From Tanki Online Wiki
(((AE)) moved critical hit info) 
(((AE)) Reorganized intro) 

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{{see alsoDamageTurretsModules}}  {{see alsoDamageTurretsModules}}  
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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:  
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== Important Information ==  == Important Information ==  
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* Critical damage is indicated by a {{colorgold'''Yellow'''}} damage number and electrical flashing on the affected tanks  * Critical damage is indicated by a {{colorgold'''Yellow'''}} damage number and electrical flashing on the affected tanks  
* Making a kill with critical damage is indicated by a {{colorred'''Red'''}} damage number.  * Making a kill with critical damage is indicated by a {{colorred'''Red'''}} damage number.  
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+  == Explanation of probability accumulation ==  
+  
+  #Right after you spawn, you begin with the '''Initial Critical Chance.''' This chance is {{Color#FF000050%}} for smoky and {{Color#FF00000%}} 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#00FF0050%}}  
+  #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#00FF0020%}} at Mk1 to {{Color#00FF0050%}} 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%.  
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+  Smoky's {{Color#EB8877exotic}} Sorted Ammunition [[AugmentsAugment]] works by cleverly tweaking the starting and step values to hit a critical every fourth shot:  
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+  *Initial Critical Chance with Sorted Ammunition: {{Color#FF0000200%}}  
+  *Critical Chance Step with Sorted Ammunition: {{Color#00FF00+100%}}  
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+  This gives the following results:  
+  #First shot is {{Color#FF0000200%}} (no crit)  
+  #Second shot is {{Color#FF0000100%}} (no crit)  
+  #Third shot is {{Color#FF00000%}} (no crit)  
+  #Fourth shot is {{Color#00FF00100%}} (critical) and resets the chance to {{Color#FF0000200%}} 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 turretprotection modules.  * The module can be equipped like a normal module, alongside two other regular turretprotection 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:
Contents
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
 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%
 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.
 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:
 First shot is 200% (no crit)
 Second shot is 100% (no crit)
 Third shot is 0% (no crit)
 Fourth shot is 100% (critical) and resets the chance to 200% for the next shot.
Armadillo Module
see also: Microupgrades of Modules
 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 turretprotection 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 Chance  Consecutive Crit Chance  Critical Chance Step  Max Critical Chance  Changes from Augments 

Firebird 
0%  0%  10%  10% 

Freeze 
0%  0%  10%  10% 

Isida (damaging) 
0%  0%  10%  10% 

Isida (healing) 
0%  0%  1%  2% 

Hammer 
0%  0%  10%  10% 

Twins 
0%  0%  10%  10% 

Ricochet 
0%  0%  10%  10% 

Smoky 
50%  50%  Varies by modification  Varies by modification 

Striker (each rocket) 
0%  0%  10%  10% 

Thunder 
0%  0%  10%  10% 

Vulcan 
0%  0%  10%  10% 

Railgun 
50%  10%  40%  50% 

Magnum 
0%  0%  10%  10% 

Gauss 
0%  0%  10%  10% 

Shaft 
0%  0%  10%  10% 

Terminator (Railguns) 
0%  0%  33%  33% 

Terminator (Rockets) 
0%  n/a  0%  0% 

Mine 
1%  1%  n/a  1% 

Blaster 
0%  n/a  0%  0% 

Critical Damage Mechanics
Turret  Critical Damage Boost  Notes  Changes from Augments 

Firebird 
0 


Freeze 
0 


Isida (damaging) 
0 


Isida (healing) 
+900% 


Hammer 
0 


Twins 
0 


Ricochet 
0 


Smoky 
Varies by modification 


Striker 
0 


Thunder 
0 


Vulcan 
0 


Railgun 
+78% 


Magnum 
0 


Gauss 
0 


Shaft 
0 


Terminator (Railguns) 
0 


Terminator (Rockets) 
n/a 


Mine 
1500→3999hp 


Blaster 
n/a 


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