Critical Hit

Critical hits, also known as crits for short, are otherwise normal weapon strikes that randomly deal increased damage on enemies. The likelihood that an attack will be a critical hit is based on the weapon's critical hit chance, and the additional damage dealt by a critical hit is determined by the weapon's critical damage multiplier. Each attack, or each pellet in the case of most shotguns and weapons with Multishot, rolls its own chance to critically hit.
When a weapon deals a critical hit, the damage is displayed as a yellow, orange or red number on the HUD instead of the usual white coloring. However, critical hits on shields are still blue, and attacks benefitting from the stealth damage bonus are always yellow even when they don't crit.
==Critical Chance==
Each weapon has a base chance to critically hit, which can be increased through mods and various buffs.
===Relative Increases===
Most increases to crit chance are relative to the base chance. Multiple of these stack additively with each other:
:\text{Total Crit Chance} = \text{Base Crit Chance} \times (1 + \text{Relative Bonus})
:Where the Relative Bonus is the sum of all applicable bonuses.
:\text{Relative Bonus} = \text{Bonus}_{1} + \text{Bonus}_{2} + \text{Bonus}_{3} + \cdots
As an example, a with and has a crit chance of:
:
===Absolute Increases===
A few effects grant absolute amounts of crit chance which are applied after relative bonuses.
* 's status effect "Weakened"
* 
* 
* 
* 
* 
* 
:\text{Total Crit Chance} = \text{Base Crit Chance} \times (1 + \text{Relative Bonus}) + \text{Absolute Bonus}
:Where the Absolute Bonus is the sum of all applicable bonuses.
:\text{Absolute Bonus} = \text{Bonus}_{1} + \text{Bonus}_{2} + \text{Bonus}_{3} + \cdots
As an example, a Braton with (relative) and (absolute) has a crit chance of:
:
===Blood Rush===
 and the Gladiator Set Bonus are unique in that they scale off of Melee Combo, stacking additively with other critical chance mods:
\begin{aligned}
\text{Total Crit Chance} &= \text{Base Crit Chance} \\
&\qquad \times (1 + \text{Relative Bonus} + \text{Blood Rush Multi} \times (\text{Combo Multi} - 1)) \\
&\qquad + \text{Absolute Bonus}
\end{aligned}
As an example, a with maxed and , with a x7 combo multiplier :
:
Critical hit chance can surpass 100%, for further information read Crit Tiers.
===Sources of Critical Chance % Bonus===
===Sources of Critical Chance Absolute/Flat Bonus===
Cat'sEyeMod.png|link=Cat's Eye|
BallisticBullseyeMod.png|link=Ballistic Bullseye|
ShadowHazeMod.png|link=Shadow Haze|
ArcaneAvenger.png|link=Arcane Avenger|
SecondaryEnervate.png|link=Secondary Enervate|
==Critical Damage (Critical Multiplier)==
When a critical hit occurs, that hit's damage is increased and the damage value's color is changed to yellow. The stat describing by how much a crit is strengthened is displayed in the arsenal as a multiplier.
:\text{Modded Crit Multi} = \text{Base Crit Multi} \times (1 + \text{Bonus}_{1} + \text{Bonus}_{2} + \text{Bonus}_{3} + \cdots)
The base critical multiplier of a weapon is quantized. This applies before mods, but after certain effects that are additive to the base value. The quantized base critical multiplier can be calculated as:
: \text{Quantized Base CM} = \text{Round(}\frac{\text{Base CM}}{32/4095}\text{)} \times \frac{32}{4095}
As an example, a with excluding quantization for simplicity, has a crit multiplier of:
:
Another similar example, now including quantization, and now with the incarnon perk Critical Parallel yields a crit multiplier of:
:
\text{Round}(\frac{\text{1.6} + \text{0.4}}{32/4095}) \times \frac{32}{4095} \times (\text{1} + \text{1.2}) = 4.401074481\text{x}
=== Sources of Critical Damage Bonus ===
==Crit Tiers==
ModdedCrit Chance	Crit Outcome 	Crit Tier &Coloration
x ≤ 0% 	No hit can crit 	Tier 0
0% < x < 100% 	Chance for a yellow crit 	Tier 0
0% < x < 100% 	Chance for a yellow crit 	Tier 1
x = 100% 	All hits yellow crit 	Tier 1
100% < x < 200% 	Chance for an orange (Big) crit 	Tier 1
100% < x < 200% 	Chance for an orange (Big) crit 	Tier 2
x = 200% 	All hits Big crit 	Tier 2
200% < x < 300% 	Chance for a red (Super) crit (tier 3)	Tier 2
200% < x < 300% 	Chance for a red (Super) crit (tier 3)	Tier 3
x = 300% 	All hits Super crit (tier 3) 	Tier 3
300% < x < 400% 	Chance for a red ! crit (tier 4) 	Tier 3
300% < x < 400% 	Chance for a red ! crit (tier 4) 	Tier 4
x = 400% 	All hits red crit (tier 4) 	Tier 4
400% < x < 500% 	Chance for a red !! crit (tier 5) 	Tier 4
400% < x < 500% 	Chance for a red !! crit (tier 5) 	Tier 5
x = 500% 	All hits red crit (tier 5) 	Tier 5
500% < x < 600% 	Chance for a red !!! crit (tier 6) 	
500% < x < 600% 	Chance for a red !!! crit (tier 6) 	...
