Threat range

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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.

[edit] Common weapons' threat range/multiplier

18-20 19-20 20
x2
x3
x4

[edit] Ways to increase threat range

  • The Keen (slashing/piercing) or Impact (bludgeoning) weapon prefixes double the weapon's base threat range. A Kukri (base threat range 18-20) with Keen, for example, will have a threat range of 15-20. This does not stack with Improved Critical.
  • The Improved Critical feat doubles the base threat range for any equipped weapon in a specific category (slashing/piercing/bludgeoning/ranged/thrown). This does not stack with Keen/Impact.
  • The Fighter Kensei Mastery III enhancement will add 1 to the threat range of a single specific weapon type, such as Kukri. This stacks with Improved Critical or Keen/Impact, but is applied second. With Improved Critical: Slashing and Kensei Kukri Mastery III, for example, an equipped Kukri will have a threat range of 14-20.
  • The Paladin Exalted Smite II enhancement will add 1 to the threat range of your weapon while active. Exalted Smite IV will add 2 while active. This stacks with Improved Critical / Keen, but is applied second.
  • The Sniper Shot ability granted by the Ranger Deepwood Sniper I enhancement makes a ranged attack with +1 to the threat range. This stacks with Improved Critical / Keen, but is applied second.

[edit] Weapon damage comparison

Note that this calculation does not include additional damage from strength modifier, weapon enhancement bonus, weapon prefix/suffix effects, etc, resulting in x2 multiplier weapons looking better than they really are.

i.e:

  • a strength 10 (+0) fighter with vanilla weapons, no improved crit
    • Bastard Sword: 5.5 base expected, 11 on crit → 6.1 avg
    • Khopesh: 4.5 base expected, 13.5 on crit → 5.4 avg
  • a strength 30 (+10) fighter with +5 weapons, no improved crit
    • Bastard Sword: 20.5 base expected, 41 on crit → 22.55 avg
    • Khopesh: 19.5 base expected, 58.5 on crit → 23.4 avg
Weapon Type Base
Damage
Type
Base
Damage
Expected
Damage
Crit range Crit
multiplier
Avg Dmg Keen / Impact /
Improved Critical
Avg Dmg
Kensai III /
Paladin Exalted Smite II /
Deepwood Sniper I
with Impr. Crit
Paladin Exalted
Smite IV
with Impr. Crit
Shuriken Slashing 1d2 1.5 20 (5%) x2 1.6 1.7 1.7 1.8
Dagger Piercing 1d4 2.5 19-20 (10%) x2 2.8 3.0 3.1 3.3
Dart Piercing 1d4 2.5 20 (5%) x2 2.6 2.8 2.9 3.0
Throwing Dagger Piercing 1d4 2.5 20 (5%) x2 2.6 2.8 2.9 3.0
Throwing Hammer Bludgeon 1d4 2.5 20 (5%) x2 2.6 2.8 2.9 3.0
Light Hammer Bludgeon 1d4 2.5 20 (5%) x2 2.6 2.8 2.9 3.0
Kukri Slashing 1d4 2.5 18-20 (15%) x2 2.9 3.3 3.4 3.5
Light Pick Piercing 1d4 2.5 20 (5%) x4 2.9 3.3 3.6 4.0
Scepter (Club) Bludgeon 1d6 3.5 20 (5%) x2 3.7 3.9 4.0 4.2
Light Mace Bludgeon 1d6 3.5 20 (5%) x2 3.7 3.9 4.0 4.2
Quarterstaff Bludgeon 1d6 3.5 20 (5%) x2 3.7 3.9 4.0 4.2
Sickle Slashing 1d6 3.5 20 (5%) x2 3.7 3.9 4.0 4.2
Handaxe Slashing 1d6 3.5 20 (5%) x3 3.9 4.2 4.6 4.9
Scimitar Slashing 1d6 3.5 18-20 (15%) x2 4.0 4.6 4.7 4.9
Shortsword Piercing 1d6 3.5 19-20 (10%) x2 3.9 4.2 4.4 4.6
Rapier Piercing 1d6 3.5 18-20 (15%) x2 4.0 4.6 4.7 4.9
Heavy Pick Piercing 1d6 3.5 20 (5%) x4 4.0 4.6 5.1 5.6
Shortbow Piercing 1d6 3.5 20 (5%) x3 3.9 4.2 4.6 4.9
Throwing Axe Slashing 1d6 3.5 20 (5%) x3 3.9 4.2 4.6 4.9
Kama Slashing 1d6 3.5 20 (5%) x2 3.7 3.9 4.0 4.2
Heavy Mace Bludgeon 1d8 4.5 20 (5%) x2 4.7 5.0 5.2 5.4
Morningstar Bludgeon 1d8 4.5 20 (5%) x2 4.7 5.0 5.2 5.4
Light Crossbow Piercing 1d8 4.5 19-20 (10%) x2 5.0 5.4 5.6 5.9
Warhammer Bludgeon 1d8 4.5 20 (5%) x3 5.0 5.4 5.9 6.3
Battleaxe Slashing 1d8 4.5 20 (5%) x3 5.0 5.4 5.9 6.3
Longsword Slashing 1d8 4.5 19-20 (10%) x2 5.0 5.4 5.6 5.9
Longbow Piercing 1d8 4.5 20 (5%) x3 5.0 5.4 5.9 6.3
Khopesh Slashing 1d8 4.5 19-20 (10%) x3 5.4 6.3 6.8 7.2
Repeating Light Crossbow Piercing 1d8 4.5 19-20 (10%) x2 5.0 5.4 5.6 5.9
Falchion Slashing 2d4 5 18-20 (15%) x2 5.8 6.5 6.8 7.0
Heavy Crossbow Piercing 1d10 5.5 19-20 (10%) x2 6.1 6.6 6.9 7.2
Greatclub Bludgeon 1d10 5.5 20 (5%) x2 5.8 6.1 6.3 6.6
Maul Bludgeon 1d10 5.5 20 (5%) x3 6.1 6.6 7.2 7.7
Dwarven Axe Slashing 1d10 5.5 20 (5%) x3 6.1 6.6 7.2 7.7
Bastard Sword Slashing 1d10 5.5 19-20 (10%) x2 6.1 6.6 6.9 7.2
Repeating Heavy Crossbow Piercing 1d10 5.5 19-20 (10%) x2 6.1 6.6 6.9 7.2
Greataxe Slashing 1d12 6.5 20 (5%) x3 7.2 7.8 8.5 9.1
Greatsword Slashing 2d6 7 19-20 (10%) x2 7.7 8.4 8.8 9.1
Great Crossbow Piercing 2d8 9 18-20 (15%) x2 10.4 11.7 12.2 12.6
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