History Main / CriticalHit

20th Mar '17 9:53:00 PM SonicGamer07
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* In ''VideoGame/PhantasyStarOnline2'', you have a base 5% chance to crit an enemy, signified in large, solid blue numbers[[note]]semi-transparent light-blue numbers prior to a late 2016 update[[/note]]. Notably, ''[=PSO2=]'' is one of the only games in which crits are a ''DumpStat''. The way damage is handled is that when you strike, the game rolls a number between your minimum and maximum damage potential. When you strike a crit, you always hit for 100% of your max damage. However, since holding rarer weapons (with some notable exceptions) limits the possible range of values to within 90% to 100% of your max damage, the range of possible numbers is small enough that getting lots of crits is a very, very tiny increase in DPS. Players typically go for increasing their base damage instead of going for crits. That is, everyone except [[CriticalHitClass Fighters]], who have a skill that grants an additional 15% damage when landing a crit, and can be potentially lethal when paired with several Crit Rate boosting Skills and gear, as well as holding a weapon that increases Crit Damage.
5th Mar '17 1:32:18 PM Chabal2
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[[folder:Literature]]
* ''Literature/SherlockHolmes'' has on in ''The Golden Pince-Nez'', where the murder is committed by [[spoiler:a very nearsighted woman, panicking at being caught by the secretary, who grabbed the first object to hand and swung wildly. Unfortunately for everyone involved, the object was a letter opener and the target was the secretary's jugular.]]
[[/folder]]


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** The Imperial Guard has a tank commander specializing in inflicting these by studying the enemy and looking for weak spots like welding seams.
20th Feb '17 1:48:00 PM Bugfragged
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* ''VideoGame/NocturneRebirth'' actually has two levels of critical hits, the weaker "smash" hit and the stronger "critical" hit, which have yellow and red damage text respectively. Additionally, landing either of these hits causes the attacker to take their next turn faster, potentially allowing more DPS if they keep dealing critical hits.
30th Jan '17 6:21:21 PM MadCat221
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** The hit location table, a roll made upon a successful hit, has a "critical hit" on the extreme low-end of the roll as well. While a roll of 2 Sixes results in a head hit, a roll of 2 Ones results in a potential thru-armor critical hit. Depending on rules of the game, this applies to just the center torso, or the "floating crit" rule means re-roll and do a critical hit chance roll at the location garnered from the second hit location roll. This is because 2 Sixes has the same odds of occurring as 2 Ones, with the "least helpful" rolls (values of 7 plus or minus 2 or so) being the "center mass" torso hits, which usually have (or start off with) more armor than the rest. Scatter-shot weapons (cluster munitions, missile weapons) or large arrays of small weapons tend to increase the odds of getting such quasi-critical hits on the hit location table than more focused-damage weapons. Conventional center-torso-only rules increases the odds of an engine or gyro damage kill, while floating crits instead increase the odds of an ammo critical hit kill.

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** The hit location table, a roll made upon a successful hit, has a "critical hit" on the extreme low-end of the roll as well. While a roll of 2 Sixes results in a head hit, a roll of 2 Ones results in a potential thru-armor critical hit. Depending on rules of the game, this applies to just the center torso, or the "floating crit" rule means re-roll the location and do a critical hit chance roll at on the location garnered from the second new hit location roll.location. This is because 2 Sixes has the same odds of occurring as 2 Ones, with the "least helpful" rolls (values of 7 plus or minus 2 or so) being the "center mass" torso hits, which usually have (or start off with) more armor than the rest. Scatter-shot weapons (cluster munitions, missile weapons) or large arrays of small weapons tend to increase the odds of getting such quasi-critical hits on the hit location table than more focused-damage weapons. Conventional center-torso-only rules increases the odds of an engine or gyro damage kill, while floating crits instead increase the odds of an ammo critical hit kill.
30th Jan '17 2:28:09 AM CountDorku
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* ''TabletopGame/{{Mordheim}}'' has these on a 6 to wound. They start at unpleasant (double damage) and ramp up to obscene (double damage, plus ignoring saves, plus getting +2 on the injury roll, meaning a 3+ to take the target out against a human).
29th Jan '17 10:32:59 AM Prfnoff
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* ''VideoGame/{{Undertale}}'' parodies this with one of the messages that appears when you literally PetTheDog:
-->"Critical pet! Dog excitement increased."
27th Jan '17 7:11:48 AM GlitteringFlowers
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** The ''FE'' series relies so much in this trope that [[http://fireemblem.wikia.com/wiki/Killer_weapons there is a whole branch of weapons]] built around it. As a con, they're fairly rare and expensive to buy. As a pro, when an unit wields one of them they increase said unit's critical attack rate ''anywhere from 20% to 30%''. If given to a character with high Luck... wow.

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** The ''FE'' series as a whole relies so much in this trope that [[http://fireemblem.wikia.com/wiki/Killer_weapons there is a whole branch of weapons]] built around it. As a con, they're fairly rare and expensive to buy. (And used to last less until ''Fates'' removed durability). As a pro, when an unit wields one of them they increase said unit's critical attack rate ''anywhere from 20% to 30%''. [[UpToEleven If given to a character with high Luck... wow.Luck...]]
14th Jan '17 6:50:05 PM nombretomado
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* Present in the ''Franchise/{{Lufia}}'' series. In ''VideoGame/LufiaCurseOfTheSinistrals'', it's possible with Mystic Stones to raise a character's CRT stat to 100, which makes every single attack a critical hit.

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* Present in the ''Franchise/{{Lufia}}'' ''VideoGame/{{Lufia}}'' series. In ''VideoGame/LufiaCurseOfTheSinistrals'', it's possible with Mystic Stones to raise a character's CRT stat to 100, which makes every single attack a critical hit.
31st Dec '16 4:09:22 AM Mewseeker
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* In ''VideoGame/CreepyCastle'', there are two variants. [[DynamicDifficulty If you do well]] enemies will occasionally do two points of damage instead of one while trading blows. Meanwhile, the special attack item will allow you to do a special, uncounterable attack that also does two damage on regular enemies. Some bosses also used said type of attack.
28th Dec '16 10:19:31 AM Antigone3
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* ''TabletopGame/HeroSystem'': Unless the [=GM=] specifically overrides this rule, a roll of 3 (on 3d6) always succeeds. An optional rule is "Extraordinary Skills" -- a character with an 18- roll or better with a skill can take a -10 penalty to do something that should be impossible, such as using Breakfall to take no damage from a no-parachute departure from an airplane at altitude.
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