gotwqqd wrote: Crit shot is a shot that 100% crits
You don’t crit for higher
I stopped taking +crit RA’s on all my characters since they ruined it
Yea I didnt think hard enough.
Here are classic critshot info taken from Uthgard:
Critical Shot
Raising your bow specialization also grants you higher critical shot styles:
- Critical Shot I is obtained at the third train in bow and has a draw time of 2.0 times your normal draw time.
- Critical Shot II is obtained at the sixth train in bow and has a draw time of 1.9 times your normal draw time.
- Critical Shot III is obtained at the ninth train in bow and has a draw time of 1.8 times your normal draw time.
- Critical Shot IV is obtained at the twelfth train in bow and has a draw time of 1.7 times your normal draw time.
- Critical Shot V is obtained at the fifteenth train in bow and has a draw time of 1.6 times your normal draw time.
- Critical Shot VI is obtained at the eighteenth train in bow and has a draw time of 1.5 times your normal draw time.
- Critical Shot VII is obtained at the twenty-first train in bow and has a draw time of 1.4 times your normal draw time.
- Critical Shot VIII is obtained at the twenty-fourth train in bow and has a draw time of 1.3 times your normal draw time.
- Critical Shot IX is obtained at the twenty-seventh train in bow and has a draw time of 1.2 times your normal draw time.
The damage multiplier for critical shot is based on your level, and is determined by the difference between your level and the targets level, indicated by the target’s con. The multiplier is a maximum of 2.0 and a minimum of 1.1. As a broad generalization which does not take the continuous curve nature of this into account, critical shots will do 2.0 times normal damage to all targets that con grey, green, blue, or yellow. They will do approximately 1.7 times normal damage to high- orange targets, 1.4 times normal damage to high-red targets, and 1.1 times normal damage to purple targets.
Please note that critical shot will work against targets that are: sitting, standing still (which includes standing in combat mode but not actively swinging at something), walking, moving backwards, strafing, or casting a spell. Critical shot will not work against targets that are: running , in active combat (swinging at something), or Mezzed. Stunned targets may be critical shot once any timers from active combat have expired if they are not yet free to act; i.e.: they may not be critical shot until their weapon delay timer has run out after their last attack, they may be critical shot during the period between the weapon delay running out and the stun wearing off, and they may not be critical shot once they have begun swinging again. If the target was in melee with an archer, the critical shot may not be drawn against them until after their weapon delay has run out or it will be interrupted. This means that the scout's shield stun is much less effective against large weapon wielders (who have longer weapon delays) than against fast piercing/thrusting weapon wielders. Also note that if the target has a shield or are being guarded by someone with a shield, and the one holding the shield is facing the archer and is in combat mode (actively swinging or not), their block rate against arrows is DOUBLED. If they are using engage against you, you’ll only get past their defences about 5% of the time.