Critical Hit (Mechanic)

Most sources of damage can critically hit for additional damage. Each weapon attack (and each pellet in the case shotguns) has a separate chance to critically hit. With mods the critical chance can be expressed as: Critical chance = (base critical rate) * (1 + mod value)
 * Base critical rate: the default critical rate is a variable of the weapon itself.
 * Mod value: determined by the rank of the equipped mod, if any.

When an attack critically hits, the normal type damage of that attack and all armor piercing and elemental damage types derived from that hit are multiplied by a critical multiplier. The final damage of a successful critical hit can be determined from the following formula: Critical damage = (final damage) * (base critical multiplier) * (1 + mod value)
 * Final damage: this is the damage a normal, armor piercing, or elemental attack would do after mods and armor or resistances are accounted for.
 * Base critical multiplier: like the critical chance, the critical multiplier also varies with the weapon being used.
 * Mod value: determined by the rank of the equipped mod, if any.

Melee attacks against unalerted enemies are guaranteed to crit. Invisibility and Smokescreen provide melee damage amplifiers, but do not cause crits. Actual crits will be indicated by red, rather than yellow numbers.