Critical hit (XC2)
- For other articles titled "Critical hit", see Critical hit (disambiguation).
Critical hits or crits are a mechanic in the combat of Xenoblade Chronicles 2 and Torna ~ The Golden Country. Most hits on enemies or party members have a chance to be a crit, increasing their damage and granting additional beneficial effects. When damage numbers show on screen, critical hits are distinguished with a larger font size.
Overview[edit]
The damage dealt by critical hits is 1.25x the damage of an ordinary hit at base. This value can be increased; it is in general equal to 1.25 + sum of CriticalPower, where CriticalPower consists of any increases to critical hit damage, such as Flaming Edge.
Landing a critical hit raises the Affinity between the relevant Driver and Blade by 5 points, and increases the Party Gauge by 3 points. Certain accessories (the Omega Drive) and Driver Skills (e.g. Drive to Win) increase this latter amount.
Several effects are conditional upon an attack being a critical hit. Examples include attacks recharging themselves when they crit, such as Berserker Slash or Lightspeed Flurry, and healing the Driver upon crit, such as the Avant-Garde Medal.
Attacks which heal have their own version of critical hits: see Healing (XC2) § Critical healing.
Critical rate[edit]
A character's critical rate or crit rate is the chance that any particular hit inflicted by the character will be a critical hit. For enemies, it is determined by the species and by any skills the enemy may have. For party members, it is more complicated.
A party member's base critical hit rate is determined by the combination of weapon and Core Chip of the active Blade. Certain weapons tend to have higher base crit rates than others: the Dual Scythes, Knives, and Uchigatana have the highest, whereas the Twin Rings, Drill Shield, Shield Hammer, and Crosier have the lowest. Likewise, the Moon Matter Chip, Mirror Matter Chip, and Nakhlite Chip grant high critical hit rates, whereas the Rhombus Chip, Steel Chip, and Spiral Chip grant low rates. Chips acquired later in the game often have higher critical hit rates, but this is by no means a general rule.
The full critical rate is given by the following:
uncapped_rate = ( (base_rate + (base_rate * product of MultiplicativeBonus) + sum of AdditiveBonus)
* AffinityModifier
* BladeArtModifier
* AttackModifier
)
+ sum of ChainAttackModifier
+ WarriorValkyrie
+ CrisisCatalyst
if uncapped_rate >= 100%:
crit_rate = 100%
else if enemyAttackPower >= 100%:
crit_rate = uncapped_rate * (0.962 * enemyAttackPower ^ (-0.03)) ^ consecutiveCritCount
else:
crit_rate = uncapped_rate
where:
base_rateis the crit rate of the Blade's weapon+Core Chip combination as displayed in the menu, plus a flat 5%;MultiplicativeBonusconsists of any source of critical rate worded as a boost to critical rate (e.g. Critical Up (Aux Core)), not counting those in Chain Attacks;AdditiveBonusconsists of any source of critical rate worded as an increase to critical rate (e.g. Glint), not counting those in Chain Attacks;AffinityModifieris a modifier dependent upon the current level of Affinity between the Driver and Blade, ranging from 0 at minimum Affinity to 1.3 at maximum;BladeArtModifieris 1 if the Critical Up Blade Art is not active, and 1.25 if it is (this latter value can be increased using Blade Art strength-increasing effects);AttackModifieris a modifier dependent on the specific attack used. It is generally greater than 1 for level IV Specials, as well as some other attacks;ChainAttackModifierconsists of any increase or boost to critical rate during Chain Attacks (and is 0 outside of Chain Attacks);WarriorValkyrieis the effect of Warrior Valkyrie when it is active, and 0 otherwise;CrisisCatalystis the effect of Crisis Catalyst when it is active, and 0 otherwise;enemyAttackPoweris equal to the "Enemy Attack Power" difficulty setting (it is greater than or equal to 100% in Normal difficulty (100%), Bringer of Chaos (125%), and some Custom difficulties);consecutiveCritCountrelates to the number of hits that have consecutively crit: it starts at 0 and increments by 1 for each hit the character makes which is a crit. If the character makes a hit that does not crit, it resets to 0 if it is less than or equal to 10, or its value is halved if it is greater than 10.
Due to how floating-point arithmetic functions, it is possible for a specific combination of crit rates and modifiers to result in a crit rate of less than 100% even if in theory it should equal exactly (or very slightly above) 100%. This means that the consecutive crit penalty may apply even to crit rates that should be 100% for those specific combinations.
Exceptions[edit]
- Blocked or evaded attacks cannot be critical hits.
- The Aegis makes all party member attacks critical for Pneuma's duration.