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Editing Critical Hits in Mechanics

A Critical Hit (or crit) is a hit that deals bonus damage. On Nircraft every fully charged melee hit has a chance to crit, with any weapon or even your fist. You can tell a hit was a crit by the pop sound, the bold blue damage number and the burst of particles on whatever you hit.

How a crit works

Every crit comes down to two stats:

  • Crit Rate is the chance that a hit crits. Everyone starts at 5%, so about 1 hit in 20.
  • Crit Damage is how hard a crit hits. Everyone starts at 150%, so a crit deals 1.5x the normal damage.

Each time you land a charged melee hit, it rolls your Crit Rate. If the roll hits, the whole hit is multiplied by your Crit Damage. If a hit normally does 10 damage, a crit does 15 at 150% Crit Damage, or 25 at 250%.

A few things that are good to know:

  • Every hit rolls on its own. Nothing builds up between hits, so you can crit twice in a row or go a while without one.
  • A crit multiplies the whole hit, including your sword's Attack Damage, Monster Attack and Armor Effectiveness.
  • Only a charged swing can crit. Swing before your attack has charged (90% or more) and the hit can't crit, like vanilla's own crits.
  • Armor still works. The target's armor and defense protect them from a crit like any other hit.
  • Crits work on mobs and players. Arrows, tridents and other projectiles can't land a Nircraft crit.

Adding it up

Everything you have adds together. Say you wear 2 Lethal armor pieces and hold a Razor-thin sword:

  • Crit Rate: 5% + 8% + 8% + 16% = 37%
  • Crit Damage: 150% + 10% + 10% + 20% = 190%

So a bit more than 1 hit in 3 crits, and each crit deals 1.9x.

Why you need both

Crit Rate decides how often you crit, and Crit Damage decides how much each crit is worth. Stacking only one of them doesn't get you far:

  • 0% Crit Rate means you never crit, so all your Crit Damage does nothing.
  • High Crit Rate with no extra Crit Damage means you crit all the time, but every crit is still only 1.5x.

Here's what a hit that normally does 10 damage deals on average:

Crit RateCrit DamageAverage damage
5%150%10.25
0%300%10
100%150%15
50%250%17.5

The more you have of one, the more the other is worth. Extra Crit Damage barely matters at 5% Crit Rate, and extra Crit Rate barely matters at 150% Crit Damage.

Some reforges lower your Crit Rate. It can't go below 0%, so a full Brutal armor set (-16%) with no Crit Rate from anything else means you never crit, no matter how much Crit Damage it gives you.

Crit Damage can't go below 100%, so a crit is never weaker than a normal hit. A full Keen set (about +48% Crit Rate and -130% Crit Damage) crits a lot, but those crits add nothing. Keen works best next to Brutal or Savage, where each covers what the other takes away.

Where to get them

  • Reforges: the main source. On armor, Lethal and Assassin's add Crit Rate, and Keen adds the most of any armor but takes a lot of Crit Damage away. Brutal and Savage do the opposite: a lot of Crit Damage for a little Crit Rate. Every piece counts, so a full set adds up. On swords, Surgical, Razor-thin and Precise add both, but only while you're holding that sword.
  • Ascension: the Precision buff gives +5% Crit Rate, and Ferocity gives +8% Crit Damage.
  • Prismitech Frame: blocking a hit with it gives +10% Crit Rate for 5 seconds, at most once every 10 seconds.

You can see your total Crit Rate and Crit Damage in /menu under Attributes.

Jump crits

The vanilla jump crit still works like it does in normal Minecraft. It's separate from a Nircraft crit: it has its own sound and star particles, but no pop and no blue number. One hit can be both, and then both bonuses apply.

Duels and FFA

Crits only happen in inventory duels, where you fight with your own gear. They're turned off in kit duels and FFA. Ascension buffs, Precision and Ferocity included, don't count in kit duels or FFA either.

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