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The hammer’s blunt head is a bludgeoning weapon that deals 1d6 points of damage (crit ×3). Its hook is a piercing weapon that deals 1d4 points of damage (crit ×4). You can use either head as the primary weapon. The other head is the offhand weapon. Critical hits occur randomly when striking enemies.By default, each successful hit on an enemy has a 4% chance of being a 'critical hit', dealing approximately double the usual damage of the weapon in use with 40% more knockback.A small number of weapons have a base critical.
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Each weapon has a threat range for critical hits.
A critical threat is obtained when you roll a d20 to hit your opponent and the result (before applying any bonus or penalty) is within the threat range of your weapon (even if your modified attack roll wouldn't beat the opponent's AC).
A critical threat means you have a chance to score a critical hit. To do so, a confirmation roll is made, with the same to-hit bonus being applied (plus extra confirmation bonuses such as Seeker, Kensei enhancements, Fighter Critical Accuracy, etc.); in this roll, 1's do not automatically fail to hit. This roll must beat the target's AC in order to 'confirm' the critical hit.
In DDO, a confirmation roll can still succeed on a roll of 1; it does not auto-miss on such a roll.
If that roll also results in a hit against the target's AC, the critical hit is confirmed, and the base damage is rolled once for every critical hit multiplier. If the confirmation roll is a miss, then the attack is not a critical hit and is rolled as a normal attack (IE, auto-success on natural 20 or test vs. AC for non-20).
All weapons create a critical threat on a roll of 20, but some have a larger threat range, extending down to 19-20 or even 18-20.
Common weapons' threat range/multiplier[edit]
Ways to increase threat range[edit]
Competence bonus[edit]
Competence bonus to threat range can come from various sources. Bonuses to critical threat range usually are not doubled Improved Critical. Multiple effects granting competence bonus don't stack.
Insight bonus[edit]
Morale bonus[edit]
Knight's Training feat:
Swords to Plowshares feat: Delete dmg file mac.
Untyped / unclear bonus type[edit]
Many active attacks, often coming from enhancements, feats, or epic destiny abilities, modify the critical threat and/or multiplier of a single attack or short duration. These effects usually stack with everything else. For example:
Weapon damage comparison[edit]3.5 Increasing Base Dmg For Crit And Fumble![]()
Note that this calculation does not include additional damage from strengthmodifier, weapon enhancement bonus, weapon prefix/suffix effects, etc., resulting in x2 multiplier weapons looking better than they really are.This calculation also assumes a 100% critical confirmation roll, in this case resulting in lower threat weapons (which usually carry a better multiplier) looking better.
To understand the breaking point, besides the obvious critical effects, consider how often you hit an opponent. The harder it is to hit (attack roll vs AC), the better it is to have a higher threat range weapon as you always hit on a non-confirmed critical. 3.5 Increasing Base Dmg For Crit WorkSTRmodifier example: (on hit with vanilla weapons, does not consider glancing blows, feats or enhancements)
3.5 Increasing Base Dmg For Crit Free
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