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Critical effects list
Feb 1st, 2015 at 6:33pm
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Going to make a master list of all the game effects associated with confirmed critical hits. Hop in with any you can think of.

For instance:
Burst weapons
Thundering weapons
Bodyfeeder
Telekinetic
Resonate arms
improved elemental arrows
Force arrows
Crazy strike
lighting the candle
jade strike


Just a start, what else?
  
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Re: Critical effects list
Reply #1 - Feb 1st, 2015 at 6:37pm
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Feats:

Improved Critical: This feat doubles the threat range of a certain weapon type (Bludgeoning, Piercing, Ranged, Slashing or Thrown). This feat can be taken multiple times, though each time must be for a different type. Improved Critical does not stack with the Keen or Impact weapon enchantments. Prerequisite: Base attack bonus 8+.

Overwhelming Critical: Epic Feat: When rolling a 19 or 20 on an attack with an appropriate weapon type your critical damage multiplier is increased by +1. Prerequisite: Great Cleave, Improved Critical: (any), Strength 23+.

Master of Forms: Master of Rock: Mountain Stance now grants +3 Constitution, a 15% boost to AC, 12 physical resistance, a +55% Insight bonus to melee threat generation, and the critical multiplier of all weapons you use is increased by 1 on rolls of a natural 19 or 20, at the cost of -2 Dexterity and -10% movement speed. While in Mountain Stance, you gain 'Get Hit Effect: Gain 1 ki.' Prerequisite: Character level 12, Monk level 1, Adept of Forms.

Grandmaster of Forms: Grandmaster of Rock: Mountain Stance now grants +4 Constitution, a 20% boost to AC, 15 physical resistance, a +70% Insight bonus to melee threat generation, and the critical multiplier of all weapons you use is increased by 1 on rolls of a natural 19 or 20, at the cost of -2 Dexterity and -10% movement speed. While in Mountain Stance, you gain 'Get Hit Effect: Gain 1 ki.' Prerequisite: Character level 18, Monk level 1, Master of Forms.

Finishing Moves:

The Trembling Earth: The attack has +2 critical multiplier, and the victim is unable to cast spells for 30 seconds. Fortitude save negates the debuff. (Earth - Earth - Earth, 10 Ki)

Karmic Strike: This attack is guaranteed to produce critical threat if it hits. Using this finisher also costs the user 20 hit points, which cannot be reduced by effects such as Damage Resistance. (Fire - Dark - Fire, 10 Ki)

Enhancements:

Halfling:

[T4] Master Thrower: Passive Bonus: You gain a +1 Competence bonus to the Critical Threat Range of returning thrown weapons.

Half-Elf:

[T2] Sly Flourish: Melee Attack: Deals +0.5[W] damage with +1 critical threat range, and reduces your threat with nearby enemies by 100. On Sneak Attack: Intelligent target also gains a -1 penalty to Balance, Reflex, and Will saves for 20 seconds. (Stack 5 times.) This enhancement cannot be taken if you possess the Sly Flourish enhancement from the Thief-Acrobat tree. (Cooldown: 12 seconds)

Half-Orc:

[T4] Raging Crush: When raging, Melee Attack: This attack is guaranteed to be a Critical Hit. (Cooldown: 15 seconds, 3 uses per day)

Frenzied Berserker (Barbarian):

[C5] Death Frenzy: Expend 20 hit points to enter a Death Frenzy for one minute. You gain 4 strength. You increase your crit multiplier by an additional 1 when raging. Your melee weapons gain 'Greater Vicious'(+4d6 damage to your attacks while dealing 1d3 damage to yourself per attack). (Cooldown: 30 seconds, Duration: 60 seconds)

[T5] Focused Wrath: Passive Bonus: While raging, increases the crit multiplier of all weapons you use by +[1/2] when you roll a natural 19 or 20 that is a confirmed crit hit.

Occult Slayer (Barbarian):

[T3] Bond of Retribution: Passive Bonus: While at Weapon Bond 120+ & below 50% health, you gain +1 crit damage multiplier on attack rolls of 19-20.

[T5] Bond of Destruction: While at Weapon Bond 180+, your Bond of Retribution doesn't have a health requirement.

Ravager (Barbarian):

[T5] Critical Rage: Passive Bonus: Increases your crit threat range by +[1/2] when raging.

Warchanter (Bard):

[T5] Howl of the North: Toggle: -5 Attack and +1 critical damage multiplier on attack rolls of 19-20 with your Trained Weapon while under Skaldic Rage. (Cooldown: 30 seconds)

Kensei (Fighter):

[T5] Keen Edge: Passive Bonus: You gain a +1 Competence bonus to Critical Threat Range with your Focus weapons.

