Critical Damage (stat)致命「chi mei」 "Fatal" |
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Effect | Influences the amount of damage done by critical attacks |
Critical Damage is one of the Damage Types in Elden Ring. It is a special damage type that is dealt in specific situations. Damage types are a major part of the calculation that determines how much damage is dealt in Combat and are affected by many factors including your equipment, skills, and temporary buffs.
Elden Ring Critical Attacks
Critical attacks are powerful moves that can be performed under specific conditions and amplify the amount of damage done by the weapon. There are several situations where performing a critical attack is possible in Elden Ring:
- Attacking certain enemies from behind (known as a "backstab"). This deals less damage than other forms of crit.
- Attacking certain enemies in a vulnerable state due to having been parried by the player (known as a "riposte").
- Attacking certain enemies in a vulnerable state due to being afflicted with the Sleep status.
- Attacking enemies in a vulnerable state due to being dismounted from their horse. This can be performed to enemies on horseback, such as Mounted Knight and Night's Cavalry.
- Attacking certain enemies in a vulnerable state due to having their Stance broken. In the case of some large enemies and Bosses, they can be put into a vulnerable state after dealing enough damage to certain body parts, or after dealing enough damage in general. This is the primary way of dealing critical damage in PvE.
If performed correctly, the player and the target are locked in a short animation where the player performs a highly damaging attack, often finishing off weaker enemies instantly. The animation varies by Weapon type and neither the player nor the target can be damaged by outside sources until the animation has finished.
Critical Attack Invulnerability
- During a critical attack animation, the player is invulnerable to damage. All surrounding enemy attacks will go through the player harmlessly. Therefore performing a critical attack can protect the player during chaotic dangerous moments.
- The invulnerability includes Fall Damage: it is possible to avoid a lethal fall by performing critical attack on an enemy as the player falls off a ledge.
Critical Damage and Weapons
Critical damage multiplies the weapon's normal base damage so that a critical attack will do several times more damage than a normal attack. The multiplication of damage is mostly based on two partial factors:
- The weapon's critical stat shown in the equipment interface.
- Example: the Highland Axe lists a critical stat of "110" which means a 110% or 1.1x multiplier.
- Warning: The critical stat component shown in the interface is generally a far smaller factor than the hidden multiplier discussed below.
- The weapon's inherent category type.
- Example: daggers have an inherent 4x multiplier (i.e. 400%) on critical attacks.
- NOTE: This multiplier is hidden from the player and never appears in the game's interface.
Those factors are multiplied by the weapon's Attack Rating which includes both the weapon's core base damage and the additional letter-based scaling.
Critical Stat. The critical stat appears as a three digit number in the game's interface but equates to a percentage multiplier. The critical stat only represents how much crit damage the weapon does compared to a weapon in the same category that has a critical stat of "100." In other words: a "110" crit stat means 110% (i.e. 1.1x multiplier) crit damage compared to a "100" crit stat weapon in the same category. NOTE: Because the displayed critical stat multiplier is often tiny (~10% bonus) compared to the hidden category-based multiplier (e.g. 3x), the critical stat can be considered misleading.
Most weapons possess a critical damage stat of 100, with some exceptions:
- The Misericorde has the highest value (140)
- The second highest is shared between the Rapier and Dagger (130)
- Most other Daggers and Claws (110)
- Exceptions within other weapon types are noted in the table below:
Axes | Curved Greatswords | Fists | Greataxes | Greatswords | Spears | Straight Swords | Thrusting Swords |
Highland Axe (110) | Morgott's Cursed Sword (110) | Pata (110) | Executioner's Greataxe (115) | Lordsworn's Greatsword (110) | Death Ritual Spear (110) | Lordsworn's Straight Sword (110) | Rogier's Rapier (110) |
Sacred Relic Sword (110) | Ornamental Straight Sword (110) | Carian Sorcery Sword(110) | |||||
Noble's Slender Sword (110) | |||||||
Velvet Sword of St. Trina (110) |
Weapon category multiplier. Separate from the critical stat discussed above, a weapon's type generally has a far larger impact on critical damage. For example, daggers innately deal more critical damage than other weapon types. Erdsteel Dagger does 4.4x damage on a riposte while Lordsworn's Greatsword only does 2.75x, though both have a listed critical stat of 110.
