

Srm And Crit Chance
#1
Posted 03 May 2015 - 03:25 AM
And what exactly does critting do?
Just curious a part of the game I never really paid attention to.
#2
Posted 03 May 2015 - 04:18 AM
Every hit against unarmored components, so in SRMs case, every missile fired in the volley that actually hits the target, has a 25% chance of doing 1 crit, a 14% chance to do 2 crits, 3% chance to do 3 crits, and a 58% chance of no crits.
A 'crit' is your full damage applied directly to a random item's - housed in the component - health. For instance, if you score a single crit hit on a double heatsink with one SRM, that's 2 damage subtracted from the total 10 item health (95% of all items in the game have 10 HP), which means nothing.
Crits only actually matter if you're gonna be using a weapon that does 10 or more impact damage, because it'll instantly remove almost every item in the game.
This is because when you roll for crits, you'll have to roll not only to get the crit, but also what item the crit applies to, so lots of small, pathetic hits aren't anywhere near as effective as a single, beefy hit. You'll simply be spreading damage across, say, 3 dubs, a ton of ammo, an AMS, and whatever else is in there, while with an AC10 or PPC, you'd remove whatever you hit.
15% percentage of damage inflicted as crits will also transfer to internal structure, which translates into free bonus damage. A non critting AC10 deals 10 damage. A 1x crit AC10 does 11.5 damage to internals, and 10 HP damage to a single item in whatever component you hit. A 2x crit AC10 will inflict 2 chunks of 10 damage to items, destroying two, and making the total internal damage inflicted 13.
LBX and flamers have adjusted crit values to 39% of 1 crit, 22% of 2 crits, 7% of 3 crits.
Machineguns have 31% of 1 crit, 17% of 2 crits, and 4% of 3 crits.
But all of them do too low damage to 'crit' out items. Stacked machineguns are super destructive when armor's stripped, though, because that 15% bonus damage quickly adds up.
I don't think they've changed the system, so all of the above should be correct in 2015.
Edited by Vassago Rain, 03 May 2015 - 04:28 AM.
#3
Posted 03 May 2015 - 05:25 AM
Vassago Rain, on 03 May 2015 - 04:18 AM, said:
Every hit against unarmored components, so in SRMs case, every missile fired in the volley that actually hits the target, has a 25% chance of doing 1 crit, a 14% chance to do 2 crits, 3% chance to do 3 crits, and a 58% chance of no crits.
A 'crit' is your full damage applied directly to a random item's - housed in the component - health. For instance, if you score a single crit hit on a double heatsink with one SRM, that's 2 damage subtracted from the total 10 item health (95% of all items in the game have 10 HP), which means nothing.
Crits only actually matter if you're gonna be using a weapon that does 10 or more impact damage, because it'll instantly remove almost every item in the game.
This is because when you roll for crits, you'll have to roll not only to get the crit, but also what item the crit applies to, so lots of small, pathetic hits aren't anywhere near as effective as a single, beefy hit. You'll simply be spreading damage across, say, 3 dubs, a ton of ammo, an AMS, and whatever else is in there, while with an AC10 or PPC, you'd remove whatever you hit.
15% percentage of damage inflicted as crits will also transfer to internal structure, which translates into free bonus damage. A non critting AC10 deals 10 damage. A 1x crit AC10 does 11.5 damage to internals, and 10 HP damage to a single item in whatever component you hit. A 2x crit AC10 will inflict 2 chunks of 10 damage to items, destroying two, and making the total internal damage inflicted 13.
LBX and flamers have adjusted crit values to 39% of 1 crit, 22% of 2 crits, 7% of 3 crits.
Machineguns have 31% of 1 crit, 17% of 2 crits, and 4% of 3 crits.
But all of them do too low damage to 'crit' out items. Stacked machineguns are super destructive when armor's stripped, though, because that 15% bonus damage quickly adds up.
I don't think they've changed the system, so all of the above should be correct in 2015.
Thanks for the reply Vassago, that goes a bit for understanding.

#4
Posted 03 May 2015 - 08:19 AM
Following this thread for future reference for that comment alone... Thanks Vassago
#5
Posted 03 May 2015 - 09:28 AM
Vassago Rain, on 03 May 2015 - 04:18 AM, said:
Looks right to me.
There's also the 15% of crit damage that gets transferred back into the IS; I.E. an AC20 will deal 3 extra damage for each crit (20*0.15=3).
This means a pair of Gauss Rifles can actually one shot a cockpit, if the Rifle that breaches (a FLD weapon will always deal full Crit damage when it pieces armour) deals 2 crits it will cause 34.5 damage (>33). 17% chance for that to happen. Works in the Testing Grouds (it took 17 robots for it to happen).
