Do Critical Hits proc on Shields or not? For what ever reason i am under impression that i read somewhere that weapons will not proc on shields, only on hull, but i can not find this information anywhere.
Thank you
Do Critical Hits proc on Shields or not? For what ever reason i am under impression that i read somewhere that weapons will not proc on shields, only on hull, but i can not find this information anywhere.
Thank you
Pretty sure weapons do crit on shield
They do :P you will see ingame when you hit shields for like 500 a piece then bam 1200+ then 500 then 1200+ again. Those are crits.
Doesn’t “proc” mean “cause a procedure to run or ability to trigger”?
Damage is subtracted from shields until they are gone, then it is applied to hull (exception: collisions).
No procs involved.
First of all, what it is a critical hit in Star Conflict? Does is mean the ship dies instantly from a “critical hit”? Or that you only get the highest possible damage a particular weapon can deal?
wow
2 minutes ago, MightyHoot said:
wow? He is only 3 years too late for this thread.
I just have not found any info on what a "critical hit’ means in Star Conflict. Be a gentleman. I need help, so help, please.
Your weapons have critical hit chance and critical hit damage values, both given as percentage. Each salvo you fire with main guns has a chance to be critical one, in which case extra damage is applied to target. This extra damage is your normal damage multiplied by the critical hit damage value, usually 50% or 75%. Target ship’s damage resistance does not apply to this extra critical damage, so critical hits are really important against targets with high resistance values.
Dat necro
On 09/15/2016 at 10:18 PM, Vohvelielain said:
Your weapons have critical hit chance and critical hit damage values, both given as percentage. Each salvo you fire with main guns has a chance to be critical one, in which case extra damage is applied to target. This extra damage is your normal damage multiplied by the critical hit damage value, usually 50% or 75%. Target ship’s damage resistance does not apply to this extra critical damage, so critical hits are really important against targets with high resistance values.
Hmm that’s a new piece of info
On 15/09/2016 at 8:18 AM, Vohvelielain said:
Your weapons have critical hit chance and critical hit damage values, both given as percentage. Each salvo you fire with main guns has a chance to be critical one, in which case extra damage is applied to target. This extra damage is your normal damage multiplied by the critical hit damage value, usually 50% or 75%. Target ship’s damage resistance does not apply to this extra critical damage, so critical hits are really important against targets with high resistance values.
Crit hits are subjects to the same dmg reductions as non crits
Plain and simple: crit hit damage is the percentage of damage added to a normal “raw” shot when crit chance kicks in. A 50% crit damage means that above the normal damage per shot you need to add to it a 50% more of damage (only the raw base damage, nor the value after bonuses are applyed) for exemple:
Crit dam perc. 50% on 1000 raw damage per shot means the final damage is 1500 ( if you have a 100% crit chance, considering every shots you land). To this value you need to apply malus and bonus from w/e source. Usually, apart some exceptions, is better to have an higher crit chance, instead of an high crit damage.
On 15/9/2016 at 2:18 PM, Vohvelielain said:
Your weapons have critical hit chance and critical hit damage values, both given as percentage. Each salvo you fire with main guns has a chance to be critical one, in which case extra damage is applied to target. This extra damage is your normal damage multiplied by the critical hit damage value, usually 50% or 75%. Target ship’s damage resistance does not apply to this extra critical damage, so critical hits are really important against targets with high resistance values.
Not true at all
2 hours ago, Spongejohn said:
Plain and simple: crit hit damage is the percentage of damage added to a normal “raw” shot when crit chance kicks in. A 50% crit damage means that above the normal damage per shot you need to add to it a 50% more of damage (only the raw base damage, nor the value after bonuses are applyed) for exemple:
Crit dam perc. 50% on 1000 raw damage per shot means the final damage is 1500 ( if you have a 100% crit chance, considering every shots you land). To this value you need to apply malus and bonus from w/e source. Usually, apart some exceptions, is better to have an higher crit chance, instead of an high crit damage.
No
Cir DMG applied on final dmg, not on base dmg
It have been always stated the contrary from both you and multiple devs over the years. If something changed no one knows. Btw even better, my point gains “points”: always go for crit chance instead of boosting crit damage ( to a certain level).
Hm… I wonder where I got that idea then. I guess I just misunderstood some badly worded comment here on the forums previously.
Out of the topic, but BTW I think devs don’t know how to maths.
Take r11 destroyers, they have the choice between 2 similar lvl 4 bonuses : 10% damage and 10% crit chance.
Isn’t it obvious that 10% damage is always better then 10% crit chance (Unless you have a crit bonus over 200%, but you don’t) ?
56 minutes ago, Swifter43021 said:
Out of the topic, but BTW I think devs don’t know how to maths.
Take r11 destroyers, they have the choice between 2 similar lvl 4 bonuses : 10% damage and 10% crit chance.
Isn’t it obvious that 10% damage is always better then 10% crit chance (Unless you have a crit bonus over 200%, but you don’t) ?
Correct.
6 hours ago, Spongejohn said:
It have been always stated the contrary from both you and multiple devs over the years. If something changed no one knows. Btw even better, my point gains “points”: always go for crit chance instead of boosting crit damage ( to a certain level).
I have never said that crit goes on base dmg, and i can not remember when was the last time devs said any numbers/formulas - I think Antibus was the last one to give any actual formulas.
Dmg buff goes on base - Captain buff, valkiry, implants and modules.
5 hours ago, Swifter43021 said:
Out of the topic, but BTW I think devs don’t know how to maths.
Take r11 destroyers, they have the choice between 2 similar lvl 4 bonuses : 10% damage and 10% crit chance.
Isn’t it obvious that 10% damage is always better then 10% crit chance (Unless you have a crit bonus over 200%, but you don’t) ?
4 hours ago, Lord_Xenon said:
Correct.