MechWarrior Online Wiki
(Corrected Critical Hit percentages and values.)
 
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==Overview==
 
==Overview==
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[[Image:Armor1.png|thumb|right|An armored 'Mech will not be vulnerable to critical hits]]
Each time the internal structure of a Mech takes damage, there is a chance that the hit will cause at least 1 critical hit. There is a 25% chance of causing 1 critical hit, a 14% chance of causing 2 critical hits, and a 3% chance of causing 3 critical hits (for a total of a 42% chance of any sort of critical hit). Each critical hit will randomly hit a weapon or piece of equipment in that location; the chance of a particular piece of equipment being hit is proportional to how many critical slots it occupies. Each critical hit damages the weapon/equipment an amount equal to the damage that caused the critical hit. Floating critical space items like [[Endo-Steel]] and [[Ferro Fibrous Armor]] do not calculate into the number of occupied critical slots. Empty critical slots also do not calculate into the number of occupied slots. To decrease the odds of a specific item being struck by a Critical Hit, you can add less important items to take up space such as [[Heat Sinks]] and [[Gauss Rifle]] ammunition since it doesn't explode.
 
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A critical hit is defined as damage to equipment that takes up critical space. This can cause that particular item to be destroyed before the section it is housed in is itself destroyed. A critical hit is equal in damage to the hit that scored the critical damage. It is only possible to deal critical damage to a area that is no longer protected by armor. Once the armor is removed, and internal structure begins to take damage, there is a chance that a critical hit can be achieved. When the internal structure does take damage though, that same damage might also be applied to one of the pieces of equipment installed there up to three times. The odds for a particular piece of equipment taking a critical hit depends on how many critical spaces it takes up and how much critical space is occupied by other pieces of equipment.
   
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===Notification of Critical Damage===
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When your 'Mech takes critical damage, you will see a large warning on your screen like this one:
 
[[Image:Critical Damage.png|center]]
 
[[Image:Critical Damage.png|center]]
This is what you will see, when you hear [[Betty]] saying which of your BattleMech's parts or equipment are destroyed.
 
   
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Knowing when you deal a critical hit requires closer attention. If you manage to destroy an enemies ammunition bin, you may see a secondary explosion come from within the section after you damaged it. In this case, further damage will be dealt to the location it is housed in and possibly to the adjacent section.
   
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If you destroy an enemies weapon, you might see the weapon displayed in red on your HUD even though the section it is housed in is still intact.
===Example===
 
For example, an ''[[Atlas AS7-D]]'' is hit with an [[AC/5]], for 5 damage to its left torso’s internal structure. The attacker gets lucky and this results in 3 critical hits. Two of the crits hit the [[LRM 20]] and 1 hits the heat sink. The heat sink will take 5 damage and the [[LRM 20]] will take 10 (5 x 2 = 10).
 
   
===Critical Seeking Weapons===
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===Calculating the Odds===
There are a few weapons that are better for dealing critical damage. [[LRM]]s and [[SRM]]s have a number of warheads that spread over an area which make them capable of seeking out areas that are missing armor protection. However, [[Flamer]]s, [[Machine Gun]]s, and [[LB 10-X|LB 10-X Autocannons]] have a bonus to deal critical damage. Where most weapon have a 42% chance to deal critical damage, these three weapons have a 67% chance to do so. Flamers will deal an extra 10% damage to internal components, LB 10-X Autocannons will do 200% damage to internal components with each pellet, and Machine Guns will do 1,250% their normal damage to internal components. The 10 pellets per shot of the LB 10-X and the incredible firing rate of the Machine Guns make them the best weapons for dealing critical damage. Flamers enjoy a slight boost to dealing internal component damage while also increasing the heat levels of their targets.
 
   
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====Odds of taking/dealing a critical hit====
===Equipment Damage===
 
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[[Image:Armor2.png|thumb|right|Some areas are missing armor and may take critical damage. Areas with armor remaining still will not take critical damage though.]]
Currently, all engines have 15 points of health while all other items have 10, excepting the [[Gauss Rifle]] which has 3.
 
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Most weapons have a less than even chance of dealing critical damage. In most cases, damage that is dealt to internal structure has a 42% chance of dealing additional critical damage.
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*Each hit to the internal structure for most weapons have the odds of doing the following amounts of damage:
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:*A 25% chance of the damage also causing 1 critical hit.
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:*A 14% chance of the damage also causing 2 critical hits.
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:*A 3% chance of the damage also causing 3 critical hits.
   
