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Revision as of 21:37, 19 April 2021 by Kydapoot (talk | contribs) (((ME)) →‎Armadillo Module: Terminator)

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 Hit. But when will it happen? How does it work? Here's an explanation of everything that'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.
  • Crtical hits ignore protection modules, except the Armadillo Module and Spectrum Modules
  • 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.
  • Critical damage does not require a direct hit; it can be dealt using splash damage (except Magnum's «Harpoon» augment).
  • Dealing splash damage to an enemy still counts as regular damage, and so triggers a critical chance step.
  • 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 (including 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

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 for 3 seconds.
  • Hornet's Overdrive applies this effect to the tanker for 7 seconds.
  • There are plans to add new options to get this effect in the future, such as by picking up Drop Boxes


Critical Damage by Turret

Turret firebird m3 2.png
Firebird
Probability Mechanics
Initial Chance Icon info.png Chance Step Icon info.png Maximum Chance Icon info.png Consecutive Chance Icon info.png Damage Boost Icon info.png Notes
0 % +10 % 10 % 0 % +0
  • Critical damage does not affect burning damage
  • Critical Damage replaces a standard damage tick
  • Burning effect is still applied with every tick
Changes from Augments
  • No augments change Firebird's critical chance.
  • No augments change Firebird's critical hit.


Turret freeze m3.png
Freeze
Probability Mechanics
Initial Chance Icon info.png Chance Step Icon info.png Maximum Chance Icon info.png Consecutive Chance Icon info.png Damage Boost Icon info.png Notes
0 % +10 % 10 % 0 % +0
  • Critical Damage replaces a standard damage tick
  • Freeze effect is still applied with every tick
Changes from Augments
  • No augments change Freeze's critical chance.
  • Shock Freeze
    • Critical damage boost: +43% Icon info.png
  • Toxic Mix
    • Critical damage boost: +82% Icon info.png


Turret isida m3.png
Isida
Probability Mechanics
Initial Chance Icon info.png Chance Step Icon info.png Maximum Chance Icon info.png Consecutive Chance Icon info.png Damage Boost Icon info.png Notes
0 % +10 % (damaging)
+1% (healing)
10 % (damaging)
2% (healing)
0 % (damaging)
1%
(healing)
+0 (damaging)
+900% (healing)
  • Critical Damage replaces a standard damage or healing tick
Changes from Augments
  • Support Nanobots
    • Max Critical Chance (healing): 2%→4%
  • Support Nanobots
    • Regular and Critical healing +100%
    • Regular damage -50%, but critical damage not reduced.


Turret hammer m3.png
Hammer
Probability Mechanics
Initial Chance Icon info.png Chance Step Icon info.png Maximum Chance Icon info.png Consecutive Chance Icon info.png Damage Boost Icon info.png Notes
0 % +10 % 10 % 0 % +0
  • All tanks hit by any pellets will receive full critical damage
Changes from Augments
  • Blunderbuss
    • Maximum critical chance = 40%
    • Critical chance step = 40%
  • Blunderbuss
    • Slight critical damage boost added
  • Dragon's Breath
    • 8-second burning effect on critical shots


Turret twins m3.png
Twins
Probability Mechanics
Initial Chance Icon info.png Chance Step Icon info.png Maximum Chance Icon info.png Consecutive Chance Icon info.png Damage Boost Icon info.png Notes
0 % +10 % 10 % 0 % +0
  • Critical damage radius: 5 meters
Changes from Augments
  • No augments change Twins's critical chance.
  • Stable Plasma
    • Critical splash radius = 0 meters


Turret ricochet m3.png
Ricochet
Probability Mechanics
Initial Chance Icon info.png Chance Step Icon info.png Maximum Chance Icon info.png Consecutive Chance Icon info.png Damage Boost Icon info.png Notes
0 % +10 % 10 % 0 % +0
  • None
Changes from Augments
  • No augments change Ricochet's critical chance.
  • Destabilized Plasma
    • Critical Damage Radius = 5 meters


Turret smoky m3.png
Smoky
Probability Mechanics
Initial Chance Icon info.png Chance Step Icon info.png Maximum Chance Icon info.png Consecutive Chance Icon info.png Damage Boost Icon info.png Notes
-50 % Varies by modification, +20%→+40% Varies by modification, 20%→50% -50 % Varies by modification
  • None
Changes from Augments
  • Assault Rounds
    • No critical hits
  • Supercumulative Rounds
    • Critical chance step -60%
  • Paralyzing Rounds
    • Critical chance step -50%
  • Sorted Ammuntion
    • Init/min crit chance = -200%
    • Chance step = +100%
    • Max chance = 100%
  • 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
Probability Mechanics
Initial Chance Icon info.png Chance Step Icon info.png Maximum Chance Icon info.png Consecutive Chance Icon info.png Damage Boost Icon info.png Notes
0 % 10 % 10 % 0 % +0
  • Critical splash radius: 6 meters
  • Critical chance is calculated separately for each rocket in a salvo.
Changes from Augments
  • No augments change Striker's critical chance.
  • No augments change Striker's critical hit.


