Reason: Major stub.
Reason: 1. Requires cleanup from excess "explanation needed" notes and overuse of the game data info in un-commented form.
Critical Chance[]
First, you only check for a crit if you hit in the first place. If you missed, this isn't relevant no matter your % crit chance.
- Your weapon has an inherent crit chance. Shotguns and swords get a 10% conventional / 15% magnetic / 20% beam chance. Snipers get 10%/10%/10%. Everything else is 0/0/0.
- Flanking gives a +40% chance to crit. Looks like that's reduced to +30% in multiplayer? Huh.
- Talon ammo gives you a +20% chance to crit.
- Laser sight attachment gives you a variable chance to crit, higher as you get closer.
- Some skills will give buffs or debuffs to crit chance. Squadsight has an innate 10% penalty to crit chance. Shadowstrike gives you +25%. Etc.
- The heavy perk "Biggest Booms" has a 20% crit chance on grenades.
In theory this means you can manufacture 100% crit chances by combining various bonuses.
Warning: enemies often have an innate crit chance.[1]
Critical Damage[]
If you land a critical hit, you add a constant number to the total damage. It's not a multiplier, it's a fixed bonus. This depends on the weapon. Also, Talon rounds add +1 to crit damage. Rule of thumb is that most weapons do about 50% bonus damage on crits, shotguns do a little more, Others do a little less. The heavy perk "Biggest Booms" gives a +2 for crit damage.
In the table[1], damage is written as X-Y +Z which is the base damage spread (for convenience of reference), plus the additional critical damage. So a conventional Assault Rifle has a range of 3-5 damage, and adds +2 on a critical. Values in parentheses are for XCOM 2: War of the Chosen.
| Weapon type | Weapon upgrade tier | ||
|---|---|---|---|
| Conventional | Magnetic | Beam | |
| Assault Rifle | 3–5 +2 | 5–7 +3 | 7–9 +4 (+3) |
| Cannon | 4–6 +2 | 6–8 +3 | 8–10 +4 (+3) |
| Pistol | 2–3 +1 | 3–4 +1 | 3–6 +2 |
| Shotgun | 4–6 +3 | 6–8 +4 | 8–10 +5 (+4) |
| Sniper Rifle | 4–6 +2 | 6–8 +3 | 8–10 +4 |
| Sword / Axe | 3–5 +2 | 4–6 +2 | 5–7 +3 |
Flanking Critical Chance[]
Most characters have 33 or 40 from flanking.[2]
Notes[]
100% crit chance is achievable with:
- Rangers with Talon Rounds ammo and Laser Sight weapon upgrades.
- Sharpshooter with Talon Rounds, Guerrilla Tactics School upgrade[explanation needed] and Steady Hands perk.
Game files data[]
From defaultgamecore.ini:
- MP_FLANKING_CRIT_BONUS=30[explanation needed]
- SQUADSIGHT_CRIT_MOD=-10[explanation needed]
References[]
- ↑ 1.0 1.1 https://www.reddit.com/r/Xcom/comments/45279h/heres_how_weapon_accuracy_and_damage_works/
- ↑ Based on CharacterBaseStats[eStat_FlankingCritChance]= from from file XCOM 2/share/data/xcomgame/config/defaultgamedata_characterstats.ini