Difference between revisions of "Critical Hit"
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Vampire2948 (talk | contribs) (Laser Criticals do -50%, not -10%.) |
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*'''[[Energy Damage]]''': Can't Thrust | *'''[[Energy Damage]]''': Can't Thrust | ||
*'''[[Heat Damage]]''': -50% Radar | *'''[[Heat Damage]]''': -50% Radar | ||
− | *'''[[Laser Damage]]''': - | + | *'''[[Laser Damage]]''': -50% Shield Regeneration |
*'''[[Mining Damage]]''': -10% Electricity Regeneration | *'''[[Mining Damage]]''': -10% Electricity Regeneration | ||
*'''[[Physical Damage]]''': Left Turn +1 (Causes target to spin) | *'''[[Physical Damage]]''': Left Turn +1 (Causes target to spin) |
Revision as of 22:36, 22 January 2016
Critical Hits are attacks that, by chance, do 50% more damage (However some classes do get bonuses to critical hit damage, such as Sniper Class and Seer Class) and disables something in the enemy ship for 3 seconds. The indicator for the effect is a ring of tweak icons.
"Chance of a critical hit is 1% + 5% if it's an ambush (they can't see you when you fire) + anything from items and augs + bonuses from your skills, all divided by 1 + the targets critical hit resistance." -JeffL
Effects
- Energy Damage: Can't Thrust
- Heat Damage: -50% Radar
- Laser Damage: -50% Shield Regeneration
- Mining Damage: -10% Electricity Regeneration
- Physical Damage: Left Turn +1 (Causes target to spin)
- Radiation Damage: Warp Interdiction +1 (Target can't warp)
- Surgical Damage: +50% Recoil
- Transference has no known critical effect, but it still gets the damage bonus.