Critical hit

Critical hits occur randomly when striking enemies. By default, each successful hit on an enemy has a 4% chance of being a "critical hit", dealing approximately double the usual damage of the weapon in use with 40% more knockback. A small number of weapons have a base critical strike chance that is higher than the default 4%. In addition, certain modifiers, armor bonuses, accessories, and buffs can boost the player's effective critical strike chance.
Visually, critical hits are displayed as slightly exaggerated bold damage numbers that linger on-screen for a longer period, have deeper color, and travel slightly higher than damage numbers from ordinary hits.
== Notes ==
* Minions cannot normally deal critical hits, only by wearing a full set of Monk armor (16.7%) or Shinobi Infiltrator armor (25%) with any of the Lightning Aura sentry summons or by using a Morning Star (5%) or Kaleidoscope (10%) with any minion can crits be dealt at a fixed rate depending on which is used. 
** Because sentries do not benefit from whip effects, these two factors cannot be stacked, meaning that the maximum critical hit rate of any summon weapon is 25%.
* Players attacking other players in PvP will also not deal critical hits.
== Weapons with non-standard base critical strike chance ==
Weapon	Base Critical Chance
== Boost gear ==
=== Melee ===
Item	Critical Chance
 	+26% / +17%
 	+2% (during night)
 	+2%
 	+5%
 	+7%
 	+8%
 	+10%
 	+6%
 	+8%
 	+4%
 	+8%
 	+5%
 	+11%
 	+15%
 	+15%
 	+20%
 	+20%
=== Ranged ===
Item 	Critical Chance
( only) 	+4%
( only) 	+4%
 	+6%
 	+7%
 	+8%
 	+9%
 	+15%
 	+7%
 	+8%
Shroomite Headpiece (All helmets)	+5%
 	+13%
 	+7%
 	+7%
 	+12%
 	+8%
Cloak from Shroomite armor 	Up to +10%
Cloak from Vortex armor 	Up to +20%
 	+11%
 	+10%
 	+10%
 	+10%
 	+10%
( only) 	+10%
( only) 	+10%
( only) 	+3%
( only) 	+3%
( only) 	+3%
=== Magic ===
Item 	Critical Chance
 	+2%
 	+6%
 	+7%
 	+12% / 9%
 	+9%
 	+11%
 	+7%
 	+18%
 	+7%
 	+12%
 	+5%
 	+7%
with a Robe	+10%
 	+20%
 	+25%
( only) 	+15%
( only) 	+10%
 	+9%
=== All ===
Item 	Critical Chance
 	+2%
 	+3%
 	+4%
( only) 	+10%
 	+10%
 	+5%
 	+5%
 	+3%
 	+4%
 	+2%
 	+1%
 	+6%
 	+3%
 	+3%
 	+7%
 	+7%
 	+8%
Precise or Lucky modifier on accessories	+2% or +4%
 	+8%
 	+10%
 	+5%
 	+2%
 	+2%
 	+2%
 	+2%
Reforged weapons 	Max +5%
( only) 	+15%
( only) 	+10%
== Notes ==
* Damage is doubled after being reduced by defense.
* When held, weapon modifiers affect all outgoing critical hits from that class's projectiles. Weapon modifiers will cease affecting critical chance when not selected.
* While ammo might seem to be affected by crit bonuses, crit chance actually entirely depends on weapon stats.
* It is generally best to attempt to equalize total accessory crit chance bonus and total accessory damage bonus, as this will maximize the overall DPS.
== Maximizing critical hits ==
; Melee
* Maximum critical strike chance is 167%, attained by combining the following:
: 
* Any accessory with the Lucky modifier can be equipped in the remaining 2 accessory slots.
* Although the will increase critical strike chance by 30% at its stealth mode, the critical strike chance shown in the tooltip will be 100% when the actual critical strike chance is higher than 100%.
; Melee
* Maximum critical strike chance is 146%, attained by combining the following at night:
: 
; Melee
* Maximum critical chance is 121%, attained by combining the following:
: 
* can be swapped with .
* As critical chance caps at 100%, minor bonus items like (-2), (-2), (-2) can be swapped, or switch the Breastplate to (-8) and still have 100% chance.
; Ranged
* Maximum critical strike chance is 178%, attained by combining the following:
: 
; Ranged
* Maximum critical strike chance is 154%, attained by combining the following:
: 
; Ranged
* Maximum critical strike chance is 124%, attained by combining the following:
: 
* As this chance caps at 100%, minor bonus items like (-2) or (-2) can be swapped, and switch the armor to full (-10) and still have 100% chance. It is even possible to use a different weapon (-15) as the stealth effect from the Shroomite armor will add an extra 10% back when necessary.
; Magic
* Maximum critical strike chance is 160%, attained by combining the following:
: 
* Any accessory with the Lucky modifier can be equipped in the remaining 2 accessory slots.
* Any of these weapons can be used: Sky Fracture, Staff of Earth, or Stellar Tune.
; Magic
* Maximum critical strike chance is 148%, attained by combining the following:
: 
* Either the Sky Fracture or Staff of Earth can be used.
; Magic
* Maximum critical strike chance is 94%, attained by combining the following with any Mythical weapon and any Lucky accessory:
: 
* can be swapped with or .
; Throwing
* Maximum critical strike chance is 89%, attained by combining the following:
: 
* can be swapped with .
== History ==