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  1. #1

    Default Can someone explain how fortification and cnfirm crits work

    Can high confirm critical bypass high mob fortification and how rolls work in this situation?
    Wiki explanation have no meaning on this subject.
    NESALOMLJIVI, Thelanis

  2. #2
    Build Constructionist unbongwah's Avatar
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    Crit confirmation has nothing to do with Fortification, which is simply a % chance that a crit or sneak atk will be negated. Fortification can be reduced with feats like Precision, Imp Sunder, and Opportunist; or gear with armor-piercing effect. Monsters with sneak atks have Fortification reduction equal to their CR, so it's good to have more than 100% Fortification; ~150% is a good endgame target, I think. WF can hit 200% Fortification: 25% base + 100% Heavy Fort item + 50% Exceptional Fort (Livewood Core) + 25% untyped Fort (Fabricator's set).

  3. #3
    The Hatchery Enoach's Avatar
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    Fortification is a percentage chance that a Critical will not occur.

    100%+ Fortification means that the chance of suffering Critical damage dice is 0 - Keep in mind there are abilities that will drop Fortification so if the Fortification percentage can be dropped below 100% a critical chance will occur

    How this works is as follows:

    • A roll is made for attack. If that roll is a 20 (or depending on the weapon and Feats this will be a number range see weapon for details) A critical hit is made
    • A second roll is made to confirm the critical hit - This roll does not need to be in the Critical hit range, but does need to be able to "Hit" the AC of the target. Feats and enhancements used to help Critical confirmation are applied here.
    • If the Critical hit is confirmed and Target has fortification less than 100% (after special effects) than a percent chance roll is made 1d100. If this fails damage is rolled as normal. If this is a success than you get the Critical Multiplier based on your weapon and any Feats.


    Also keep in mind that any effect that procs on a Critical Hit or Vorpal Strike (Natural 20) will still happen even if the Critical hit is blocked by fortification.

  4. #4

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    Quote Originally Posted by Enoach View Post
    Fortification is a percentage chance that a Critical will not occur.

    100%+ Fortification means that the chance of suffering Critical damage dice is 0 - Keep in mind there are abilities that will drop Fortification so if the Fortification percentage can be dropped below 100% a critical chance will occur

    How this works is as follows:

    • A roll is made for attack. If that roll is a 20 (or depending on the weapon and Feats this will be a number range see weapon for details) A critical hit is made
    • A second roll is made to confirm the critical hit - This roll does not need to be in the Critical hit range, but does need to be able to "Hit" the AC of the target. Feats and enhancements used to help Critical confirmation are applied here.
    • If the Critical hit is confirmed and Target has fortification less than 100% (after special effects) than a percent chance roll is made 1d100. If this fails damage is rolled as normal. If this is a success than you get the Critical Multiplier based on your weapon and any Feats.


    Also keep in mind that any effect that procs on a Critical Hit or Vorpal Strike (Natural 20) will still happen even if the Critical hit is blocked by fortification.
    Thx for the explanation. In other words, confirm criticals or to-hit can not help you crit on high fort mobs, you will still need fortification reduction.

    So considering 95% to-hit atm in game is trivial to acheive, is there any other reason to invest in confirm criticals?
    NESALOMLJIVI, Thelanis

  5. #5
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    Quote Originally Posted by PrimalConcreteSledge View Post
    Thx for the explanation. In other words, confirm criticals or to-hit can not help you crit on high fort mobs, you will still need fortification reduction.

    So considering 95% to-hit atm in game is trivial to acheive, is there any other reason to invest in confirm criticals?
    If you use something like a repeating crossbow maybe, the confirm critical feat also boosts the damage by a set amount on criticals (was something like 4 damage before multipliers). I'd assume it is the same for any items that boost confirm crits, lots of little numbers can stack up pretty quickly.

  6. #6
    Community Member Kalimah's Avatar
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    Confirm critical boosts the odds on the 2nd roll when you confirm your crit. First roll of D20 if in the "threat range" of the weapon will determine if you get a chance to have a critical hit. So there are benefits to confirm critical hit increases.


    Below from the WIKI:
    If you hit your target while getting a (non-modified) d20 roll within your weapon's threat range, this results in a critical threat (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).

    For instance a +2 longsword doing 1d8 + 2 damage on a normal hit will do 2d8 + 4 damage on a critical hit since it has a 2x critical hit multiplier. On another hand, a +3 greataxe doing 1d12 + 3 damage on a normal hit will do 3d12 + 9 damage on a critical hit, because it has a 3x critical hit multiplier. Your strength bonus, enhancement bonuses, and seeker bonuses are also counted as part of the base damage, and thus multiplied by the critical hit multiplier.

    Additional damage is generally not rolled multiple times (such as elemental, alignment, bane, or sneak attack damage), except when specified in the weapon's effect description. (For instance burst weapons do additional elemental or alignment damage on a critical hit.) Seeker weapons will improve the second roll (to confirm the crit) and also add to the base damage before the multiplier.

  7. #7
    Community Member Kalimah's Avatar
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    Ah yes sorry, I missed your last post there...yes you are prtty much right. You'll mostly hit if you roll a crit even w/out the confirm crit mods.

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