Short how-to / guide to understanding
So essentially this was triggered by a query & not being able to really find an over-arching explanation of the Critical Damage in game.
- Critical Damage
- What is Critical Damage?
- Crit Damage
- Crit Dmg
- Critical Buff
- Critical Damage Stack
What is Crit Damage?
Essentially Critical Damage is a boosted attack that CAN apply to normal attacks made by heroes. In offence this is Tile Damage (i.e. when you throw tiles / shields at the enemy). In Defence this can come in the form of the Slash Attacks.
Critical Damage is a Multiplier which is applied the BASE damage calculation when successful (NOTE: per post by @Dwimmerlaik, the Elemental Resistance is applied separately).
The Multiple on the BASE DAMAGE (pre elemental resistance) is
2.0 * Normal Damage.
- For “Strong” elemental hits it becomes: 200 damage, critical hit: 300 damage (100 base * 2 for strong + 100 crit)
- For “Weak” elemental hits it becomes: 50 damage, critical hit: 150 damage (100 base * 0.5 + 100 crit)
All heroes start with a Critical Damage Chance of 0%. This can then be increased via Troops & special skill buffs.
How do I get Crit-Damage
As stated above, all heroes start with a base 0% chance of dealing Crit Damage (i.e. will always just be a normal attack).
There are 5 ways to get Critical Damage in the game at this point:
- By equipping a Crit-Troop
- By having a special skill which boosts Critical Chance
- Class Emblem “Critical” Node
- By having a Family Bonus
- By hitting the “weak” or “stun” spot on a titan
Each element has a couple of options for equipping a Crit troop.
- 2x 3* “Critical Troops” in each colour
- 1x 4* “Critical Troop” in each colour
Click to see Crit Troops
As you level the Crit Troop up, there are a couple ‘break-points’ which increase the chance of Crit Damage (similar to the mana troop)
Click for "break-points" on a 4* Crit Troop
The levels at which the Critical Chance goes up for a 4* crit troop are:
- Level 1 = 7%
- Level 3 = 8%
- Level 7 = 9%
- Level 10 = 10%
- Level 14 = 11%
- Level 18 = 12%
- Level 21 = 13%
- Level 25 = 14%
- Level 30 = 15%
While all Different Crit Boost sources stack, multiple crit troops do not directly stack up (read “add together”)… They do however (essentially) AVERAGE out to overall increase the likelihood of getting a “crit strike”. Read more on this in @zephyr1’s comment below.
NOTE: The Critical Damage is still static at 200% normal damage; More crit troops doesn’t change this.
Special skills are another way of adding to your chances of dealing Critical Damage. These stack onto the chances added by Crit Troops.
Heroes currently in the game who have a “Critical Chance” buff in their Special Skills:
- Melia (3* Yellow Atlantis Hero) - +36% for all
- Ares (5* Red Gen 1 HotM) - +36% for nearby
- Gregorion (5* Green Gen 1 HotM) - +30% for all
- Guardian Chameleon (5* Green Event Hero) - +36% for all
There are also 5x recent Heroes of the Month who have a +10% Critical Buff in the Elemental Link. These heroes are:
- Grimble - 5* Purple (December 2019)
- Vela - 5* Blue (January 2020)
- Jean-Francois - 5* Red (February 2020)
- Telluria - 5* Green (March 2020)
- Malosi - 5* Yellow (April 2020)
NOTE: Elemental Link will stack with Melia or Gregorions buff; HOWEVER, Melia & Gregorion will overwrite each other.
Class Emblem “Critical Chance” Node
Each hero now has a Class Emblem Talent Tree. On each tree, there is one (1) node which will grant a passive boost to the “Critical Chance”
Like other Critical Chance Boosts, this Emblem Node will stack with Troops, Special Skills etc… to grant an overall higher chance of dealing Crit Damage.
Click for each Class Critical Boost Node
Following Emblem Costs are for 5* Heroes
|Class||Crit Chance||Node #||Emblem Cost||Alternate Pathway|
|Cleric||+2%||19||125||Mana Boost +2%|
|Druid||+2%||19||125||Defence Buff +3%|
|Fighter||+2%||19||125||Mana Boost +2%|
|Paladin||+2%||19||125||Mana Boost +2%|
|Sorcerer||+2%||8||125||Healing Boost +2%|
There are two families who include a Crit Chance boost for having multiple UNIQUE heroes from the same family:
- Wonderland Family (5% / 10% / 15% / 20%)
- Avalon Family (5% / 10% / 15% / 20%)
This again stacks in with the other Critical Chances
Titan Stun Spot
This is slightly different to the above 3 methods of increasing Critical Damage Chance
Reason being that every titan has a “Weak Spot” where, if you throw three tiles, it will stun the titan. In addition to potentially stunning the titan (with 3+ tiles hitting) every tile that hits the “Weak Spot” will deal Critical Damage…
I.e. you have a 100% chance of doing Critical Damage when you hit the Titan “Weak Spot”.
Obviously this has no application outside of Titan Attacks but it is worth mentioning.
EDIT: Unconfirmed/ uncalculated but Titan Stun Spot Critical Damage seems to be larger than normal Crit Damage (250% rather than 200% ??) - Thanks @Star150m
Critical Damage in the Damage Calculation
Essentially every normal “hit” that is successful (i.e. not reflected or misses) has a check done on it first to see if “Critical Damage” will apply;
Essentially an “If” statement with a “Yes” & “No” outcome; the “roll” for critical damage is governed (like everything else) by RNG using your cumulative applying Critical Chance
If the outcome of the “Does Critical Damage Apply?” question is “Yes” the damage calculation essentially becomes: