i tried to have each gear piece as similar as i could. i replaced armor regen with critical hit damage but it did not change anything.
the main difference is the critical hit damage attribute. even though the rifle shows a different damage value, it takes three shots to knock down each target with or without critical hit damage.
the total for the critical hit damage attributes is 43.5%. i have no clue how this equates to only 6k in additional damage to the rifle.
https://youtu.be/PuXl7D4EpL4
What I can see from your video is that you deactivated the damage numbers per shot – the ones that usually are popping up upon each hit. You should really activate them, as their color tells you a lot about your hit. For example, white numbers indicate a hit on the body. Or a red number indicates a headshot. And orange numbers (no matter whether you hit body or head) indicate critical hits. Since the critical hits are the ones you are looking for, you would with this feature directly know, whether you critically hit or not.
Because that's what's happening here: Your Critical Hit Chance is so low, that you in fact do not land any critical hits. And without critical hits, you will have no Critical Hit Damage.
Again, what I can see from your video your build does not include the attribute Critical Hit Chance at all. With an SHD-Level of 300something you might have already spent some points on your watch for Critical Hit Chance, but I guess not. So your chance to land a critical hit, to which the attribute Critical Hit Damage would be applied, is somewhere close to 0%.
So if your chance for a critical hit is nonexistent, it doesn't really matter whether the damage bonus for that nonexistent hit is 50% or 5,000%.
thanks for your reply noxious81
you covered quite a bit of info but i'll make my reply much more simple.
i shoot the face = critical hit, at least i think it should.
i shoot the torso = not critical hit, unless armor is gone.
there was no change in amount of bullets (3) for the target to go down with or without the critical hit addition, that's why i thought i should get help here.
You're welcomeOriginally Posted by sasorisan1 Go to original post
I'm afraid that's incorrect. If you hit the face/head this is considered a headshot. You can increase the damage caused by a headshot with stacking the attribute "Headshot Damage". This can be a minor attribute on any gear item, it can be an attribute on weapons (the second attribute on MMRs or the third – reconfigurable – attribute on any other weapon type) and it can be a Brand Set bonus (for example wearing one piece of the Brand Providence Defense grants you +15% Headshot Damage).Originally Posted by sasorisan1 Go to original post
So this is also incorrect. When you hit the body, this is considered being a normal hit. So the base damage of your weapon is being applied. If the target has armor (the row of white bars above the enemies' health bars, as seen on purple colored or golden enemies), such hits can also hit the target's armor. In case you hit armor, there's another attribute that alters how much damage you inflict to enemies' armor (called Damage to Armor).Originally Posted by sasorisan1 Go to original post
A critical hit is something that can occur on both the body or the head. If a hit is critical or not is defined by the stat Critical Hit Chance. This also can be an attribute or bonus just like Headshot Damage (as described above) or Critical Hit Damage. So you need to have this chance to make hits a critical hit in order to benefit from the Critical Hit Damage attribute.
A little example with completely made up numbers, just for clarification:
If you hit the body with your AR for 100k, that would in this very simplified example be our base damage of one single hit.
- Now, for example, you have a build that has stacked the attribute Headshot Damage with 100%, you have 0% Critical Hit Chance and 150% Critical Hit Damage.
When hitting the head, to the base damage of 100k another 100k will be added because of the 100% damage increase granted by 100% Headshot Damage.
But you will never hit a critical hit with this build, as your attribute Critical Hit Chance has 0%. Thus you will also never benefit from the 150% Critical Hit Damage.- New example: your build has 100% Headshot Damage, but you now have 50% Critical Hit Chance and 150% Critical Hit Damage.
So you will still always hit the body for 100k with a non-critical hit and the head with 200k with a non-critical hit.
But with a Critical Hit Chance of 50%, you have a chance of 50% that a hit can be critical hit instead of a normal, non-critical hit. This is valid for both the headshot and the bodyshot.
If now the Critical Hit Chance triggers and grants you a critical hit, you will get a damage bonus of as high as 150% damage of the base damage – thanks to your attribute Critical Hit Damage.
In numbers: a critical bodyshot inflicts 100k base damage + (150% Critical Hit Damage * 100k base damage) = 250k total damage.
To not make it even more complicated at the moment, let's just say that when hitting the head and getting a critical hit (thanks to 50% Critical Hit Chance) both the attribute Headshot Damage and Critical Hit Damage affect the total damage of your hit.
TL;DR:
- Without having invested anything in the attribute Critical Hit Chance you will never land a critical hit.
- The percentage of Critical Hit Chance defines, how likely a hit is being considered a critical hit (the stat Critical Hit Damage has a cap at 60%).
- The attribute Critical Hit Damage is only being applied, if a hit is being considered a critical hit thanks to your Critical Hit Chance.
- If a hit is not critical, no Critical Hit Damage will be applied.
- Headshots always cause additional Headshot Damage. To increase this damage bonus you need to invest in the attribute Headshot Damage.
- Again: don't turn off the floating damage numbers in HUD – they will always tell you, whether you hit the body, the head, or whether your hit was a critical one.