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Since each critical hit is equal to the hit that achieve the critical damage, it is possible to magnify the damage of your weapon many times over.
Critical damage to the side torso hit boxes of XL engines deals damage to the engine as a whole. However, it should be noted that, currently, critical damage to your engine will not disable it, but simply add to your repair bill. <ref>[http://mwomercs.com/forums/topic/76329-transparency-of-rules-bryan-you-did-promise-you-would-get-back-to-us/page__p__1474814#entry1474814 Bryan Ekman on Critical Damage]</ref>
 
   
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Some weapons have a much greater chance of achieving a critical hit. [[Machine Guns]], [[Flamer]]s, and [[LB 10-X Autocannon]]s have a 2 in 3 chance of dealing at least one critical hit.
'''Critical hit's''' refer to the destruction of '''internal components, weapons or ammo''' (floating slots are ignored) before the location is actually destroyed on a 'Mech. Critical hits are possible when the [[Armor]] of a location is destroyed and the damage is going to the internal structure of a 'Mech. Each weapon shot is given a possible critical roll when this happens. Currently it's unknown, if it is possible to achieve a ''Critical'' on a 'Mech with armor still on a location after the shot. Critical hit's can also bring down a 'Mech, with an [[XL Engine]] much sooner than would be possible to destroy the exposed torso in question.
 
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*Each hit by these weapons to the internal structure has the odds of doing the following amounts of damage:
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:*A 39% chance of damage also causing 1 critical hit.
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:*A 22% chance of damage also causing 2 critical hits.
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:*A 6% chance of damage also causing 3 critical hits.
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====Odds of a specific item being hit====
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Assuming a critical is going to be dealt to a section, the odds of a particular item being hit depends on how many critical spaces it occupies and how many other spaces are also being occupied.
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For example, there are 12 critical spaces in a side torso. Placing an LB 10-X AC (which occupies 6 critical spaces) with six single heat sinks (each occupies 1 critical space) will fill that section with equipment. The odds of the Autocannon taking the hit is 50% since it occupies half the total occupied critical spaces. If the section house the Autocannon and only three single heat sinks, there would be a 66% chance for the Autocannon to take the critical hit since it occupies 6/9 of the total occupied spaces.
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Weapons can deal critical damage up to three times. Which equipment takes the critical hit is randomly determined per each critical based on their size and number of occupied critical spaces.
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====Crit Buffing====
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Adding expendable items to a section that is occupied by a more important item is an effective way of decreasing the odds of the important item taking a critical hit. Popular choices for crit buffing are Heat Sinks and Gauss Rifle ammo (the only ammo that does not explode). Critical spaces occupied by [[Endo-Steel|Endo-Steel Structure]] and [[Ferro Fibrous Armor]] do not count towards the number of occupied spaces. Actuators, engines, and gyros also count towards the number of occupied spaces but none of them can be destroyed by critical hits. That might change in the future though.
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===Calculating the Damage===
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Most weapons will deal the same amount of damage they do to the internal structure as they do for each critical hit. For example, if an [[Autocannon 10]] hit internal structure and achieves 2 critical hits, it will deal two separate critical hits of 10 points to internal equipment.
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The exception are the critical seeking weapons like the Machine Guns, Flamers, and LB X Autocannons.
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*Flamers will deal 110% damage (0.77 damage) to internal components
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*Machine Guns will deal 1,350% damage (1.08 damage) per bullet
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*LB X Autocannons will deal 200% damage (2 damage) per pellet
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===Ammunition/Gauss Rifle Explosions===
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[[Image:Armor3.png|thumb|right|Most areas are vulnerable to taking critical damage.]]
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When an ammunition bin is destroyed by a critical hit, it has a 10% chance of detonating its remaining ammunition as an internal explosion. When a [[Gauss Rifle]] is destroyed, it has a 90% chance of exploding, and dealing 20pts of damage to the section it's housed in. When a section housing either ammunition or a Gauss Rifle is destroyed, each ammunition bin and rifle has a 10 or 90% chance of exploding respectively. <ref>[http://mwomercs.com/forums/topic/111384-ask-the-devs-35-answers/ Answer to "When ammo is destroyed by a critical hit, sometimes it explodes. Sometimes not. How does this calculated? What is the percentage of the probability?"]</ref>
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With the above info in mind, one must be careful where they place ammo in their 'Mech. An unlucky ammo explosion in a leg could spell doom for a light chassis. On the flip side, an ammo explosion in the side torso might travel to the center torso, and destroy the engine. The Gauss Rifle is a particularly hazardous weapon to field, due to its low health (5pts), its high chance of explosion on destruction (90%), and its large size (7 critical spaces). These risks can be mitigated with a [[CASE]].
   
 
==Guide==
 
==Guide==

Latest revision as of 00:42, 22 February 2015

Overview[ | ]

Armor1

An armored 'Mech will not be vulnerable to critical hits

A critical hit is defined as damage to equipment that takes up critical space. This can cause that particular item to be destroyed before the section it is housed in is itself destroyed. A critical hit is equal in damage to the hit that scored the critical damage. It is only possible to deal critical damage to a area that is no longer protected by armor. Once the armor is removed, and internal structure begins to take damage, there is a chance that a critical hit can be achieved. When the internal structure does take damage though, that same damage might also be applied to one of the pieces of equipment installed there up to three times. The odds for a particular piece of equipment taking a critical hit depends on how many critical spaces it takes up and how much critical space is occupied by other pieces of equipment.

