Critical hit rate
Critical hit rate, unlike how it is commonly defined in other RPGs, is a random chance to deal additional damage only to enemies weak to the damage's element on a separate damage multiplier. Because of this limitation, it means critical hit rate is useless against the other 5 elements. General purpose teams will find little use for crit, but the introduction of damage resistance against non-weakness damage has given a new life to Crit-based setups.
Critical damage is still affected by the damage cap, although high-powered crits can push particularly strong attacks a fair amount past the soft cap.
Sources of Crit
Critical Hit sources can be found in buff form and in character and weapon passive form. Both critical damage and crit chance can vary between sources.
Critical Hit EMPs are one of the most common ways to obtain crit for characters that possess them. When maxed out, each Crit node gives a 25% chance of adding +25% Critical damage from EMPs for the turn.
A character gets a guaranteed Critical Hit EMP if they are Human, Draph, or Attack style and can have up to two Crit EMP as individual perks.
The weapon skills Verity, Restraint, and Celere provide Critical hit chance. Crits from these sources add +50% damage. Critical Hit commonly appears as a Small skill in tandem with an Attack Up skill.
SSR Weapons with Critical Hit skills:
- 100 Gold Moon Weapons: ,
- Fire: (both variants), (level 120+), , ,
- Water: (both variants), (level 120+, , , ,
- Earth: , (limit 1), (level 120+),
- Wind: , , (limit 1), , ,
- Light: ,
- Dark: , ,
Some characters passively have a chance to score a critical hit:
- Jeanne d'Arc: 10% Chance for +30% Critical Damage
- SSR Eugen: Very low chance for +400% Critical Damage