[T5] One With The Blade: Your melee Focus weapons are considered Centering. While Centered, you may gain various benefits from levels in Monk or as a Grandmaster of Flowers.

[T5] A Good Death: Select a melee or ranged special attack that deals extra damage to targets at low health. Choose one:
Focus Melee/Ranged Attack: Perform a melee/ranged attack with +1 Critical Damage Multiplier. On Damage: If the target is below 20% health, deal 500 damage.

[T5] Deadly Strike: Select a melee or ranged special attack that is automatically considered a critical threat if it hits. Choose one:
Deadly Strike/Shot: Focus Melee/Ranged Attack: Expend a use of Action Boost: Attack to perform a melee/ranged attack that is automatically considered a critical threat. On Vorpal: 500 damage. (Cooldown: 30 seconds)

Henshin Mystic (Monk):

[T2] Elemental Ki Strikes: Select one of four attacks that have secondary aftereffects:
Fists of Iron: You have imbued your attacks with extra force. Performs a melee attack with +3[W] damage, +1 critical threat range, and +1 Critical Damage Multiplier. (Cooldown: 3 seconds, Cost: 5 Ki)

[T5] Staff Training: Passive Bonus: You gain a +1 Competence bonus to Critical Damage Multiplier and Threat Range with quarterstaves.

Ninja Spy (Monk):

[C6] Ninja Master: Passive Bonus: You gain +2 Dexterity. While you are centered, you gain a +1 Competence bonus to the Critical Threat Range with Short Swords and a +2 Competence bonus to the Critical Threat Range with Kamas and Shuriken. Any piercing or slashing weapon you wield gains the Vorpal ability.

[T2] Elemental Ki Strikes: Select one of four attacks that have secondary aftereffects:
Fists of Iron: You have imbued your attacks with extra force. Performs a melee attack with +3[W] damage, +1 critical threat range, and +1 Critical Damage Multiplier. (Cooldown: 3 seconds, Cost: 5 Ki)

Shintao (Monk):

[T2] Elemental Ki Strikes: Select one of four attacks that have secondary aftereffects:
Fists of Iron: You have imbued your attacks with extra force. Performs a melee attack with +3[W] damage, +1 critical threat range, and +1 Critical Damage Multiplier. (Cooldown: 3 seconds, Cost: 5 Ki)

[T5] Violence Begets Violence: Passive Bonus: While Defensive Strikes is active, up to once per second when an opponent attacks you, you gain +1 critical threat range for 6 seconds. This stacks up to 20 times and is reset if you critically hit.

Knight of the Chalice (Paladin):

[T3] Divine Sacrifice: Giving up some of your life force to win the battle, you empower your next blow against your foe. This attack increases the critical multiplier of your weapon by 1 and deals an additional [5/7/9]d6 light damage, but costs you 5 hp and 1 sp, whether or not the attack is successful.

[T3] Exalted Smite: An improved Smite Evil with +[1/1/2] to your weapon's critical damage multiplier and +[0/1/2] to your weapon's critical threat range.

Deepwood Stalker (Ranger):

[C3] Called Shot: Select a melee or ranged attack that deals extra damage and renders a target vulnerable to sneak attacks:
Exposing Strike/Sniper Shot: Melee/Ranged Attack: Performs a melee/ranged attack with +2[W], a +4 bonus to-hit, +1/+2 to critical threat range, and +1/+2 to Critical Damage Multiplier. On Damage: The target will become momentarily confused and rendered vulnerable to sneak attacks for four seconds as if affected by the bluff skill. (Cooldown: 6 seconds)

[T3] Aimed Shot: Ranged Attack: Performs a ranged attack with +10 to hit and +1 Critical Damage Multiplier. On Damage: If you are in the Archer's Focus stance and Manyshot is not active, gain three stacks of Archer's Focus. (Cooldown: 10 seconds)

[T5] Head Shot: Ranged Attack: Perform a ranged attack that is automatically considered a critical threat. On vorpal: 500 damage.

Assassin (Rogue):

[T5] Knife Specialization: Passive Bonus: You gain a +1 Competence bonus to Critical Damage Multiplier with daggers and kukris. Daggers also gain a +1 Competence bonus to Critical Threat Range.

Mechanic (Rogue):

[C5] Expert Builder: Passive Bonus: You gain a +1 Competence bonus to Critical Multiplier with Great Crossbows. In addition, this ability reduces the cooldowns of Alchemical Trap attacks by 20%.

