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Critical Hits and Critical Strikes


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Hey -

 

Ive played and beaten both KOTOR's as a Consular and Jedi Mastar (the best class IMHO (w00t) )

 

 

Anyway, most of the feats I used for my melee skills were either the flurry class or two handed fighting class, and never power attack or the Critical Strikes.

 

 

Sorry for being noobish :D but could the more experienced ones who have used Critical Strikes and Power Attacks explain the mechanics and advantages of using those feats??

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Critical Strike (As far as I know) increases your chance of a "Critical Hit" which is basically a luckey shot that you get in for extra damage on your oppenent. I play as a Guardian or a Sentinal and I almost always get Critical Strike as one of my first feat. I like it.

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I use Critical Strike a lot too because the double damage and stun are really helpful to me.

It also became very very useful for HK-47's assassination protocol feat, where if he scores a critical hit, he does 50% damage or something like that. Not too sure what it was but I gave him a disrupter rifle which I had upgraded to maximized the threat range and the full assassination and sniper shot feats. In the end I think it was over 50% chance of scoring one of those killer hits.

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Flurry is a good one for me ,deals a lot of damage :)

I always choose Flurry and Critical because usually bosses and "specialist" enemies will have very high saves and relying on the Critical Hits is usually more risky. Ofcourse if you manage to stun them or wear them down with Plague or something then it won't be a problem.

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Flurry is a good one for me ,deals a lot of damage :huh:

I always choose Flurry and Critical because usually bosses and "specialist" enemies will have very high saves and relying on the Critical Hits is usually more risky. Ofcourse if you manage to stun them or wear them down with Plague or something then it won't be a problem.

Flurry and critical strike were both very reliable, in fact i used both of them more than i did power attack, and i used power attack a lot in kotor1 :shifty:

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I used destroy droid a lot in kotor one. you could wipe out armies with that attack now it's barley eanough to get through a sheild.

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Destroy droid's still pretty powerful. I remember thinking that I was screwed in the Mandalorian bunker but two uses of that took them all out except the toughest one which was stunned and near death.

Spreading beauty with my katana.

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Master Flurry is goofy strong, especially when paired with Master Speed.

 

 

5 attacks for 50+ damage each = dead guys.

 

 

I killed Malak in two attack rounds as my Guardian in KOTOR 1, and KOTOR 2 was my running around mashing on '1' as fast as I could to keep flurrying and killing all.

 

 

I have never used Power Attack really though. The animation itself annoys me (goofy flip)

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I didn't understand why everone said Malak was so tough. I played on the XBox, and didn't use any cheat codes, but my Guardian was sickenly powerful. Malak healed a few times by draining Jedi, but I played LS the entire way. I refused to kill my Jedi brethern, and never needed any force powers (aside from Master Speed) to take Malak down. I just kept chopping with Master Flurry.

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It is kind of funny to see him immediately enter his cutscene after one attack round.

 

 

I still did kill the Jedi, as I knew that their fate would be worse than death if I didn't. I knew they would not want to help contribute to the power of a Sith Lord.

 

 

As Dark Lord Revan though, I drained them for myself :rolleyes:

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Maybe because your characters are guardians in a physical fight?

 

My last game as a Sith Lord dualing sabers with master flurry (average 35 damage/hit x 5) had a really tough time against the final boss which had 1000+ hit points.

Spreading beauty with my katana.

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Why were you Master Flurrying as a Sith Lord though?

 

I just Force Crushed my way through the fight and she wasn't even able to get a chance to hit me back. I had successfully put her in a juggle move :rolleyes:

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Any of the three work just fine in KOTOR2. Just build your saber appropriately, and you'll be as happy as a pig in slop.

 

If you choose to use Flurry or Power Attack, feel free to dump in whatever upgrades you want, in whatever saber combination you want. A keen upgrade helps the power attack users, since the power attack adds on extra damage when you do manage to get a critical hit.

 

If you choose to use Critical Strike, then this is where you should select a standard saber, or a short saber, over a double bladed saber, since the critical threat range is greater with the standard and short sabers. If you want to use two sabers, then a standard and a short one would do nicely.

 

Also, upgrade your sabers with somethng that gives you a keen upgrade, whether it's a Nextor crystal, a Velmorite crystal, or if you can't find either of those crystals, an Improved Beam Gem Lens that you can manufacture.

