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	<title>Critical Hits (EU2012) - Revision history</title>
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	<updated>2026-05-03T14:48:19Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Critical_Hits_(EU2012)&amp;diff=44543&amp;oldid=prev</id>
		<title>Bomb Bloke: Created page with &quot;When a shot connects with a target, it&#039;ll deal a certain amount of damage, dependant on the power of the weapon used. In many cases you may have a chance of i...&quot;</title>
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		<updated>2013-02-03T07:39:18Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;When a shot connects with a target, it&amp;#039;ll deal a certain amount of &lt;a href=&quot;/Damage_(EU2012)&quot; title=&quot;Damage (EU2012)&quot;&gt;damage&lt;/a&gt;, dependant on the power of the weapon used. In many cases you may have a chance of i...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;When a shot connects with a target, it&amp;#039;ll deal a certain amount of [[Damage (EU2012)|damage]], dependant on the power of the weapon used. In many cases you may have a chance of instead dealing a &amp;#039;&amp;#039;&amp;#039;Critical Hit&amp;#039;&amp;#039;&amp;#039; - which can deal [[Damage (EU2012)#Critical Damage|up to about 150%]] of the weapon&amp;#039;s usual output (rounded down).&lt;br /&gt;
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The chance to score a critical is calculated in much the same way as your [[Chance_to_Hit_(EU2012)|chance to hit in the first place]] - a number of percentages are summed up, and the result is presented as your chance to deal a crit. Some are bonuses, which add to your total, some are penalties, which subtract. The [[Assault (EU2012)|Assault]] class in particular packs a number of perks that can boost the odds considerably.&lt;br /&gt;
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The percentages displayed do not take into account your chance to hit the target in the first place. If you&amp;#039;re shown an 80% chance to hit with a 25% chance of a critical, then your real chance to score a critical hit on the target is 20% (a 20% chance of missing, a 60% chance to score a regular hit, and a 20% (25% of 80) chance of getting a critical). If you&amp;#039;re shown a 0% chance to hit with a 100% chance of scoring a critical, then you will &amp;#039;&amp;#039;&amp;#039;not&amp;#039;&amp;#039;&amp;#039; accomplish a critical hit on that target, because you won&amp;#039;t hit it at all.&lt;br /&gt;
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==Equipment Bonuses==&lt;br /&gt;
&amp;#039;&amp;#039;ToDo: List out the base crit chance attached to each weapon type. Talk about the pistol foundry upgrade, and scopes. Note that range doesn&amp;#039;t affect your bonus.&amp;#039;&amp;#039;&lt;br /&gt;
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==Perk Bonuses==&lt;br /&gt;
&amp;#039;&amp;#039;ToDo: List out the perks attached to each class that improve their chance of scoring critical hits.&amp;#039;&amp;#039;&lt;br /&gt;
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==Critical Defence==&lt;br /&gt;
As a general rule, criticals are most likely to be scored when the target is [[Flanking (EU2012)|flanked]] from an unprotected side, or caught entirely out of [[Cover (EU2012)|cover]]. Either way the bonus is the same - +50%.&lt;br /&gt;
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The [[Second Wave (EU2012)|Second Wave]] option &amp;quot;Absolutely Critical&amp;quot;, available for use after clearing the game on any [[Difficulty (EU2012)|difficulty]] other then easy, doubles this bonus to +100% - this ensures a critical against most enemies.&lt;br /&gt;
&lt;br /&gt;
However, some units have an innate resistance to criticals, in the form of the &amp;quot;Hardened&amp;quot; passive perk. This imposes a -60% to the chance of a shot scoring a critical on that target (or -100%, with &amp;quot;Absolutely Critical&amp;quot;). Even so, by accruing enough bonuses it&amp;#039;s still possible to overcome this and target a weak point.&lt;br /&gt;
&lt;br /&gt;
Units with the Hardened property are:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Chryssalid (EU2012)|Chryssalids]]&lt;br /&gt;
* [[Cyberdisc (EU2012)|Cyberdiscs]]&lt;br /&gt;
|&lt;br /&gt;
* [[Drone (EU2012)|Drones]]&lt;br /&gt;
* [[Ethereal (EU2012)|Ethereals]]&lt;br /&gt;
|&lt;br /&gt;
* [[Muton_(EU2012)#Muton_Berserker|Muton Berserkers]]&lt;br /&gt;
* [[Sectopod (EU2012)|Sectopods]]&lt;br /&gt;
|&lt;br /&gt;
* [[SHIV (EU2012)|SHIVs]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that none of the above units are able to take [[Cover (EU2012)|cover]] (nor may [[Civilian (EU2012)|Civilians]] or [[Zombie (EU2012)|Zombies]]). [[Cyberdisc (EU2012)|Cyberdiscs]] are only Hardened when in disc form.&lt;br /&gt;
&lt;br /&gt;
Whilst in cover, a unit may make himself immune to critical hits by using the hunker down [[Abilities (EU2012)|ability]] (which also doubles their cover + [[Armor (EU2012)|armour]] defensive bonuses). However, firing on a hunkering unit from a [[Flanking (EU2012)|flanking]] position ignores this immunity. Note that a unit&amp;#039;s defence score doesn&amp;#039;t affect the chances that any shots which lands will be criticals.&lt;br /&gt;
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{{Gameplay_Mechanics_(EU2012)_Navbar}}&lt;br /&gt;
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[[Category:Enemy Unknown (2012)]][[Category:Gameplay Mechanics (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Bomb Bloke</name></author>
	</entry>
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