Thief-Acrobat (Rogue):

[T1] Sly Flourish: Melee Attack: Deals +[0.5/1.0/1.5][W] damage with +[1/2/3] critical threat range, and reduces your threat with nearby enemies by [100/200/300] whether or not you deal damage. On Sneak Attack: Intelligent target also gains a -1 penalty to Balance, Reflex, and Will saves for 20 seconds. (Stack 5 times.) (Cooldown: 12 seconds)

[T5] Staff Specialization: Passive Bonus: You gain a +1 Competence bonus to Critical Damage Multiplier and Threat Range with Quarterstaves.

Epic Destinies:

Fury of the Wild:

[C1/3/5/6] Adrenaline: Active Portion: By consuming 1 Adrenaline use, your next melee or ranged attack will deal +[300/300/300/400]% damage, increase your critical threat range by [2/4/8/16] and you are considered raged until your next attack. (Cooldown: 5 seconds)

[T6] Unbridled Fury [Epic Moment]: Active Ability: Every three seconds, for thirty seconds, you gain Adrenaline Overload: Your next attack deals +400% damage and has +16 critical threat range and confirmation of critical hits. While this is active and you fight with a two handed weapon, Glancing Blows produced on enemies around you when you stand still and attack deal +100% damage and have 100% chance of triggering weapon effects. You gain the feats Two-Handed Fighting, Improved Two-Handed Fighting, and Greater Two-Handed Fighting for the duration. Requires and consumes 10 Fury. You gain 1 Fury each time you land a vorpal strike with a melee attack (roll a natural 20 and confirm the critical hit). (Cooldown: 5 minutes)

Legendary Dreadnought:

[T2] Momentum Swing: Active Ability: Perform an attack with +5[W] damage and +[1/2/3] critical threat range. Cleave attacks have a [15/30/50]% chance to reset the cooldown of this ability (this cannot occur more than once every 3 seconds). You must have Power Attack active to perform this ability. (Cooldown: 60 seconds)

[T3] Lay Waste: Active Ability: Perform an Area of Effect attack with +5[W] damage and +1 critical damage multiplier. On Hit Knocks the target down, Balance DC (10 + Character Level + Strength Modifier) Negates. Momentum Swing has a 25% chance to reset the cooldown of this ability (this cannot occur more than once every 3 seconds). You must have Stance: Power Attack active to perform this ability. (Cooldown: 60 seconds)

[T5] Devastating Critical: Passive Bonus: +1 Critical Damage Multiplier on rolls of 19-20.

[T6] Pulverizer: Passive Bonus: Increases the critical threat range of bludgeoning weapons you equip by 1. Does not work with Handwraps. Does not stack with: Keen Edge (Kensei), Staff Training (Henshin Mystic), Staff Specialization (Thief-Acrobat).

[T6] Headman's Chop: Passive Bonus: When you have an axe equipped in your main hand, you gain an additional +1 Critical Damage Multiplier on rolls of 19-20.

Primal Avatar:

[T6] Nature's Fury / Natural Evasion: Passive Bonus: Gain +1 critical damage multiplier on a roll of 19-20, or Evasion, while in animal form, unarmed, or two-weapon fighting.

Shadowdancer:

[T5] Executioner's Strike/Shot: Active Ability: Melee or ranged attack. Perform an attack with +[1/2/3][W] damage, +1 critical threat range and +1 critical damage multiplier. On hit: You have a 35% chance to kill a living target instantly if the target fails a Fortitude save (DC 7 + Character level + DEX modifier + Number of Shadow Charges). Even on successful save target takes an additional [50/75/100] damage from this attack. (Cooldown: 30 seconds)

Item Enchantments:

Keen / Impact: Doubles the critical range for piercing & slashing weapons / bludgeoning weapons. Improved Critical does not stack with the Keen or Impact weapon enchantments.

Blunt Trauma: This weapon is incredibly dense and delivers especially powerful blows. When rolling a 19 or 20 on a melee attack, your critical multiplier is increased by +1.

Elasticity: This bow is strung with special fibers that cause it to occasionally launch arrows with shocking force. When rolling a 19 or 20 on a ranged attack, your critical multiplier is increased by +1.

Named weapons:
(critical ranges shown here do not take into account Keen/Impact !)

