Critical Hit

== Base Critical Hit ==
 Critical Chance = 1 - Current Structure / Max Structure
 RT Base Minimum Critical Chance: 56% - This is only ever modified by traits (orange text)
 
 Example: 30/40 Structure
 1 - (30/40)
 1 - 0.75 = 0.25
 Normally 25% chance to crit. Minimum raises this chance to 56%
Each structure hit will trigger a base critical hit roll, unless ANY armor is still present. 
 Weapon hits that does both armor and structure damage only roll for crit once. 
 If armor values are > 0, the roll will use TAC modifiers (see #Through_Armor_Critical). 
 This implies that weapons that do direct structure damage (i.e. Tandem) do not bypass TAC to use base crit, until all armor is removed.
== Through Armor Critical ==
Critical Hits are dynamically calculated based on a target's remaining armor.
For example:
 Victim Mech with 100/200 armor at the hit location and full structure. 
 Universal min crit chance 0.1. 
 
 =TAC Example Gun=
 
 Weapon has APArmorShardsMod = 0.5 
 This value is a multiplier applied to the ratio of current armor to max armor.
 
 APMaxArmorThickness = 150
 This is the maximum armor thickness the weapon can TAC under any circumstances. TAC chance increases as the ratio between this value and current armor increases.
 
 APCritChance = 0.5
 This is a general multiplier to overall TAC chance.
 The Calculation:
 
 First, we need a couple calculated values that depend on the condition of the target. They are called "Shards Modifier" and "Thickness Modifier".
 
 Shards Modifier should not be confused with the variable named APArmorShardsMod. Shards Modifier in this calculation is the ratio of current armor to max armor multiplied by APArmorShardsMod.
 
 Shard Modifier = 1 + (1 - 100/200)0.5 = 1.25 
 
 Thickness Modifier is the ratio of current armor to APMaxArmorThickness. You can see here that if current armor is higher the result will be less than zero and a TAC will never occur.
 
 Thickness Modifier = 1 - 100/150 = 0.33333(3)
 
 =Overall Chance=
 0.1 (Base minimum) * 1.25 (Shards Modifier) * 0.33333 (Thickness Modifier) * 0.5 (AP chance) = 0.020
 
 As armor becomes lower, both modifiers for shard and thickness will rise, increasing the TAC chance.
If there are crit modifiers, such as: "+25% Increased Critical Strike Chance" they are added or multiplied with each other depending on the individual item and then multiplied with the crit chance.
 Overall Chance = 0.025 (as calculated above)
 
 0.025 * 1.25 = 0.03125 FINAL Critical Chance
== Critical Hit Distribution ==
The general principal is that critical hits move towards the center of the mech or vehicle, always attempting to affect a functioning component. Unless stated otherwise in orange text under Critical Effects, components are destroyed by one critical hit. 
The distribution progression in a mech is: arm then side torso then center torso. For each mech 'body' part (arm, leg, side torso, etc.) it is: armor then components then structure then chassis. Slots in mech body parts with ferro-fibrous armor and endo-steel structure do not take damage since they are accounted for in armor and structure points. 
=== Example: ===
A mech's left arm has a medium laser, lower arm, upper arm, and shoulder and its left torso has two heat sinks, an ECM, and a PPC. Two successful critical hits are rolled against the left arm, but all equipment there has been destroyed so these crits are allocated to the left torso. The first crit hits a heat sink and it is destroyed. The second crit hits the PPC, which can take two crits before being destroyed. After 1 critical hit, the PPC effectiveness is reduced:
* HIT1: +60 to Min Range
* HIT1: +20% to Min Range
* HIT1: -10% to Short Range
* HIT1: -10% to Medium Range
* HIT1: -10% to Long Range
* HIT1: -10% to Max Range
Category:Guides