I guess another titbit is the Targeting Computers adding to the 1x crit percentage.
The crit system doesn't explain itself very well.
Edited by Mcgral18, 03 May 2015 - 09:29 AM.
#6
Posted 03 May 2015 - 09:35 AM
It's old, but it's still relevant (and mostly accurate - I think some weapon values might have been slightly changed, but nothing major AFAICT).
Vass did a great job of the Cliff Notes though, and managed to capture all the important parts.
#7
Posted 03 May 2015 - 09:57 AM
LBx pellets are at 2x, MGs are at 9x, while Flamers are at 1.1 (LOL).
Still makes them worse than any 10+ (or 5) damage weapon for instant critting, but it does deal that 15% of the crit damage to the IS, so against open internals, MGs get 35% more damage against IS than against armour (for 1x crit, with that 52% chance).
SRMs don't benefit much from crits.
Edited by Mcgral18, 03 May 2015 - 09:57 AM.
#9
Posted 03 May 2015 - 10:09 AM
#10
Posted 03 May 2015 - 07:19 PM
Vassago Rain, on 03 May 2015 - 04:18 AM, said:
Just to show the OP what this comes down to in the hypothetical situation, below is a table based on the assumption that 12 SRMs have hit the open section and the above numbers hold.
(How to read: in the row, the value in the second column is the probability that at least <number in the first column> crits happened. For instance, the row displaying 10 0.23113 means that there is a 23.113% chance of at least 10 crits in the flurry of 12 SRMs hitting the open section).
00 1.00000 01 0.99855 02 0.99105 03 0.96909 04 0.92275 05 0.84526 06 0.73711 07 0.60719 08 0.47002 09 0.34083 10 0.23113 11 0.14648 12 0.08673 13 0.04798 14 0.02480 15 0.01198 16 0.00540 17 0.00228 18 0.00089 19 0.00033 20 0.00011 21 0.00004 22 0.00001 23 0.00000 24 0.00000 25 0.00000 26 0.00000 27 0.00000 28 0.00000 29 0.00000 30 0.00000 31 0.00000 32 0.00000 33 0.00000 34 0.00000 35 0.00000 36 0.00000
Note 1: These values are still subject to machine error but are sensible outside of the truncation.
Note 2: These values are only showing 5 places to the right of the decimal point and are not rounded.
Subnote 2-1: For this reason, the probability of getting at least 23 crits all the way through to 36 crits is not zero. It is just unlikely to happen.
Edited by WILL WORK FOR AMMO, 03 May 2015 - 07:20 PM.
#11
Posted 03 May 2015 - 08:24 PM
Vassago Rain, on 03 May 2015 - 04:18 AM, said:
Every hit against unarmored components, so in SRMs case, every missile fired in the volley that actually hits the target, has a 25% chance of doing 1 crit, a 14% chance to do 2 crits, 3% chance to do 3 crits, and a 58% chance of no crits.
A 'crit' is your full damage applied directly to a random item's - housed in the component - health. For instance, if you score a single crit hit on a double heatsink with one SRM, that's 2 damage subtracted from the total 10 item health (95% of all items in the game have 10 HP), which means nothing.
Crits only actually matter if you're gonna be using a weapon that does 10 or more impact damage, because it'll instantly remove almost every item in the game.
This is because when you roll for crits, you'll have to roll not only to get the crit, but also what item the crit applies to, so lots of small, pathetic hits aren't anywhere near as effective as a single, beefy hit. You'll simply be spreading damage across, say, 3 dubs, a ton of ammo, an AMS, and whatever else is in there, while with an AC10 or PPC, you'd remove whatever you hit.
15% percentage of damage inflicted as crits will also transfer to internal structure, which translates into free bonus damage. A non critting AC10 deals 10 damage. A 1x crit AC10 does 11.5 damage to internals, and 10 HP damage to a single item in whatever component you hit. A 2x crit AC10 will inflict 2 chunks of 10 damage to items, destroying two, and making the total internal damage inflicted 13.
LBX and flamers have adjusted crit values to 39% of 1 crit, 22% of 2 crits, 7% of 3 crits.
Machineguns have 31% of 1 crit, 17% of 2 crits, and 4% of 3 crits.
But all of them do too low damage to 'crit' out items. Stacked machineguns are super destructive when armor's stripped, though, because that 15% bonus damage quickly adds up.
I don't think they've changed the system, so all of the above should be correct in 2015.
I can't recall... but do crits roll on just equipment, or slot locations? Is an item with more slots more likely to be crit through virtue of it's size?
