Mechanics & Systemssource backed9 minute read

Critical Hit Chance and Damage

Exact targeted critical-hit eligibility, chance, bonus damage, expected-value math, PvP ordering, rounding, and Open Tibia verification steps.

Reference profileTFS 1.6 targeted direct-damage reference
Reviewed
Evidence3 primary references

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

Successful critical hit
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.
Examples after prior mitigation
Current damageExtra critical damageBonusCritical result
14950%round(74.5) = 75224
40025%100500
1,00110%round(100.1) = 1001,101

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.

Long-run multiplier
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.
Idealized long-run contribution
ChanceExtra damageAverage multiplierAverage gain
5%+50%1.0252.5%
10%+50%1.0505.0%
10%+100%1.10010.0%
20%+25%1.0505.0%

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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