Turret thunder m3.png
Thunder
Probability Mechanics
Initial Chance Icon info.png Chance Step Icon info.png Maximum Chance Icon info.png Consecutive Chance Icon info.png Damage Boost Icon info.png Notes
0 % 10 % 10 % 0 % +0
  • Critical splash radius: 7 meters
Changes from Augments
  • No augments change Thunder's critical chance.
  • Subcaliber rounds
    • Critical splash radius = 0m


Turret vulcan m3.png
Vulcan
Probability Mechanics
Initial Chance Icon info.png Chance Step Icon info.png Maximum Chance Icon info.png Consecutive Chance Icon info.png Damage Boost Icon info.png Notes
0 % 10 % 10 % 0 % +0
  • None
Changes from Augments
  • No augments change Vulcan's critical chance.
  • No augments change Vulcan's critical hit.


Turret railgun m3.png
Railgun
Probability Mechanics
Initial Chance Icon info.png Chance Step Icon info.png Maximum Chance Icon info.png Consecutive Chance Icon info.png Damage Boost Icon info.png Notes
50 % 40 % 50 % 10 % +78%
  • Critical damage is also applied to targets shot through other tanks.
Changes from Augments
  • Round stabilization
    • No critical hits
  • Hyperspace rounds
    • No critical hits
  • Round destabilization
    • Init/Max critical chance = 70%, critical chance step = 60%
  • Super Armor-Piercing Rounds, Stun Rounds, Incendiary Rounds, Cryo Rounds, EMP Rounds
    • Reduced critical damage
    • Status effects added on critical shots
  • Round Destabilization
    • Critical damage +30%, Regular damage = 100hp


Turret magnum m3.png
Magnum
Probability Mechanics
Initial Chance Icon info.png Chance Step Icon info.png Maximum Chance Icon info.png Consecutive Chance Icon info.png Damage Boost Icon info.png Notes
0 % 10 % 10 % 0 % +0
  • Critical splash radius: 7 meters
Changes from Augments
  • Mortar
    • Mines have a 1% chance to deal critical damage, 3999 hp instead of 1500
  • Harpoon
    • Critical damage only on direct hits
  • No augments change Magnum's critical hit.


Turret gauss m3.png
Gauss
Probability Mechanics
Initial Chance Icon info.png Chance Step Icon info.png Maximum Chance Icon info.png Consecutive Chance Icon info.png Damage Boost Icon info.png Notes
0 % 10 % 10 % 0 % +0
  • Critical damage only on arcade shots
  • Critical splash radius: 6 meters
Changes from Augments
  • No augments change Gauss's critical chance.
  • Electromagnetic Salvo
    • Critical splash radius: 0m


Turret shaft m3.png
Shaft
Probability Mechanics
Initial Chance Icon info.png Chance Step Icon info.png Maximum Chance Icon info.png Consecutive Chance Icon info.png Damage Boost Icon info.png Notes
0 % 10 % 10 % 0 % +0
  • Critical damage only on arcade shots
Changes from Augments
  • No augments change Shaft's critical chance.
  • No augments change Shaft's critical hit.


Terminator.png
Terminator
Probability Mechanics
Initial Chance Icon info.png Chance Step Icon info.png Maximum Chance Icon info.png Consecutive Chance Icon info.png Damage Boost Icon info.png Notes
0 % 33 % 33 % 0 % +0
  • Only Terminator's Railguns can deal critical damage.
  • Critical damage is also applied to targets shot through other tanks.
Changes from Augments
  • Terminator has no augments.
  • Terminator needs no augments.


Inventory mine.png
Mine
Probability Mechanics
Initial Chance Icon info.png Chance Step Icon info.png Maximum Chance Icon info.png Consecutive Chance Icon info.png Damage Boost Icon info.png Notes
1 % 0 % 1 % 1 % 1500 → 3999 HP
  • Also applies to mines planted by the Saboteur drone and Magnum's «Mortar» augment.

What cannot deal critical damage?

There are several sources of damage in the game that cannot deal critical damage. They are:

  • Any form of self damage, including splash damage, ricocheting shots, and Vulcan's overheating
  • A teammate when friendly fire in on (PRO battles)
  • Terminator's rockets
  • Any form of burning damage
  • Overdrive objects (Wasp's bomb, Crusader's icicle, Ares's energy ball, Mammoth's AT-Field)
  • The Blaster drone


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