crit). You start with a base of 200% (so you'll always do at least 2x your regular damage). DN KR 12th Mar update Change in Critical Mechanics. current: constant 200% crit dmg for PVE; 150% for PVP. new: critical damage grows with STR and INT; PVE 200300%, PVP 150200% Additional Info on Critical Damage stats. Roll all of the attack’s damage dice twice and add them together. Then add any relevant modifiers as normal. To speed up play, you can roll all the damage dice at once. For example, if you score a critical hit with a dagger, roll 2d4 for the damage, rather than 1d4, and then add your relevant ability modifier. Oke, sekian dulu postingan mengenai critical, critical resist, dan critical damage, semoga tambah paham dan tidak lagi dikelabui dengan rumor-rumor mengenai critical ^^ Seperti biasa, kalo merasa berguna, mohon di share, hilangkan kebutaan mengenai DN ke orang-orang di sekeliling anda.huahahahaha. Critical is the stat that represents the chance of dealing a critical attack to the mob or character. Critical attacks hit for an increased amount of damage and is depicted using gold figures, with element symbol if the class has an elemental attribute. The actual critical attack chance depends on both the level of the opponent and the critical resist of the mob or character.
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- 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. Ashe atk dmg per lvl.
- 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
If both effects are active at the same time, then:
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.
Dragon Nest Crit Damage Cap
- 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%) |
If a Pokémon has maximum affection, the probability from above is multiplied by 2.[1]
Another mentionable addition in 2.3 Prophecy is the voidheart ring which enables poison and bleed on melee hits. FROSTBLADES CRIT ASSASSININTROUpdate log:June 12/16- 2.3 Updated with new weapon 'Touch of Anguish'- Updated skill tree - added Acro and phase acroJuly 28/16-Updated skill tree to include more dps nodes and life nodesJuly 29/16-New video added for 2.3More updates to comeNew weapon Touch of Anguish which provides us with frenzy charge generation, additional skill chain at max frenzy charges, cold damage, crit chance and life on hit - pretty much made for frostblades IMO. Sub rogue do shadow blades do extra dmg. I always loved leveling with Frostblades so I decided to make my own build.
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 | — |
+2 stages | 10,000,000 Volt Thunderbolt | Stick (for Farfetch'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.
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See also
References
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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. |