From Tanki Online Wiki
(((AE)) moved critical hit info)
(((AE)) Reorganized intro)
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{{see also|Damage|Turrets|Modules}}
 
{{see also|Damage|Turrets|Modules}}
  
{{attention|#DB5553|Warn_Red.png|This is a new effect, and data is still being gathered on the critical damages and chances. Check back soon for more information.}}
 
 
===The Critical Hit===
 
 
The crackling electricity, the large yellow (or likely red) number that appears above your target, and maybe even a dangerous status effect - all of these tell you you've just landed a Critical Shot. But when will it happen? Here's an explanation of what's going on:
 
The crackling electricity, the large yellow (or likely red) number that appears above your target, and maybe even a dangerous status effect - all of these tell you you've just landed a Critical Shot. But when will it happen? Here's an explanation of what's going on:
 
#Right after you spawn, you begin with the '''Initial Critical Chance.''' This chance is {{Color|#FF0000|-50%}}, meaning that it is impossible for the first shot to be a critical.
 
#Every time you hit an enemy with a regular shot, the chance of the next shot being critical increases by the '''Critical Chance Step.''' The '''maximum critical chance''' varies by modification, from {{Color|#00FF00|20%}} at Mk1 to {{Color|#00FF00|50%}} at Mk7+, so once the chance reaches the maximum, it will stay there until you get a critical.
 
#*This means that there is no guaranteed maximum number of shots before a critical, though long streaks are unlikely at higher modifications.
 
#Once you hit an enemy with a critical shot, the critical chance for the next shot drops back down to the '''"Minimum Critical Chance,"''' which is the same as it was initially: {{Color|#FF0000|-50%}}.
 
 
 
The {{Color|#EB8877|exotic}} Sorted Ammunition [[Augments|Augment]] works by cleverly tweaking the starting and step values to hit a critical every fourth shot:
 
 
*Initial Critical Chance with Sorted Ammunition: {{Color|#FF0000|-200%}}
 
*Critical Chance Step with Sorted Ammunition: {{Color|#00FF00|+100%}}
 
  
 
This gives the following results:
 
#First shot is {{Color|#FF0000|-200%}} (no crit)
 
#Second shot is {{Color|#FF0000|-100%}} (no crit)
 
#Third shot is {{Color|#FF0000|0%}} (no crit)
 
#Fourth shot is {{Color|#00FF00|100%}} (critical) and resets the chance to {{Color|#FF0000|-200%}} for the next shot.
 
  
 
== Important Information ==
 
== Important Information ==
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* Critical damage is indicated by a {{color|gold|'''Yellow'''}} damage number and electrical flashing on the affected tanks
 
* Critical damage is indicated by a {{color|gold|'''Yellow'''}} damage number and electrical flashing on the affected tanks
 
* Making a kill with critical damage is indicated by a {{color|red|'''Red'''}} damage number.
 
* Making a kill with critical damage is indicated by a {{color|red|'''Red'''}} damage number.
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== Explanation of probability accumulation ==
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 +
#Right after you spawn, you begin with the '''Initial Critical Chance.''' This chance is {{Color|#FF0000|-50%}} for smoky and {{Color|#FF0000|0%}} for most other turrets, meaning that it is impossible for the first shot to be a critical. Only railgun can land a critical on the first shot, with a chance of {{Color|#00FF00|50%}}
 +
#Every time you hit an enemy with a regular shot, the chance of the next shot being critical increases by the '''Critical Chance Step,''' if the '''Maximum Critical Chance''' has not been reached yet.
 +
**Most turrets' '''critical chance steps''' and '''maximum critical chances''' are fixed, but smoky's varies by modification, from {{Color|#00FF00|20%}} at Mk1 to {{Color|#00FF00|50%}} at Mk7+.
 +
#*This means that there is no guaranteed maximum number of shots before a critical, though long streaks are unlikely.
 +
#Once you hit an enemy with a critical shot, the critical chance for the next shot drops down to the '''"Consecutive Critical Chance,"''' which for most turrets is the same as the initial chance. For railgun, the consecutive chance is 10%.
 +
 +
 +
Smoky's {{Color|#EB8877|exotic}} Sorted Ammunition [[Augments|Augment]] works by cleverly tweaking the starting and step values to hit a critical every fourth shot:
 +
 +
*Initial Critical Chance with Sorted Ammunition: {{Color|#FF0000|-200%}}
 +
*Critical Chance Step with Sorted Ammunition: {{Color|#00FF00|+100%}}
 +
 +
 +
This gives the following results:
 +
#First shot is {{Color|#FF0000|-200%}} (no crit)
 +
#Second shot is {{Color|#FF0000|-100%}} (no crit)
 +
#Third shot is {{Color|#FF0000|0%}} (no crit)
 +
#Fourth shot is {{Color|#00FF00|100%}} (critical) and resets the chance to {{Color|#FF0000|-200%}} for the next shot.
 +
  
 
== Armadillo Module ==
 
== Armadillo Module ==
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* The module can be equipped like a normal module, alongside two other regular turret-protection modules.
 
