At a glance
Quick facts
- Chance roll
- Integer roll from 1 through 100 against critical-hit chance
- Bonus
- round(current damage x critical extra damage / 100)
- Excluded
- Healing, condition-origin damage, and damage already marked critical
- Reference order
- Target mitigation and normal-player PvP halving occur before targeted critical bonus
Eligibility comes before probability
A character can display critical statistics without every damage event being eligible. In the TFS 1.6 targeted path, the standard critical check requires a player caster, positive chance and extra-damage values, a non-healing component, damage not originating from a condition, and a damage object that is not already marked critical. Custom scripts may add independent critical systems outside this path.
- Direct weapon, rune, or instant-spell damage may be eligible when routed through the standard combat path.
- Damage-over-time conditions are excluded by the native check.
- Healing is excluded by the native check.
- A script that pre-marks damage as critical prevents the native check from applying a second critical.
- Area combat follows a separate implementation path and should be tested against the exact fork rather than inferred from the targeted path.
Targeted critical formula
D_critical = D_current + round(D_current x B / 100)- D_current is the damage remaining at the critical stage.
- B is the critical extra-damage statistic in percentage points.
- The chance succeeds when a 1-100 integer roll is less than or equal to the critical chance statistic.
| Current damage | Extra critical damage | Bonus | Critical result |
|---|---|---|---|
| 149 | 50% | round(74.5) = 75 | 224 |
| 400 | 25% | 100 | 500 |
| 1,001 | 10% | round(100.1) = 100 | 1,101 |
Expected value for sustained damage
For a stable stream of eligible hits and ignoring integer rounding, the average multiplicative contribution is one plus critical probability times extra-damage fraction. This is useful for comparing builds, but it does not describe burst risk, kill thresholds, leech interactions, or fights too short for the average to settle.
E[M] = 1 + p x b- p is chance as a decimal: 10% becomes 0.10.
- b is extra critical damage as a decimal: +50% becomes 0.50.
- A 10% chance with +50% damage yields 1.05, or about 5% more eligible damage over a large sample.
| Chance | Extra damage | Average multiplier | Average gain |
|---|---|---|---|
| 5% | +50% | 1.025 | 2.5% |
| 10% | +50% | 1.050 | 5.0% |
| 10% | +100% | 1.100 | 10.0% |
| 20% | +25% | 1.050 | 5.0% |
Critical systems that require separate verification
- Native special-skill critical values granted by equipment or conditions.
- Forge, tier, charm, wheel, awakening, upgrade, or prestige systems implemented by a data pack.
- Lua callbacks that multiply raw damage before native mitigation.
- Area-of-effect critical behavior and whether one roll applies to every target or each target rolls independently.
- Critical healing, condition criticals, boss-only caps, PvP caps, and visual-only critical indicators.
- Leech calculation order: leech based on pre-mitigation, final, or displayed damage produces different sustain.
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