 

Usually, I'll let Atton get Master Critical Strike, and have him use a standard saber and a short saber, in combination with a keen upgrade in each saber. When combined with Master Speed, he can take out almost anyone in 2-3 rounds, even the tougher ones (such as Queen Talia).

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Let me get this straight

 

 

A critical hit can be achieved by any form of combat, even regular non-flurry, non-critical strike melee?

 

but

 

 

Critical Strike combat increases the chances of scoring a critical hit?

 

 

 

and from what I gather, scoring a Critical Hit

 

- Increases the Damage of a hit

- Stuns the opponent

 

By how much damage does a Critical Hit increase?

Does scoring a Critical Hit always stun the opponent?

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Some info on critical hits:

 

Every time you attack, the game rolls a 1d20 to determine whether you hit. If it rolls high enough (hit bonus is irrelevant) then you have scored a critical hit. Typically this does double damage. This can ALWAYS happen. There are things you can do to increase the chance of this happening, and there are things you can do to make critical hits do MORE then double damage.

 

A list of things that affect critical hits:

1. The Critical Strike/Shot skill - each level increases the chance of scoring a critical hit

2. Flurry does NOT increase the chance of critical hit, except that it gives you one more attack, and thus one more chance to roll

3. Power Attack - Increases the DAMAGE of critical hits, not the chance... with PA, critical hits do 3x damage

4. Keen weapon ugrades typically double the chance at a critical hit

5. One of the LS forms (the one with three blasters, shien?) increases the DAMAGE of critical hits to 3x... when combined with power attack, it's 4x!

6. One of the LS forms (the last one, crossed swords) increases the CHANCE of critical hits a lot (+4 I think?)... it ALSO gives you another attack per round... very powerful.

7. The Massive Criticals bonus on some upgrades adds additional damage (i.e. 2-12) to your critical hits.

 

 

For a regular, unmodified lightsaber, the chance of critical hit is 19-20 (10%) and the damage is x2. For a double bladed, it's 20 only (5%). Keen doubles these (20%, 10%) and critical strike adds 5%xFeat Level I think... so a Keen Lightsaber with Master Critical strike would have a 35% chance to critical hit I believe. Basically, this means a critical hit almost every round if you are using Master Speed. This is the main reason I prefer regular lightsabers to double-bladed.

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Speed also adds 2 attacks to Critical Strike.

 

Usually I start of with a critical strike and if that doesn't kill them I will always fiinish up with a flurry since they will be hurt and the extra 2x damage won't mean much - best of both worlds!

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Some info on critical hits:

 

Every time you attack, the game rolls a 1d20 to determine whether you hit. If it rolls high enough (hit bonus is irrelevant) then you have scored a critical hit. Typically this does double damage. This can ALWAYS happen.

This is not quite accurate. You must score a hit normally before you can get a critical hit. If your attack roll is high enough to hit the opponent AND to fall into the critical threat range, then there is a CHANCE of scoring a critical hit. When this happens, you make another attack roll, and if this one is high enough to score a hit as normal, then your attack is a critical instead of a regular hit.

 

A "natural 20," or a roll of 20 before modifiers are added is always a hit, but not always a critical hit. Even if your critical threat range is from 17-20, if a 17 is not high enough to hit the opponent, you won't score criticals after a roll of 17.

 

The lightsaber form which says it adds +4 to critical rolls (or something like that) only adds to the SECOND roll, the one which sees if your regular hit becomes a critical instead. It does not increase your threat range by four, which would be broken.

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Power Attack is prettier.

 

I pretty much used Flurry and Power Attack for myself, although occasionally I'd get Critical Strike for a change up because I get tired of casting Speed all the time.

 

For the NPC's I usually did Power Attack and Critical Strike, since if you have them on melee AI they never seem to cast speed. When I gave them all three, they tended to use Flurry a lot less often than the other 2, which I found intriguing.

 

Critical Strike works great tho, in my experience...except for the fact it makes Mical scream his stupid crit. hit battle cry too often.

“Things are as they are. Looking out into the universe at night, we make no comparisons between right and wrong stars, nor between well and badly arranged constellations.” – Alan Watts
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I use master flurry with master speed, It really works and I advice you to use two single-hilt Lsabers. I use single-hilt Lsabers because you have twice upgrade options for Lsaber crystals.You can use double-bladed Lsaber,if you want becase it works good with critical strike.

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