My search-fu has failed.
#12
Posted 03 May 2015 - 10:34 PM
Kiiyor, on 03 May 2015 - 08:24 PM, said:
I can't recall... but do crits roll on just equipment, or slot locations? Is an item with more slots more likely to be crit through virtue of it's size?
My search-fu has failed.

I'll assume armour and Endo count as Roll Again.
A larger item is more likely to get Crit (as seen with the Engine and AC20).
However, a unpadded single slot item is also extremely likely to be removed.
#13
Posted 04 May 2015 - 08:43 AM
Mcgral18, on 03 May 2015 - 10:34 PM, said:

I'll assume armour and Endo count as Roll Again.
A larger item is more likely to get Crit (as seen with the Engine and AC20).
However, a unpadded single slot item is also extremely likely to be removed.
An unpadded single slot item will be crit - the chance to hit that LT heat sink is 100%.
Also, it should be noted that crits on actuators, gyro, cockpit, sensors, life support, even engine crits actually do nothing but soak a crit - the components cannot be destroyed.
#14
Posted 04 May 2015 - 09:58 AM
stjobe, on 04 May 2015 - 08:43 AM, said:
Also, it should be noted that crits on actuators, gyro, cockpit, sensors, life support, even engine crits actually do nothing but soak a crit - the components cannot be destroyed.
Are you sure about that? I seem to remember them having 10 HP (R&R days). The destruction doesn't functionally do anything, but when destroyed I think they stop crit padding. Also very expensive to repair.
Engine Mounted heatsinks (the extra slots) can also be Critted, but not sure how that works. (How else do you explain a HeatSink being destroyed when only the CT is open?)
#15
Posted 04 May 2015 - 10:05 AM
They need to redo the crit system obviously, and maybe SRMs and LRMs could finally fulfill that critseeking role... instead of no role at all...
Orrrrr, thy could buff IS SRM dmg and nerf the huggin quirks to compensate, as it's the only viable SRM chassis currently for IS.
Edited by LordBraxton, 04 May 2015 - 10:06 AM.
#16
Posted 04 May 2015 - 10:30 AM
Mcgral18, on 04 May 2015 - 09:58 AM, said:
No, now that you mention it, I am not sure. I do know that destroying them doesn't do anything, which was the point I was trying (and failing) to make.
#17
Posted 04 May 2015 - 01:15 PM
Mcgral18, on 04 May 2015 - 09:58 AM, said:
Are you sure about that? I seem to remember them having 10 HP (R&R days). The destruction doesn't functionally do anything, but when destroyed I think they stop crit padding. Also very expensive to repair.
Engine Mounted heatsinks (the extra slots) can also be Critted, but not sure how that works. (How else do you explain a HeatSink being destroyed when only the CT is open?)
Engine mounted DHS (the addons, not the built in) would just add to the crit table.
Assume the worst/best case Gargles-D.
6DHS in the engine would expand the crits to this:
6 Crits Engine
4 Crits Gyro
2 Crits - whatever
So, you can have as many as 30 crits in the engine (in IS mechs) based on PGI's "rules".
In the case of something like a Centurion, having DHS in the CT with 275+ engine would help out with crit buffering for the CT energy hardpoints. It's more extreme with bigger engines with DHS in them (all Clan Heavies, particularly the Timberwolf and Gargles).
I hope that clears things up.
Edited by Deathlike, 04 May 2015 - 01:33 PM.
#18
Posted 04 May 2015 - 01:18 PM
Deathlike, on 04 May 2015 - 01:15 PM, said:
Engine mounted DHS (the addons, not the built in) would just add to the crit table.
Assume the worst/best case Gargles-D.
6DHS in the engine would expand the crits to this:
6 Crits Engine
4 Crits Gyro
3 (*6) = 18 Crits DHS (accounting for all 6 DHS)
+whatever weapon crits in the CT (ERPPC or 2 CERMEDs)
So, you can have as many as 30 crits in the engine based on PGI's "rules".
In the case of something like a Centurion, having DHS in the CT with 275+ engine would help out with crit buffering for the CT energy hardpoint. It's more extreme with bigger engines with DHS in them (all Clan Heavies, particularly the Timberwolf and Gargles).
I hope that clears things up.
I guess that makes sense.
So the WubShee has 27 crit-able CT slots?
#19
Posted 04 May 2015 - 01:31 PM
So, the IS gets 30 slots (with a 400 engine) whereas Clans get 24 slots at most (assuming you fill the CT with something other than DHS that takes up both slots).
Edited by Deathlike, 04 May 2015 - 01:31 PM.
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