* The module can be equipped like a normal module, alongside two other regular turret-protection modules.
 
* This module and Spectrum modules are are the only modules that reduce incoming critical damage.
 
* This module and Spectrum modules are are the only modules that reduce incoming critical damage.
 +
  
 
== Supercharge ==
 
== Supercharge ==

Revision as of 03:53, 9 April 2021

The crackling electricity, the large yellow (or likely red) number that appears above your target, and maybe even a dangerous status effect - all of these tell you you've just landed a Critical Shot. But when will it happen? Here's an explanation of what's going on:


Important Information

  • Critical damage is dealt at random times when shooting
  • Critical shots that reach the target will not decrease in damage with range
  • Most augments that apply Status Effects will only apply them on critical hits
    • Most AP augments are an exception to this rule, always applying their effect.
  • The Adrenaline augment increases both regular damage and critical damage
  • For turrets with splash damage, Critical Damage can affect multiple enemies at once, though the critical damage radius may not be as large as the entire splash damage radius.
  • Critical damage is the same for all enemies it affects
  • Dealing splash damage to an enemy still counts as regular damage, and so triggers a critical chance step.
  • The "Supercharge" effect gives a temporary 100% chance to deal critical damage
  • Critical damage cannot be dealt to your own tank, or to a teammate's tank in PRO battles with friendly fire on
  • Critical damage is indicated by a Yellow damage number and electrical flashing on the affected tanks
  • Making a kill with critical damage is indicated by a Red damage number.


Explanation of probability accumulation

  1. Right after you spawn, you begin with the Initial Critical Chance. This chance is -50% for smoky and 0% for most other turrets, meaning that it is impossible for the first shot to be a critical. Only railgun can land a critical on the first shot, with a chance of 50%
  2. Every time you hit an enemy with a regular shot, the chance of the next shot being critical increases by the Critical Chance Step, if the Maximum Critical Chance has not been reached yet.
    • Most turrets' critical chance steps and maximum critical chances are fixed, but smoky's varies by modification, from 20% at Mk1 to 50% at Mk7+.
    • This means that there is no guaranteed maximum number of shots before a critical, though long streaks are unlikely.
  1. Once you hit an enemy with a critical shot, the critical chance for the next shot drops down to the "Consecutive Critical Chance," which for most turrets is the same as the initial chance. For railgun, the consecutive chance is 10%.


Smoky's exotic Sorted Ammunition Augment works by cleverly tweaking the starting and step values to hit a critical every fourth shot:

  • Initial Critical Chance with Sorted Ammunition: -200%
  • Critical Chance Step with Sorted Ammunition: +100%


This gives the following results:

  1. First shot is -200% (no crit)
  2. Second shot is -100% (no crit)
  3. Third shot is 0% (no crit)
  4. Fourth shot is 100% (critical) and resets the chance to -200% for the next shot.


Armadillo Module

Module Armadillo
  • The Armadillo module is a critical damage protection special module that can only be found in Ultra Containers at the exotic rarity.
  • It reduces the incoming damage from critical shots dealt by any turret (except, presumably, Terminator) and mines.
    • The module has no effect on regular damage.
  • Like all modules, the protection ranges from 5% (stock Mk1) to 50% (Mk7+).
  • The module is more expensive to upgrade than normal modules.
  • Higher modifications cannot be bought until Mk1 is obtained from an Ultra Container.
  • The module can be equipped like a normal module, alongside two other regular turret-protection modules.
  • This module and Spectrum modules are are the only modules that reduce incoming critical damage.


Supercharge

Supercharge is a Status Effect that temporarily gives a 100% chance of landing a critical shot.

  • Dictator's Overdrive applies this affect the tanker and nearby allies
  • Hornet's Overdrive applies this effect to the tanker
  • There are plans to add new options to get this effect in the future, such as by picking up Drop Boxes


