Talk:Critical Hit

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Odds of Landing a critical hit[edit source]

The odds of a normal weapon landing a critical hit is 42%. The most recent person to edit this page lists the flamer, machine gun, and lbx 10 as having a 74% chance to land critical hit. By my count (42+14+8+3=67), these weapons have a 67% chance to land a critical hit. They get a 14% bonus to getting one critcal hit, 8% to get two, and %3 to get three. Was there a source I missed?--Seth (talk) 07:47, 21 February 2013 (UTC)

huh... I only copied what someone else had put down as a total % chance. math looks goo to me and it matches the patch notes too

I changed the number based on the numbers on the machine gun page. 39+28+6=73. I think I might have fat fingered somewhere for the 1 extra. If these numbers are wrong then we need to change them. Peckham33 talk Help is always given to those who ask for it 17:06, 21 February 2013 (UTC)

soooo... wich is it? what do the patch notes say?Leeroy 002 (talk) 17:42, 21 February 2013 (UTC)

The patch notes state increases of 14, 8, and 3. If they had the same chance as everything else then it is 67%. If they didn't... well me thinks this is a good time to surf code to find the actual chances.--Peckham33 talk Help is always given to those who ask for it 18:51, 21 February 2013 (UTC)
They're in the ItemStats.xml file under the sections for the flamer, machine gun, and lbx. I'll copy it here after work. --Seth (talk) 19:45, 21 February 2013 (UTC)
Here is the section for the Machine Gun;
<Weapon id="1024" name="MachineGun">
			<Loc nameTag="@MachineGun" descTag="@MachineGun_desc" iconTag="24"/>
			<WeaponStats Health="10" slots="1" type="0" projectileclass="" numFiring="1" damage="0.04" heatdamage="0" impulse="0.001" heat="0.0" cooldown="0.0" ammoType="MachineGunAmmo" ammoPerShot="1" minRange="0" longRange="90.0" maxRange="200.0" tons="0.5" duration="-1.0" lifetime="1.0" speed="100" volleydelay="0" maxheight="0" rof="10.0" spread="1.5" maxDepth="10.0" critDamMult="12.5" critChanceIncrease="0.14,0.8,0.3"
Take note of the critChanceIncrease line. That means it has a 14% increased chance to deal 1 critical hit, 8% chance to deal two, and 3% chance to deal 3. That is a total of 15% on top of the 42% chance all weapons have to deal a critical hit. -Seth (talk) 03:31, 22 February 2013 (UTC)


so then its a 57% chance to get at least one critical ? there isn't a nice equation for me to look at to derive an answer from.

also what does impulse="0.001" mean/do? there isn't really much info on that on the wiki yet. just a bunch of numbers listed for each weapon but no explanation that i could find Leeroy 002 (talk) 11:48, 22 February 2013 (UTC)

Oops, I meant an additional 25% chance to deal a critical hit, 38% to deal 1 hit, 22% chance to deal 2 hits, and 6% chance to deal 3 hits. I'll rewrite this page this weekend.
The impulse is multiplied by the damage of each weapon to calculate how much cockpit shake they cause.--Seth (talk) 14:06, 22 February 2013 (UTC)

ok cool! do we have a page on impulse then? if not I think I can throw something up over the weekLeeroy 002 (talk) 07:35, 23 February 2013 (UTC)


I've started rewriting this page to its less of a wall of text, saving my progress here --Seth (talk) 06:18, 25 February 2013 (UTC)

Armor Status Display

A critical hit happens when a piece of equipment or weapon installed on a 'Mech takes damage from in coming fire. This can only happen when the armor has been removed from a section and the internal structure itself takes damage. Armor on your HUD is represented as an outline on each section of your 'Mech. As it takes damage, the color of the armor will turn from yellow to red and eventually disappear. Once that happens, the internal structure in that section begins to take damage directly. Each time the internal structure takes damage, there is at least a 42% chance for critical damage to be applied to the equipment installed there. With critical hit seeking weapons like the Flamer, Machine Gun, and LB 10-X Autocannon, there is a 67% chance for damage to also achieve a critical hit.

Critical Hit Flowchart using non-crit seeking weapons

Critical Damage and Critical Hits[edit source]

Critical damage is defined by taking damage to your internal structure. A critical hit is defined by equipment or weapons being damaged. Taking critical damage can lead to a critical hit happening. When you take critical damage, there are three chances for your to take a critical hit. The odds of taking a critical hit depends first on what weapon you use. The majority of weapons, like lasers, missiles, and most ballistics have a 42% chance of dealing at least 1 critical hit. Critical hit seeking weapons like the Machine Guns, Flamer, and LB 10-X Autocannon have a greater chance of dealing at least 1 critical hit, up to 67%. The following table lists the odds of taking a critical hit.

Weapon Type Chance for 1 Critical Hit Chance for 2 Critical Hits Chance for 3 Critican Hits Total odds for a Critical Hit
Non-Crit Seeking Weapons 25% 14% 3% 42%
Critical Hit Seeking Weapons 39% 22% 6% 67%

Results of a Critical Hit[edit source]

When a piece of equipment takes a critical hit, the damage it takes is subtracted from the total hit points available to that particular piece of equipment. Once all the hit points are subtracted, that piece of equipment is destroyed and no longer available to use for the rest of the match. Most equipment, like electronics, ammunition, and weapons, have a total of 10 hit points. Some have adjusted hit points however. Both ECM and the Gauss Rifle have only three hit points, while the Autocannon 20 has 20 hit points. A full list of each all equipment's hit points can be found here.

When ammunition is destroyed by a critical hit, it explodes and deals the remaining potential damage of the ammunition to the internal structure where it is stored. It will not cause other ammunition housed in the same location to detonate, but the damage done by even a partially empty ammunition magazine can be enough to destroy the section is is housed in and deal damage to the next area it is attached to. An exception to explosive magazine is the ammunition for the Gauss Rifle. The ammunition for it is inert metal. The Gauss Rifle itself though can explode for 20 points.