Approximate critical damage multiplier by weapon category, in descending order, for a riposte, assuming critical stat of "100":
- Daggers
(4.0x) - Claws, Fists
(0.5x + 3.0x) (i.e. 0.5x for the first hit + 3.0x for the second hit) - Thrusting Swords
(3.3x) - Axes, Flails, Hammers
(0.5x + 2.75x) - Curved Swords, Katanas, Straight Swords, Twinblades
(3.0x) - Halberds, Spears
(2.8x) - Colossal Swords, Colossal Weapons, Curved Greatswords, Greataxes, Greathammers, Greatswords
(0.5x + 2.0x) - Great Spears, Heavy Thrusting Swords, Reapers
(2.4x)
Note: the pairs of values listed above with a plus sign reflect two separate damage multipliers for two-hit critical attacks. Some critical attacks involve two distinct hits of the weapon: often the first hit does 50% of the weapon's base damage, while the second hit does significantly more (e.g. 2x or 3x etc).
In cases where a weapon has a listed critical damage stat in the interface higher than 100, the above category-based riposte multiplier would furthermore be multiplied by a percentage that corresponds to the listed crit damage stat.
Example Calculation: Dagger
- Listed critical stat is 130. In other words, the critical stat component of the critical damage multiplier is 130% or a 1.3x compared to a "100" Critical stat dagger.
- The Dagger's category-based multiplier for a riposte is approximately 4.0x (see list above) as for all daggers. This multiplier is hidden from the player and never appears in the interface.
- The total combined multiplier for riposte critical attack damage by a plain Dagger is therefore approximately 5.2x. (I.e. 1.3 times 4.0.)
- If the player's Dagger currently has normal attack damage of 80 + 10 (i.e. 80 "base" damage plus 10 "scaled" damage), the critical multipliers will apply to an Attack Rating of 90.
- Final critical damage, if the enemy has no defense and no resistances, would be approximately 5.2 x 90 = 468.
Motion Value. The game internally represents and assigns a so-called "Motion Value" to every particular attack type of every weapon. The motion value can be thought of as a single specific multiplier applied to the base damage for each of the weapon's types of attack. For example, a plain Dagger's motion value for a riposte is approximately 546, i.e. 5.46x, which approximately aligns with the two-part analysis above (listed critical stat of "130" or 1.3x, multiplied by a dagger riposte multiplier of 4.0x). So a player can either refer to a database of exact Motion Values per weapon and per attack type, or, conveniently approximate the final multiplier by using both the listed critical stat and the weapon category multipliers discussed above.
Incompatible weapons. Whips, ranged weapons and spell implements cannot be used for critical hits, despite displaying a critical damage stat of (100).
Damage Type and Resistance/Absorptions
Damage Type applies to critical attack damage. An enemy's resistances/absorptions counter-act or exaggerate the critical damage. An enemy that is weak to Strike damage will take more damage from a Strike-based critical attack.
The melee damage type of a critical attack is based on the visible physical attack performed in the critical animation, not on the weapon's damage type labels indicated in the equipment interface. Be warned that the damage type listed for weapons in the game's interface can be inconsistent and misleading. Examples:
- Lordsworn Greatsword performs a visible stabbing motion for the critical attack. The critical damage is therefore Pierce type damage.
- Scimitar, a curved sword, does a visible stabbing motion for the critical attack. Even though the weapon's damage type listed in the equipment interface is only "Slash", the critical attack damage is Pierce type.
Critical damage is based on base damage and multipliers (see above). Therefore all factors that affect base damage will affect the critical damage:
- Smithing stone upgrades will increase critical damage
- Increased letter scaling that harmonizes with your character's stat build will increase critical damage
- An attack type for which the enemy has a negative resistance (aka particular vulnerability) will do more critical damage.
- An attack type that is substantially resisted by the enemy will decrease critical damage, for example a non-Strike critical attack against a Miner. But a highly upgraded weapon that is resisted by the enemy may still do more damage than an "appropriate" weapon if the inappropriate weapon has substantially higher base damage.
Defense. In normal non-critical situations, defense creates a flat negation of damage (e.g. 100 defense will subtract 100 damage from an attack). Critical attacks have a special effect of progressively nullifying the enemy's defense based on the ratio of damage to defense. In the most severe case, if the player's attack rating multiplied by critical multipliers (see discussion above) is 8x (800%) or more of the enemy's defense number, then the enemy's defense effectiveness is reduced to 10% of what it would normally be. Lower ratios will cause smaller reductions.
Increasing Critical Damage Done in Elden Ring
Critical Damage can be increased by equipping the following:
- Dagger Talisman increases damage of critical hits by 17%
- Ash of War: Royal Knight's Resolve increases damage of next critical hit by 35%
Increasing Resistance to Critical Damage in Elden Ring
Critical Damage dealt to the player can be reduced by equipping the following:
Elden Ring Critical Damage Notes & Tips
- Ripostes do a lot more damage than backstabs.
