⑩ Critical Multiplier
※This corresponds to the red underlined section and represents the multiplier applied when a critical hit occurs.
The multiplier for a normal critical hit is 125%, while a negative critical (blue effect) is 75%.
Additionally, by stacking the following skills, the multipliers for both critical hits and Critical Ferocity will change.
(Critical Ferocity will not activate unless the Critical Ferocity skill is at least Lv1.)
| Skill Name | Lv1 | Lv2 | Lv3 | Lv4 | Lv5 | Condition |
|---|---|---|---|---|---|---|
| Critical Boost | 130% | 135% | 140% | 145% | 150% | Always increases damage on critical hits |
| Critical Ferocity | 150% | 175% | 200% | 225% | 250% | 30% chance to apply this multiplier on negative critical hits |
Critical Boost is separate from the ⑧Damage Multiplier skill group and always increases the multiplier when a critical hit occurs. Therefore, increasing affinity allows you to achieve more stable damage output.
Critical Ferocity provides an extremely high damage multiplier, but since it activates based on probability, it is best utilized either with fast-hitting weapons to take advantage of the activation chance, or with high-damage weapons to capitalize on high-roll damage spikes.
Worked example: Critical hit damage versus expected damage
The following assumed values illustrate the MHNowCalc formula. They are not measurements or the performance of a specific equipment build.
Assume calculated physical attack 1,000, elemental value 500, hitzone value 130, motion value 30, and ordinary critical multiplier 1.25. All other multipliers are 1.00, with no Critical Element.
A non-critical hit gives 1,500 × 1.30 × 0.30 = 585. A critical hit gives 1,500 × 1.25 × 1.30 × 0.30 = 731.25 → round up to 732.
At 50% affinity, the Simple Damage Calculator displays expected damage as round up (585 × 0.50 + 732 × 0.50) = 659.
659 is a probability-weighted expectation, rather than the damage of each hit. With Critical Element, calculate the critical elemental value separately as well.
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