Bastard Swords:
Drow Bastard Sword of the Weapon Master[ML 21] - 3[1d10] + 6 , 18-20/x2

Battleaxes:
Axe of Adaxus [ML 12 -> 25] - 1.5[1d10] + 5 , 20/x4 -> 3[1d10] + 7 , 20/x4

Daggers:
Sky Pirate's Dagger[ML 4] - [1d6] + 2 , 19-20/x3, Keen
Nightforge Stiletto[ML 8] - 1.5[1d4] + 5 , 18-20/x2
Drow Dagger of the Weapon Master[ML 21] - 3[1d4] + 6 , 18-20/x2

Darts:
Nightforge Spike[ML 8] - 1.5[1d4] + 5 , 18-20/x3

Dwarven Axes:
Duergar Waraxe of the Weapon Master[ML 21] - 3[1d10] + 6 , 19-20/x3

Falchions:
Epic Xuum[ML 20] - 2[1d8] + 6 , 18-20/x3

Great Axes:
Carnifex[ML 4] - [1d12] + 2 , 19-20/x3, Keen
Drow Greataxe of the Weapon Master[ML 21] - 3[1d12] + 6 , 19-20/x3

Great Clubs:
Shining Devastation[ML 14] - 1.5[1d16] + 5 , 19-20/x3
Bonesplitter[ML 18] - [1d10] + 5 , 19-20/x2, Impact, Blunt Trauma

Great Swords:
Sword of Shadow[ML 10] - [2d6] + 5 , 18-20/x3
Whirlwind[ML 10] - 1.5[2d6] + 5 , 18-20/x2
Epic Sword of Shadow[ML 20] - 2.5[2d6] + 10 , 18-20/x3
Epic Whirlwind[ML 20] - <<not sure if relevant , need an updated screenshot>>

Handaxes:
Axe of the Unseen Blow[ML 14] - 1.5[2d4] + 5 , 20/x4

Heavy Crossbows:
Swift Demise[ML 6] - [1d10] + 3 , 19-20/x3
Epic Storm[ML 20] - 2[1d12] + 6 , 19-20/x3 <<not sure if relevant , need an updated screenshot>>

Heavy Maces:
Phosphor[ML 14] - 1.5[2d4] + 5 , 18-20/x2
Forgotten Light[ML 23 -> 25] - 2.5[1d8] + 6, 19-20/x2 -> 2.5[1d8] + 7, 19-20/x2

Heavy Picks:
Deathnip[ML 14] - 1.5[1d6] + 5 , 19-20/x4

Kamas:
Dream Edge[ML 18] - [1d7] + 5 , 20/x3
Forester's Brush Hook[ML 15 -> 24] - 1.5[1d6] + 4 , 19-20/x3 -> 3[1d6] + 7 , 19-20/x3

Khopeshes:
Drow Khopesh of the Weapon Master[ML 21] - 3[1d8] + 6 , 18-20/x3

Light Crossbows:
Ratcatcher[ML 8] - 1.5[1d8] + 4 , 18-20/x3

Light Maces:
Drow Light Mace of the Weapon Master[ML 21] - 3[1d6] + 6 , 19-20/x2
Skullsmasher[ML 12 -> 25] - 1.75[1d6] + 5 , 20/x3 -> 3.5[1d6] + 7 , 20/x3

Longbows:
Silver Longbow[ML 8] - [1d10] + 3 , 19-20/x3
Bow of Sinew[ML 14] - [1d8] + 5 , 19-20/x3, Elasticity
Unwavering Ardency[ML 14] - 2[1d12] + 3 , 19-20/x3
Epic Bow of the Elements (Air)[ML 20] - 2[1d8] + 6 , 19-20/x3
Epic Thornlord[ML 20] - 2[1d8+2] + 8 , 19-20/x3
Pinion, Cloud-piercer[ML 23] - 2.5[2d6] + 7 , 19-20/x3 -> 2.5[2d6] + 8 , 19-20/x3

Longswords:
Nightforge Avenger Blade[ML 8] - 1.5[1d8] + 5 , 18-20/x2
Dragon Sword of Acid[ML 14] - 1.5[1d10] + 5 , 18-20/x2
Watcher's Blade[ML 16] - [1d8] + 5 , 19-20/x3 <<not sure if relevant , need an updated screenshot>>
Oathblade[ML 20] - 2[1d10] + 6 , 18-20/x2, Keen
Drow Longsword of the Weapon Master[ML 21] - 3[1d8] + 6 , 18-20/x2

Mauls:
Drow Maul of the Weapon Master[ML 21] - 3[1d10] + 6 , 19-20/x3

Morningstars:
Star of Irian[ML 8] - 1.5[1d8] + 4 , 19-20/x2
Coronation[ML 14] - 1.5[2d4] + 5 , 19-20/x3
Braisingstar[ML 25] - 2.5[2d6] + 7 , 19-20/x2 -> 2.5[2d6] + 8 , 19-20/x2