Critical Damage Chances

Turret Initial Critical ChanceIcon info.png Consecutive Crit ChanceIcon info.png Critical Chance StepIcon info.png Max Critical ChanceIcon info.png Changes from Augments
Turret firebird m3 2.png
Firebird
0% 0% 10% 10%
  • none
Turret freeze m3.png
Freeze
0% 0% 10% 10%
  • none
Turret isida m3.png
Isida (damaging)
0% 0% 10% 10%
  • none
Turret isida m3.png
Isida (healing)
0% 0% 1% 2%
  • Support Nanobots: Max Critical Chance 2%→4%
Turret hammer m3.png
Hammer
0% 0% 10% 10%
  • none
Turret twins m3.png
Twins
0% 0% 10% 10%
  • none
Turret ricochet m3.png
Ricochet
0% 0% 10% 10%
  • none
Turret smoky m3.png
Smoky
-50% -50% Varies by modification Varies by modification
  • Assault Rounds: No critical hits
  • Supercumulative Rounds: Critical chance step -60%
  • Paralyzing Rounds: Critical chance step -50%
  • Sorted Ammuntion: Init/min crit chance = -200%, step = 100%
Turret striker m3.png
Striker (each rocket)
0% 0% 10% 10%
  • none
Turret thunder m3.png
Thunder
0% 0% 10% 10%
  • none
Turret vulcan m3.png
Vulcan
0% 0% 10% 10%
  • none
Turret railgun m3.png
Railgun
50% 10% 40% 50%
  • Round stabilization: No critical hits
  • Hyperspace rounds: No critical hits
  • Round destabilization: Init/Max critical chance = 70%, critical chance step = 60%
Turret magnum m3.png
Magnum
0% 0% 10% 10%
  • Harpoon: Critical damage only on direct hits
Turret gauss m3.png
Gauss
0% 0% 10% 10%
  • none
Turret shaft m3.png
Shaft
0% 0% 10% 10%
  • none
Terminator.png
Terminator (Railguns)
0% 0% 33% 33%
  • none
Terminator.png
Terminator (Rockets)
0% n/a 0% 0%
  • none
Inventory mine.png
Mine
1% 1% n/a 1%
  • none
Drone blaster.png
Blaster
0% n/a 0% 0%
  • none

Critical Damage Mechanics

Turret Critical Damage Boost Notes Changes from Augments
Turret firebird m3 2.png
Firebird
0
  • Critical damage does not affect burning damage
  • Burning effect still applied with every tick
  • Critical Damage replaces a standard damage tick
  • none
Turret freeze m3.png
Freeze
0
  • Freeze effect is still applied with every tick
  • Critical Damage replaces a standard damage tick
  • Shock Freeze: Regular damage -30%, critical damage +43%
  • Toxic Mix: Regular damage -45%, critical damage +82%
Turret isida m3.png
Isida (damaging)
0
  • Critical Damage replaces a standard damage tick
  • none
Turret isida m3.png
Isida (healing)
+900%
  • Critical Damage replaces a standard healing tick
  • none
Turret hammer m3.png
Hammer
0
  • All tanks hit by any pellets will receive full critical damage
  • Dragon's Breath: 8-second burning effect on critical shots
Turret twins m3.png
Twins
0
  • Critical damage radius: 5 meters
  • Stable Plasma: Critical splash radius = 0 meters
Turret ricochet m3.png
Ricochet
0
  • none
  • Destabilized Plasma: Critical Damage Radius = 5 meters
Turret smoky m3.png
Smoky
Varies by modification
  • none
  • Incendiary rounds, Cryo rounds, EMP Rounds, and Paralyzing Rounds: Reduced critical damage, status effects added on critical shots
  • High-precision aiming system: Critical damage +10%
Turret striker m3.png
Striker
0
  • Critical splash radius: 6 meters
  • none
Turret thunder m3.png
Thunder
0
  • Critical splash radius: 7 meters
  • Subcaliber rounds: Critical damage radius = 0m
Turret vulcan m3.png
Vulcan
0
  • none
  • none
Turret railgun m3.png
Railgun
+78%
  • Critical damage also applied to targets shot through other tanks
  • Round Stabilization: No critical damage, +33% Regular damage
  • Round Destabilization: Critical damage +30%, Regular damage = 100hp
  • Hyperspace Rounds: No critical damage, +40% Regular damage
  • Super Armor-Piercing Rounds, Stun Rounds, Incendiary Rounds, Cryo Rounds, EMP Rounds: Reduced critical damage, status effects added on critical shots
Turret magnum m3.png
Magnum
0
  • Critical splash radius: 7 meters
  • Harpoon: Critical damage can only be dealt with a direct hit
  • Mortar: Mines behave as indicated below
Turret gauss m3.png
Gauss
0
  • Critical damage only on arcade shots
  • Critical splash radius: 6 meters
  • none
Turret shaft m3.png
Shaft
0
  • Critical damage only on arcade shots
  • none
Terminator.png
Terminator (Railguns)
0
  • Critical damage also applied to targets shot through other tanks
  • none
Terminator.png
Terminator (Rockets)
n/a
  • Terminator's rockets do not deal critical damage.
  • none
Inventory mine.png
Mine
1500→3999hp
  • Also applies to mines planted by Magnum's "Mortar" augment and the Saboteur drone
  • none
Drone blaster.png
Blaster
n/a
  • Blaster does not deal critical damage
  • none

Interesting Facts

  • Critical damage is used as a tool for balancing turrets and augments - the chance or the strength of a critical shot may vary with time as developers observe the equipment performs.
  • Before March 26th, 2021, only Smoky could deal critical damage, and most turrets had some variation in their standard damage instead