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Critical hit multiplier
The critical hit multiplier is the number by which the base damage is multiplied upon a confirmed critical hit. Not to be confused with critical threat - which refers to how likely you are to land a critical hit. It also affects various damage effects coming from specific weapon enhancements;
- Bursting effects
- Maiming
Common weapons' threat range/multiplier[edit]
18-20 | 19-20 | 20 | |
---|---|---|---|
x2 | |||
x3 | |||
x4 |
Ways to increase multiplier[edit]
- Competence bonus to critical hit multiplier can come from various sources. Multiple effects granting competence bonus don't stack.
- Assassin enhancements T5 - Knife Specialization: +1 multiplier for daggers and kukris. +1 threat for daggers (doubled with Improved Critical: Piercing feat.)
- Battle Engineer enhancements core 6: +1 for crossbows, bastard swords, Dwarven axes, light hammers, warhammers, and morningstars.
- Dark Hunter enhancements T5 - Blade Specialization multiselector: +1
- Frenzied Berserker enhancements T5 - Focused Wrath : +1/+2
- Henshin Mystic enhancements T5 - Staff Specialization: +1 threat, +1 multiplier for quarterstaves.
- Kensei enhancements core 3: +1
- Mechanic enhancements core 5: +1 for bows, crossbows, and thrown weapons. +2 for great crossbows.
- Nature's Warrior enhancements core 4: +1 while in wolf or bear form with a weapon equipped.
- Ninja Spy enhancements core 6: +1 while centered.
- Occult Slayer enhancements T5 - Occult Metalline: +1
- Shintao enhancements T5 - Empty Hand Mastery: +1 for handwraps.
- Swashbuckler enhancements core 2 - while wielding a finesseable or thrown weapon in your main hand, a buckler or nothing in your off hand, and wearing light or no armor, modifies the critical profile as follows:
- Dagger, shortsword, throwing dagger: +1 threat, +1 multiplier
- Light mace, light hammer, kama, sickle, dart, shuriken, throwing axe, throwing hammer: +2 threat, +1 multiplier
- Kukri, rapier: +1 multiplier
- Handaxe: +2 threat
- Light pick: +1 threat
- Tempest enhancements core 4: +1 while dual wielding (not handwraps.)
- Thief-Acrobat enhancements T5 - Staff Specialization: +1 threat, +1 multiplier for quarterstaves.
- Vanguard enhancements core 5: +1 threat, +1 multiplier for shields.
- Vile Chemist enhancements core 5: +1 threat, +1 multiplier for simple Weapons while wielding a simple weapon, orb, rune arm, or nothing in your off hand.
- War Soul enhancements T5 - Divine Power: +1 for favored weapons.
- Paladin spell - Holy Sword: +1 threat, +1 multiplier for all weapons (not shields.) Also War domain cleric SLA.
- Morale bonus
- Knight's Training feat: +1 for Long Swords.
- Insight bonus
- Assassin enhancements core 5: +1 for one-handed weapons (dual wielders will get the bonus for both weapons, provided they qualify.)
- Sacred bonus
- Scourge enhancements T4 - Destroyer of the Dead: +1 for clubs, light maces, heavy maces, and morningstars.
- Primal
- Razorclaw Shifter enhancements T4 - Overwhelming Shifting: +1 for handwraps while under the effects of Razorclaw Shift.
Many active attacks, often coming from enhancements, feats, or epic destiny abilities, modify the critical threat and/or multiplier of a single attack. These effects usually stack with everything else.
Ways to increase multiplier on 19 and 20[edit]
Multiple ways exist now to increase critical multiplier on the rolls of 19 and 20. All of these fully stack.
- Heroic
- Frenzied Berserker enhancements core 5: +1
- Occult Slayer enhancements T3 - Bond of Retribution: +1 when below 50% HP (T5 Bond of Destruction removes the health requirement.)
- Warchanter enhancements T5 - Howl of the North: +1
- Monks in Greater Sun Stance or Ultimate Sun Stance: +1 for monk weapons and unarmed attacks.
- Epic
- Divine Crusader T5 - Blessed Blades: +1 for favored weapons.
- Fatesinger T5 - Blade Song: +1 for all weapons (except punch weapons and animal forms.)
- Grandmaster of Flowers T5 - Imposing Force: +1 while centered.
- Legendary Dreadnaught T5 - Overpower multiselector: +1 for the selected weapon type.
- Overwhelming Critical epic feat: +1
- Items
- Renegade Champion item set: +1
- Items with the Blunt Trauma effect: +1
- Elasticity bows: +1