Quarterstaves:
Chieftain's Spear[ML 4] - [1d8] + 2 , 19-20/x2
Arlyn's Staff[ML 6] - 1.5[1d6] + 3 , 20/x3
Stave of the Seer[ML 8] - 1.5[2d6] + 4 , 19-20/x2
Theurgic Stave[ML 8] - 1.5[2d4] + 4 , 19-20/x2
Breeze[ML 14] - [1d10] + 5 , 19-20/x2
Luminous Truth[ML 16] - [1d6] + 4 , 19-20/x2
Rahl's Might[ML 18] - [1d11] + 5 , 20/x3, Impact
Epic Luminous Truth[ML 20] - 2[1d6] + 6 , 19-20/x2
Epic Souleater[ML 20] - 2[1d6] + 6 , 19-20/x2
Epic Staff of Nat Gann[ML 20] - 2[2d6] + 6 , 19-20/x2
Stout Oak Walking Stick[ML 20] - 2[2d6] + 5 , 20/x3, Impact
Drow Quarterstaff of the Weapon Master[ML 21] - 3[1d6] + 6 , 19-20/x2
Sireth, Spear of the Sky[ML 23] - 2.5[1d10] + 7 , 18-20/x2 -> 3[1d10] + 8 , 18-20/x2

Rapiers:
Drow Rapier of the Weapon Master[ML 21] - 3[1d6] + 6 , 17-20/x2
Balizarde, Protector of the King[ML 23] - 2.5[1d8] + 7 , 18-20/x3, Keen -> 2.5[1d8] + 8 , 18-20/x3, Keen

Repeating Light Crossbows:
Needle, Quill-slinger[ML 23] - 2.5[1d12] + 7 , 19-20/x3 -> 2.5[1d12] + 8 , 19-20/x3

Scimitars:
Drow Scimitar of the Weapon Master[ML 21] - 3[1d6] + 6 , 17-20/x2
Epic Mirage[ML 20] - 2[1d6] + 6 , 17-20/x2 <<not sure if relevant , need an updated screenshot>>

Shortbows:
Epic Collapsible Shortbow[ML 20] - 2[1d6] + 6 , 19-20/x3

Shortswords:
Tiefling Assassin's Blade[ML 4] - [1d6] + 2 , 18-20/x2, Keen
Luck Blade[ML 8] - [1d7] + 2 , 18-20/x2
Razorend[ML 14] - 1.5[1d8] + 5 , 18-20/x2, Keen
Treason[ML 14] - [1d6] + 5 , 18-20/x2
Cutthroat's Smallblade[ML 12 -> 16] - [1d6] + 3 , 18-20/x2 -> [1d6] + 5 , 18-20/x2
Epic Cutthroat's Smallblade[ML 20] - 2[1d6] + 5 , 18-20/x2 -> 2[1d6] + 6 , 18-20/x2
Drow Shortsword of the Weapon Master[ML 21] - 3[1d6] + 6 , 18-20/x2
Rebellion[ML 25] - 2.5[1d8] + 7 , 18-20/x2 -> 2.5[1d8] + 8 , 18-20/x2

Shurikens:
Snowstar[ML 8] - 1.5[1d4] + 4 , 18-20/x2

Sickles:
Sickle of Sypheros[ML 6] - 1.5[1d6] + 3 , 19-20/x2
Tharkuul's Bane[ML 10] - 1.25[2d4] + 5 , 19-20/x2
Widowblight[ML 10] - 1.5[1d6] + 3 , 19-20/x2
Death's Touch[ML 18] - [1d7] + 5 , 19-20/x2

Warhammers:
Nightforge Hammer[ML 8] - 1.5[1d8] + 5 , 20/x4
Drow Warhammer of the Weapon Master[ML 21] - 3[1d8] + 6 , 19-20/x3
Mornh, Hammer of the Mountains[ML 23] - 2.5[1d10] + 7 , 19-20/x3 -> 3[1d10] + 8 , 19






not my work but thought this would be helpful
  
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Grand
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Re: Critical effects list
Reply #2 - Feb 1st, 2015 at 6:47pm
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Great stuff.

I am specifically trying to muster a list of effects IF a critical hit is confirmed. 

Benefits that occur in the wake of said critical hit.
  
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lostthenloved
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Re: Critical effects list
Reply #3 - Feb 1st, 2015 at 7:36pm
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oh okay well the best way wouldd be to look at a cannith crafteing planner for the ones that can random gen and a list of named items for the rest (dont for get stuff like thunder-forged or GS) il see what i can do to help
  
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