Base +100%, plus +20% to Critical Damage Bonus, gives +120%. Applying 50% increased Critical Damage Bonus gives +180%. The Critical Hit therefore deals 100% normal damage plus 180% extra damage, or 280% total.
Related: Critical HitMechanic
Critical Damage Bonus
Critical Damage Bonus determines how much extra damage a Critical Hit deals. The default player and minion value is +100%, so an otherwise identical Critical Hit deals twice the damage of a non-critical Hit.Catalog version 0.5.4d
No direct 0.5 patch change is linked to this page. The displayed values are current for catalog version 0.5.4d.
What Critical Damage Bonus does
Current rulesStart with the default +100% Critical Damage Bonus, add any applicable flat +% to Critical Damage Bonus, then apply applicable increased and reduced modifiers, followed by more and less multipliers. Add the resulting bonus to the normal 100% Hit. For example, +20% to Critical Damage Bonus followed by 50% increased Critical Damage Bonus produces a +180% bonus, so the Critical Hit deals 280% of the corresponding non-critical Hit before defender mitigation.
- +100% bonus means 200% total damage
- The normal Hit supplies 100% of its damage and the default Critical Damage Bonus adds another 100%. The tooltip therefore describes the extra portion, not the complete Critical Hit multiplier.
- Flat bonus is added before increases
- First add modifiers written as +#% to Critical Damage Bonus to the base +100%. Then apply increased and reduced Critical Damage Bonus to that subtotal. More and less modifiers apply as separate multipliers after those stages.
- Critical Hit Chance is separate
- Critical Hit Chance determines whether a Hit is critical. Critical Damage Bonus determines the extra damage after that check succeeds. Raising one does not directly raise the other.
- Read the modifier scope
- An unrestricted Critical Damage Bonus can apply to both Attacks and Spells. Wording such as for Attack Damage, for Spells, with Spears, or against enemies on Full Life applies only when that exact condition is satisfied.
- Weapon flat bonus is local
- A +% to Critical Damage Bonus modifier on a weapon is local to Critical Hits made with that weapon. It adds to the weapon Hit's base bonus before global increased or reduced Critical Damage Bonus.
- No bonus does not prevent a Critical Hit
- An effect that removes Critical Damage Bonus or makes Critical Hits deal no extra damage removes the extra damage portion. The Hit can still be a Critical Hit for effects that explicitly trigger on a Critical Hit unless another rule also prevents Critical Hits.
- Player minions use the player baseline
- Player minions have a base +100% Critical Damage Bonus, matching players. This was established by the official 0.1.0e Hotfix 2 after an earlier unintended reduction.
- Monster Critical Hits have less bonus damage
- Monster Critical Hits deal 40% less bonus damage. This changes the extra critical portion rather than converting the Hit into a non-critical Hit.
How Critical Damage Bonus is applied
7 casesAn unrestricted increased Critical Damage Bonus applies whenever your Hit critically hits. Restricted Attack, Spell, weapon, damage-type, enemy-state, and skill conditions must be checked separately.
Related: Attack, Spell, Modifier tablesWeapons and socketed effects can add flat Critical Damage Bonus for Hits with that weapon. Soul Core of Ticaba grants +5% to Critical Damage Bonus when socketed in a Martial Weapon.
Currency: Soul Core of TicabaRelated: Death's Harp, Nebuloch, Sculpted SufferingCurrent passives can grant a general increase, apply only against a particular enemy state, or combine offense with protection from enemy Critical Hits.
Related: For the Jugular, Preemptive Strike, DesensitisationSniper's Mark increases the Critical Damage Bonus of the next Critical Hit against the marked enemy. This is conditional target-side scaling rather than a permanent global character stat.
Related: Sniper's MarkUngil's Harmony makes your Critical Hits deal no extra damage in exchange for a large Critical Hit Chance increase. Rune of Consistency can remove your Critical Damage Bonus while granting Critical Hit Chance.
Currency: Rune of ConsistencyRelated: Ungil's HarmonyModifiers such as Hits against you have reduced Critical Damage Bonus reduce the extra damage portion of incoming Critical Hits. They do not reduce ordinary non-critical Hits.
Currency: Soul Core of TicabaRelated: Thane Mail, Runeforged Thane Mail, The Brass DomeRare monster modifiers
1 linkedHits against you have 80% reduced Critical Damage Bonus.
Limits and exceptions
5 rules- Critical Damage Bonus has no effect on a Hit that does not critically hit.
- A modifier restricted to Attacks, Spells, one weapon type, one damage type, or one enemy condition does not become global merely because the character can critically hit.
- Flat +% to Critical Damage Bonus, increased or reduced Critical Damage Bonus, and more or less Critical Damage Bonus belong to different calculation stages.
- Defensive Critical Damage Bonus reduction affects only incoming Critical Hits and only their extra critical portion.
- Damage over time does not become a Critical Hit merely because the Hit that created it was critical. Any ailment interaction needs its own explicit Critical Hit wording.




























