Critical hits
You start with a 2% chance to land a critical hit, and a critical hit deals 50% more damage. Gear, skill nodes and stacks raise both. Creatures have no base critical chance.
The rule
The game first works out the normal hit and rounds it up. On a critical hit it multiplies that number by 1 plus your Critical Damage, then rounds up again.
Damage over time and stun damage never roll a critical hit.
Some stats only count against a target in a certain state. They add to your chance or your Critical Damage for that hit only.
Example
The
Fireball hit from the worked example deals 31. As a critical hit with the base 50%, it deals 47.
Stats that count against some targets
| Stat and when it counts | Where to get it |
|---|---|
| Critical Chance vs. Bleeding The target has Bleeding | |
| Critical Chance vs. Poisoned The target has Poison | |
| Critical Chance vs. Stunned The target is stunned | |
| Critical Chance vs. Burning The target has Burning | |
| Critical Chance vs. Chilled The target has Chill | |
| Crit Chance vs. Echoed The target has Temporal Echo | |
| Crit Chance vs. <40% HP The target is below 40% Health | |
| Critical Damage vs. Bleeding The target has Bleeding | |
| Critical Damage vs. Stunned The target is stunned | |
| Critical Damage vs. Poisoned The target has Poison | No skill node or rune set gives it |
| Critical Damage vs. Burning The target has Burning | |
| Critical Damage vs. Chilled The target has Chill | |
| Crit Damage vs. Echoed The target has Temporal Echo | |
| Crit Damage vs. <40% HP The target is below 40% Health | No skill node or rune set gives it |