Difference between revisions of "Critical Hit"
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*'''[[Laser Damage]]''': -50% Shield Regeneration | *'''[[Laser Damage]]''': -50% Shield Regeneration | ||
*'''[[Mining Damage]]''': -50% Electricity Regeneration | *'''[[Mining Damage]]''': -50% Electricity Regeneration | ||
− | *'''[[Physical Damage]]''': Causes target to spin | + | *'''[[Physical Damage]]''': Left Turn +1 (Causes target to spin) |
*'''[[Radiation Damage]]''': Warp Interdiction +1 (Target can't warp) | *'''[[Radiation Damage]]''': Warp Interdiction +1 (Target can't warp) | ||
*'''[[Surgical Damage]]''': +50% Recoil | *'''[[Surgical Damage]]''': +50% Recoil |
Revision as of 14:12, 12 September 2010
Critical Hits are attacks that, by chance, do 50% more damage (100% if seer) 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: -50% 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 they(at least the base ones) do make critical hits.