... 	... 	...
When a weapon achieves a crit chance higher than 100%, every attack will crit but it also gains a chance to deal an even stronger crit. As the critical hit chance increases, the tier of critical damage does so as well.
Although the coloration remains red after a certain point, crit tiers continue to increase. Every tier above 3 will produce an additional exclamation mark (!) up to three times.
As an example, a with has a crit chance of:
: 
This means it will have a 25% chance to trigger an orange crit, while all other hits (75%) will yield a yellow crit.
The critical damage multiplier for these can be calculated as follows:
:\text{Crit Tier Multi} = 1 + \text{Crit Tier} \times (\text{Modded Crit Multi} - 1)
As an example, a with and will have an orange crit multiplier of:
:
In addition, each mod of the Vigilante Mod Set has a 5% chance to increase a Primary Weapon's critical hit's tier by 1. This effect stacks with other Vigilante Mods installed, up to a 30% chance with all six Vigilante Mods equipped.
==Critical Headshots==
Certain body parts on enemies, most notably heads, will receive additional damage when struck. This location-based damage increase is usually a 3.0x multiplier, but if the strike is a critical hit, then it receives an additional damage bonus of 2.0x on top of the location multiplier and the crit multiplier: 
:\text{Headshot Crit Tier Multi} = \text{Headshot Multi} \times (1 + \text{Crit Tier} \times (2 \times \text{Modded Crit Multi} - 1))
As an example, a with , and a head shot multiplier of 3.0 will have an orange crit multiplier of:
: 
The Headshot Multiplier is 3.0x in almost all cases. The bonus damage from headshot crits is specific to heads and not generalized to all special body parts. The MOA, for example, has a "fanny pack" which normally receives 3.0x damage, but does not receive any additional multipliers from a critical hit. The Jordas Golem, however, has a 1.0x multiplier on his engines, but still receives increase damage if critically hit. Corpus humanoids do not receive headcrits, instead only taking the normal 3.0x headshot damage even after their helmets are removed.
==Damage Calculation==
==Average Damage==
When comparing builds it can be helpful to calculate how much damage the weapon will deal on average, which is affected by how often critical hits occur and at what critical multiplier. The following equation accounts for critical hits that are not headshots:
:\text{Average Damage Multiplier} = 1 + \text{Total Crit Chance} \times (\text{Total Crit Multi} - 1)
: \text{Average Damage on Hit} = \text{Modded Damage} \times \text{Average Damage Multiplier}
As an example, a has an average damage multiplier of: 
:
 with and has an average damage multiplier of:
: 
So for a Paris without any critical mods, the damage is multiplied by 1.3 on average; yellow crits of 2x for 30% of the shots. 
With the 2 basic critical mods, the damage is multiplied by 3.55 on average; yellow crits of 4.4x for 75% of the shots.
==Notes==
*Most Warframe abilities cannot inflict critical hits. Exceptions include Exalted Weapons, 's , and Gyre's Passive which grants critical chance per electric proc to all of her abilities.
**Prior to , some abilities had 100% critical chance with a multiplier of 1x. This only served to provide visual feedback.
*As of , enemies cannot inflict critical hits.
==See also==
*, a chance to apply on critical hit for primary weapons.
==Patch History==
es:Daño crítico
de:Kritischer Treffer
fr:Coup Critique
Category:Mechanics
Category:Damage 2.0