The following talismans add effects to critical attacks:
- Assassin's Cerulean Dagger (critical hits restore 15 FP
- Assassin's Crimson Dagger (critical hits restore (0.10 x Max HP) + 85 HP
- Blade of Mercy (increases attack power by 20% after a critical hit for 20 seconds)
The Weapon Skill of the Greatsword of Damnation, Golden Crux, counts as a critical hit against other players and npcs, and can also trigger these crit-related talismans.
Unlike many games, critical hits are deliberately performed actions rather than a random bonus that may occur for a given attack.
Some descriptions within the game may refer to dealing 'critical hits' instead of specifying critical damage. The above mentioned three talismans are some examples.
- Anonymous
If you have two other cooperators fighting alongside you and you go for the crit, you are choosing to tank your team's dps during a vulnerable window just for a neato animation
- Anonymous
love the hosts who don't do anything until you've got the boss in a riposte animation, then the host starts wildly swinging as if they're actually going to do damage.
- Anonymous
I picked this up from a comment on Misericorde page, but I wanna ask again here on the topic, does critical damage bypass resistances on the target, if so does that mean with a dagger infused with magic/elemental affinities the weapon can deal significantly higher crit than pure physical?
- Anonymous
Does anyone know the riposte multipliers of DLC new weapon types? Light greatswords, backhand swords, ecc..,
- Anonymous
does crit base it damage just on your strength stat? or does it also calculate for your magic, fire, ect. stats if your weapon has an infusion?
- Anonymous
The DLC weapon Greatsword of Damnation's unique skill counts as a critical hit when used against players and NPCs, allowing you to benefit from critical hit talismans, such as the Dagger talisman, Blade of Mercy, the Red and Blue Assassin daggers and the Blade of Mercy from the DLC.
- Anonymous
i wish crit would only be from behind and finish after stance break would get something on its own. It really can cause confusion when using talismans :P
- Anonymous
axes don't have 110 multiplier, as far as i know the highland axe does but a lot of others don't
- Anonymous
daggers have 4x multiplier, erdsteel dagger has 4.4x. where can I find this info about other weapons?
- Anonymous
I liked how the backstabs worked at first. Now they buffed them and they are way more broken than even DS3 backstabs. Even goddamn R1 from relatively fast weapons like reapers or 2h spears can be punished very easily
- Anonymous
Are all critical hits standard damage or they can be pierce or strike depending on weapon?
- Anonymous
Honestly, I'm a little disappointed that heavy thrusting weapons are bottom tier for crits, considering they're still thrusting weapons.
- Anonymous
- Anonymous
Dagger talizman crit DMG +17% and weapon crit DMG+15% = 32% ? It's cumulative?
- Anonymous
Is any attack made after an enemy is vulnerable considered a crit? Or does it need to be the animation?
- Anonymous
Yeah, great example of avoiding fall damage there with a fall that doesn't even do any fall damage anyway due to the scripted floor breaking thing that these games like to do. Keep up the great work, wiki contributors.
- Anonymous
What if you have a buff to damage that wears out right after the animation starts but before the hit occurs
- Anonymous
- Anonymous
gotta love how they could have easily displayed each weapons true critical multiplier (ie Misericorde could have displayed 4.4x {natural dagger crit plus it's unique crit mutiplyer}) but ofc has to have that FromSoft charm of hidden complexity to it's mechanics
- Anonymous
damn, Elden Ring has it's own version of the DS2 Well Skip?
- Anonymous
- Anonymous
It would be nice to have a complete breakdown of what affects crit damage eg the various attack boosting talismans like winged sword and kindreds exultation. I should probably test it myself but maybe someone has done it already.
To answer some questions I've already seen, scaling does not affect crit damage whatsoever. This also means that two handing a weapon doesn't impact the crit whatsoever.
Infused weapons will always do the most crit damage because they have higher base damage.
Also this is completely unscientific but it seems as though defenses are significantly reduced during a crit but not negated. Enemies normally resistant to a type of damage will still take heavy crit damage, but will be affected more by a crit from a weapon they are weak to (it would seem)
- Anonymous
- Anonymous
Why does my character get stuck in back stab animations while the invader just walks away from the attack and i deal no damage
- Anonymous
- Anonymous
- Anonymous
How does backstabs work if you're dual wielding? Which weapon does the critical hit damage come from?
- Anonymous
Does critical damage take the two-handing STR boost into account?
