From Tanki Online Wiki
Revision as of 00:22, 19 April 2021 by StealthMasterX (talk  contribs) (((ME)) resized thumb images)
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.
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.
 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
 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, of course, 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 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
Firebird  

Probability  Mechanics  
Initial Chance  Chance Step  Maximum Chance  Consecutive Chance  Damage Boost  Notes  
0 %  +10 %  10 %  0 %  +0 
 
Changes from Augments 


Freeze  

Probability  Mechanics  
Initial Chance  Chance Step  Maximum Chance  Consecutive Chance  Damage Boost  Notes  
0 %  +10 %  10 %  0 %  +0 
 
Changes from Augments 


Isida  

Probability  Mechanics  
Initial Chance  Chance Step  Maximum Chance  Consecutive Chance  Damage Boost  Notes  
0 %  +10 % (damaging) +1% (healing) 
10 % (damaging) 2% (healing) 
0 % (damaging) 1% (healing) 
+0 (damaging) +900% (healing) 
 
Changes from Augments 


Hammer  

Probability  Mechanics  
Initial Chance  Chance Step  Maximum Chance  Consecutive Chance  Damage Boost  Notes  
0 %  +10 %  10 %  0 %  +0 
 
Changes from Augments 


Twins  

Probability  Mechanics  
Initial Chance  Chance Step  Maximum Chance  Consecutive Chance  Damage Boost  Notes  
0 %  +10 %  10 %  0 %  +0 
 
Changes from Augments 


Ricochet  

Probability  Mechanics  
Initial Chance  Chance Step  Maximum Chance  Consecutive Chance  Damage Boost  Notes  
0 %  +10 %  10 %  0 %  +0 
 
Changes from Augments 


Smoky  

Probability  Mechanics  
Initial Chance  Chance Step  Maximum Chance  Consecutive Chance  Damage Boost  Notes  
50 %  Varies by modification, +20%→+40%  Varies by modification, 20%→50%  50 %  Varies by modification 
 
Changes from Augments 


Striker  

Probability  Mechanics  
Initial Chance  Chance Step  Maximum Chance  Consecutive Chance  Damage Boost  Notes  
0 %  10 %  10 %  0 %  +0 
 
Changes from Augments 


Thunder  

Probability  Mechanics  
Initial Chance  Chance Step  Maximum Chance  Consecutive Chance  Damage Boost  Notes  
0 %  10 %  10 %  0 %  +0 
 
Changes from Augments 


Vulcan  

Probability  Mechanics  
Initial Chance  Chance Step  Maximum Chance  Consecutive Chance  Damage Boost  Notes  
0 %  10 %  10 %  0 %  +0 
 
Changes from Augments 


Railgun  

Probability  Mechanics  
Initial Chance  Chance Step  Maximum Chance  Consecutive Chance  Damage Boost  Notes  
50 %  40 %  50 %  10 %  +78% 
 
Changes from Augments 


Magnum  

Probability  Mechanics  
Initial Chance  Chance Step  Maximum Chance  Consecutive Chance  Damage Boost  Notes  
0 %  10 %  10 %  0 %  +0 
 
Changes from Augments 


Gauss  

Probability  Mechanics  
Initial Chance  Chance Step  Maximum Chance  Consecutive Chance  Damage Boost  Notes  
0 %  10 %  10 %  0 %  +0 
 
Changes from Augments 


Shaft  

Probability  Mechanics  
Initial Chance  Chance Step  Maximum Chance  Consecutive Chance  Damage Boost  Notes  
0 %  10 %  10 %  0 %  +0 
 
Changes from Augments 


Terminator  

Probability  Mechanics  
Initial Chance  Chance Step  Maximum Chance  Consecutive Chance  Damage Boost  Notes  
0 %  33 %  33 %  0 %  +0 
 
Changes from Augments 


Mine  

Probability  Mechanics  
Initial Chance  Chance Step  Maximum Chance  Consecutive Chance  Damage Boost  Notes  
1 %  0 %  1 %  1 %  1500 → 3999 HP 

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 ATField)
 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