Critical Hit

See also: Characteristic, Critical Hits Equipment, Critical Failure, Damage, Game Information, Finding Equipment

All weapons and most spells have a chance of getting a critical hit. For weapons and many spells, this means doing higher damage. However, a wide variety of critical hit effects exist, so check the spell to be sure what it does.

Base CH
The base critical hit (CH) is displayed on the spell or weapon description window under Critical Hit:

A Critical Hit of 1/50 means that the spell/weapon has a probability of producing a critical hit 1 time out of 50, in another words, it has 2% chance of dealing critical hit.

Effect
The effect of a critical hit generally implies increased damage for a weapon or improved efficiency for a spell.
 * For a weapon : Effect is descibed under Critical hit bonus.
 * For a spell: Effect is described on the Critical tab.

Critical Hit bonus
Critical Hit bonus is a characteristic of a weapon (and a weapon only). While spells have a separate effect for Critical Hits (usually, simply increased damage, though they might add other effects) weapons work a bit differently.

The standard damage is applied and then the Critical Hit bonus is added to the result. The final total is the base damage. Note that this is before any further modification by stats or other equipment.

Actual CH
The actual CH is based on the base CH as modified by the equipment and the player's characteristics. For spells and for the currently equipped weapon, it can be seen on the spell or weapon description window under Current Critical Hit (see figures above). It can also be displayed during a fight by hovering your mouse over the close combat or spell icon.

Modifiers
Actual CH is or can be affected by:
 * the player's Agility
 * equipment
 * spells
 * bonus gained from your order

Equipment and spell bonuses are subtracted from the denominator of the base CH. Thus a 1/50 critical rate becomes 1/40 with a +10 CH bonus.

Calculation

 * Agility = a, your player's agility (a is always >= 0)
 * Basecrit = x, where 1/x is the weapon crit rate
 * Equipcrit = y, where y is the total +crits on a character
 * Finalcrit = 1/z, where z = floor( (x-y) * ( (e * 1.1) / ln(a + 12) ) )

Notes: Agility:
 * If 1/z is a lower (worse) crit rate than 1/(x-y), then the final crit rate is 1/(x-y).
 * If 1/z is a higher (better) crit rate than 1/2, then the final crit rate is 1/2.
 * e is Euler's number, a mathematical constant.
 * ln is the natural logarithm
 * 1/3 -> 1/2 = 8 agility
 * 1/4 -> 1/2 = 42 agility
 * 1/5 -> 1/2 = 134 agility
 * 1/6 -> 1/2 = 384 agility
 * 1/7 -> 1/2 = 1060 agility
 * 1/8 -> 1/2 = 2892 agility