- Anonymous
FYI, the crit damage stat and how much damage a weapon does on a crit are only closely correlated. Roughly speaking, most weapons will deal 2x their listed damage on a backstab, and 3x their listed damage on a riposte. During a stance break, from my limited testing, it seems like many weapons first deal a normal attack that does 1x damage before a second hit that does the riposte damage, resulting in 4x damage overall. The crit damage stat appears to function as a % multiplier to these numbers. For example, if you were to use a weapon with 110% crit, then backstabs would deal 2.2x damage and riposts would deal 3.3x damage.
These values aren't exact, as different weapon classes or weapons in each class may fluctuate by 10% or so, but this rule is easy to remember and accurate enough to be useful.
The largest exceptions to these rules are daggers and the largest weapons (Great swords, Colossal swords, colossal weapons, great hammers, heavy thrusting swords). Not only do daggers have a higher crit stat than other weapons, but they also have 3x weapon damage multiplier for backstabs and a 4x weapon damage multiplier for ripostes. This means that if you parry an attack and riposte with a Misericorde, you will deal a massive 5.2x damage due to its 140% crit. This is also why daggers deal more crit damage than rapiers despite having the same crit value.
Backstabs with large weapons deal the normal 2x damage, but ripostes only deal 2.5x damage, most likely because of their high stance damage.
I know this is a thing built into the souls game community, but a 'riposte' refers to a singular very quick attack performed specifically following a parry against said enemy's attack. It is not, and never will be, an attack you take during which the opponent/enemy is on the ground, stunned.
- Anonymous
Split damage is still king for crit hits, except in the occult scenerio on a pure arc build. Then it will hit a lil higher occult.. but every other spec has access to an elemental infusion so use that for your crits if you hold something for them in a slot
- Anonymous
Good gawd, does any1 realize that, while having cooperators, critical hits (bosses) will never equal the amount of dps effected by both host and cooperator(s) combined when they wail on the boss for that brief respite? Irritates the F outa me when I proc sleep on certain bosses, and the “hero” runs in a effects a critical hit.
- Anonymous
You forgot to add breaking an enemy's guard when they're using a shield.
- Anonymous
- Anonymous
Ohh Wow.... I'm really surprised i just discovered this , lol Lifesteal Fist ( The Ashe of War Skill for Fist weapons ).... And the Enescapeable Frenzy Grab Spell are infact effected by Crit DMG %. So you equip Misecorde 140% with a Seal and using the grab Frenzy you deal more damage.... While when you equip Dagger Talisman your Lifesteal Fist grab Skill also gains increased Damage yikes.... ( I guess these 2 are Critical Attacks since they are infact have their Lock-on Vulnerable Animations just exactly like Ripostes and Backstabs ).
- Anonymous
The higher your crit is the more damaging the frenzy flame grab dose
- Anonymous
Hey, you forgot to mention Reduvia which also has more than 100 crit (110). In the "Critical Damage and Weapons" section.
- Anonymous
You cannot perform a crit attack with a torch.... I am upset by this
- Anonymous
If you're frame perfect two players can perform a backstab and parry riposte at the same time, only gotten it to work on players though
- Anonymous
- Anonymous
Why do shields have a crit number? Can you perform critical hits with shields?
- Anonymous
Usually when want to backstab i disable lock, pass by my enemy's side, and then lock on again so i can face their backs.
Unfortunately, sometimes my stupid camera locks onto some random dude in the background rather than the enemy i want to backstab (which will then give time for the enemy i wanted to backstab to turn towards my face, causing me to miss the opportunity)
I'm still not 100% sure, but from the few tests i've done, i've concluded that, for some reason, the lock on prioritizes enemies in the direction your CHARACTER is facing, not your CAMERA.
So if your character happens to be facing towards some random goat in the distance rather than the leyndell knight slightly to your left, there's a chance that you'll lock on to the stupid goat instead of your enemy (even though you pointed the camera at the knight)
Now i understand why the camera just feels so off at times.
- Anonymous
I know there have always been some very skilled players in all the soulsborne games, sekiro and now elden ring, but the video clip above of someone using a critical hit to negate any fall damage from a height that would otherwise be lethal, puts whomever that player was in the video clip on another level of skill completely.
- Anonymous
- Anonymous
Does Elden Ring have the hidden motion values, like in DS3, that affect crit modifiers too?
- Anonymous
You can perform a critical move just after you dismount an enemy and he's still knocked down.
- Anonymous
- Anonymous
- Anonymous
ripostes do 0 damage if u get hit the moment u enter the animation. makes parrying against ganks feel like ****. knowing fromsoft this is probably intentional.
Tested Misericorde+25, at 80 DEX on omens in subterranean.