Notification of Critical Damage[ | ]

When your 'Mech takes critical damage, you will see a large warning on your screen like this one:

Critical Damage

Knowing when you deal a critical hit requires closer attention. If you manage to destroy an enemies ammunition bin, you may see a secondary explosion come from within the section after you damaged it. In this case, further damage will be dealt to the location it is housed in and possibly to the adjacent section.

If you destroy an enemies weapon, you might see the weapon displayed in red on your HUD even though the section it is housed in is still intact.

Calculating the Odds[ | ]

Odds of taking/dealing a critical hit[ | ]

Armor2

Some areas are missing armor and may take critical damage. Areas with armor remaining still will not take critical damage though.

Most weapons have a less than even chance of dealing critical damage. In most cases, damage that is dealt to internal structure has a 42% chance of dealing additional critical damage.

  • Each hit to the internal structure for most weapons have the odds of doing the following amounts of damage:
  • A 25% chance of the damage also causing 1 critical hit.
  • A 14% chance of the damage also causing 2 critical hits.
  • A 3% chance of the damage also causing 3 critical hits.

Since each critical hit is equal to the hit that achieve the critical damage, it is possible to magnify the damage of your weapon many times over.

Some weapons have a much greater chance of achieving a critical hit. Machine Guns, Flamers, and LB 10-X Autocannons have a 2 in 3 chance of dealing at least one critical hit.

  • Each hit by these weapons to the internal structure has the odds of doing the following amounts of damage:
  • A 39% chance of damage also causing 1 critical hit.
  • A 22% chance of damage also causing 2 critical hits.
  • A 6% chance of damage also causing 3 critical hits.

Odds of a specific item being hit[ | ]

Assuming a critical is going to be dealt to a section, the odds of a particular item being hit depends on how many critical spaces it occupies and how many other spaces are also being occupied.

For example, there are 12 critical spaces in a side torso. Placing an LB 10-X AC (which occupies 6 critical spaces) with six single heat sinks (each occupies 1 critical space) will fill that section with equipment. The odds of the Autocannon taking the hit is 50% since it occupies half the total occupied critical spaces. If the section house the Autocannon and only three single heat sinks, there would be a 66% chance for the Autocannon to take the critical hit since it occupies 6/9 of the total occupied spaces.

Weapons can deal critical damage up to three times. Which equipment takes the critical hit is randomly determined per each critical based on their size and number of occupied critical spaces.

Crit Buffing[ | ]

Adding expendable items to a section that is occupied by a more important item is an effective way of decreasing the odds of the important item taking a critical hit. Popular choices for crit buffing are Heat Sinks and Gauss Rifle ammo (the only ammo that does not explode). Critical spaces occupied by Endo-Steel Structure and Ferro Fibrous Armor do not count towards the number of occupied spaces. Actuators, engines, and gyros also count towards the number of occupied spaces but none of them can be destroyed by critical hits. That might change in the future though.

Calculating the Damage[ | ]

Most weapons will deal the same amount of damage they do to the internal structure as they do for each critical hit. For example, if an Autocannon 10 hit internal structure and achieves 2 critical hits, it will deal two separate critical hits of 10 points to internal equipment.

The exception are the critical seeking weapons like the Machine Guns, Flamers, and LB X Autocannons.

  • Flamers will deal 110% damage (0.77 damage) to internal components
  • Machine Guns will deal 1,350% damage (1.08 damage) per bullet
  • LB X Autocannons will deal 200% damage (2 damage) per pellet

Ammunition/Gauss Rifle Explosions[ | ]

Armor3

Most areas are vulnerable to taking critical damage.

When an ammunition bin is destroyed by a critical hit, it has a 10% chance of detonating its remaining ammunition as an internal explosion. When a Gauss Rifle is destroyed, it has a 90% chance of exploding, and dealing 20pts of damage to the section it's housed in. When a section housing either ammunition or a Gauss Rifle is destroyed, each ammunition bin and rifle has a 10 or 90% chance of exploding respectively. [1]

With the above info in mind, one must be careful where they place ammo in their 'Mech. An unlucky ammo explosion in a leg could spell doom for a light chassis. On the flip side, an ammo explosion in the side torso might travel to the center torso, and destroy the engine. The Gauss Rifle is a particularly hazardous weapon to field, due to its low health (5pts), its high chance of explosion on destruction (90%), and its large size (7 critical spaces). These risks can be mitigated with a CASE.

Guide[ | ]

Read Crits And You - A Brief Guide for addition information and suggestions on critical damage.


References[ | ]