482 damage with current ash produced 1698 damage, 1969 with dagger talisman (116%)
I had heard it was (damage x crit modifier) + [(damage x crit modifier) x talisman] but that would come out to 1464 with talisman.
afaik omens aren't weak to piercing, so that extra 16% (1698/1464) could come from dexterity itself modifying critical damage as well, or the above formula is otherwise incorrect
I just found out something. My fire claymore with 337 AR dealt 601 dmg( riposte ) to banished knight after I parried him but my fire burial scythe with 336 AR dealt 463 dmg ( riposte ) to the same enemy after i parried him... What the hell? Am I missing something important or weapons with stab animations just much better? Is it really the deal here?
- Anonymous
The Lordsworn's Greatsword should also be noted as a critical damage weapon.
- Anonymous
- Anonymous
If I have for example blood buildup on a weapon and i critical hit the Enemy dose he get the buildup?
- Anonymous
So let's say that i have a weapon that does 100 dmg and i use a temporary buff so it can do 150 damage and the critical hit is 140%. Will the crit damage be based on my initial weapon damage unbuffed or will it be based on my buffed weapon damage. Will I do 140 (100 * 1.4) extra damage or 210 (150 * 1.4) extra damage?
- Anonymous
I wish the lock-on reticle would have a minor Sekiro-like change when the circumstances are correct for when a light attack would instead trigger performing a Critical or a Backstab.
Especially as a sorcerer, it sucks to stagger a Golem & rush in to land the insta-kill critical, only to get in a couple light attacks instead because you were still moving too much or just slightly not in the right place. It's a LOT of stamina commitment to rush in that makes it hard to rush back out or dodge wake-up attacks compared to players who are already sticking closer to melee range and didn't burn that to get in close.
That being said, it also sucks when weak soldier enemies are manning those big ballistas, they have no idea you're behind them, and then instead of killing them instantly …you just annoy them with a single light hit.
- Anonymous
Anyone know the chance of critical hits and if there is anything to raise it?
- Anonymous
Anyone know the chance of critical hits and if there is anything to raise it?
- Anonymous
- Anonymous
Could anyone explain how power stancing works in the aspect of damage? Does the damage stay the same but has double poise damage? How does the damage calculate if you power stance with two different weapons?
- Anonymous
- Anonymous
Anyone know how elemental damage factors in? iirc in DS3 you could entirely bypass elemental defenses with crits, curious if it’s the same here. Tryna decide if I should just leave a Keen infusion on my Misercorde or do something like Lightning for it
- Anonymous
Anyone know if Crit multiplier is based on just base damage of weapon, or full scaling damage?
- Anonymous
The rapier and the plain dagger seem the be only 130c weapons I can find. Are there other 130+ weapons or are those two it for crit builds?
- Anonymous
The rapier and the plain dagger seem the be only 130c weapons I can find. Are there other 130+ weapons or are those two it for crit builds?
- Anonymous
The jelly fish shield skill. It's will increase your backstab damage. I was farming doing 699 backstab when I used it's skill I was hitting around 830.
- Anonymous
I just stabbed someone in the back while invading ; ) and they took almost no damage, and after my regular dagger attacks hurt them much more. I want to know what caused this.
- Anonymous
I like to call the posture break critical a "frontstab". It seems appropriate somehow.
- Anonymous
Im confused I have a Miséricorde that sometimes does 840 crit damage and other times does 670. Anyone have an explanation for what is going on?
- Anonymous
Seems crit is no longer solely calculated by crit damage. My +6 scythe does more crit damage than a +140 crit dagger at +0.
- Anonymous
How do you perform it? I broke a boss stance before but can't seem to trigger the critical hit. I press left click(light attack) no animation only normal attacks.
My rant: The problem with the new rolling backstabs is there’s no punish. My opponent stares at me waiting for me to swing a collosal. I either switch weapons or let him get in my face and mash me away. Every. Single. Attack. Is a free backstab now. Even golden land is a free backstab even though I free aimed behind me to roll catch the guy, he still back stabbed me. All of this is after the fact that ER backstabs were already really easy to get if you had skill and took risk by use of foot work. You monkeys were just never skilled enough to realize you can literally walk right under scythe r1, side step cleanrot r1/r2 and all halberd attacks and heavy thrust swords all to get the backstab or an L2 roll catch. Collosal cr1 is a free backstab by side stepping too. But noooo we have to make all attacks from weapons above GS a free back stab by hogging iframes. And passive poise is still in the game, so daggers and all small 1h weapons can just be passive poise backstabbed though this takes some skill still and risk. Worse than being unbalanced, roll back stabs are just a rehearsed move and adds nothing to the skill ceiling. The amount of times I roll caught a backstab fisher just to be sent into a backstab animation is appalling.
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