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	<title>Critical Hit Rate - Revision history</title>
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	<updated>2026-08-21T02:59:25Z</updated>
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		<updated>2025-04-02T19:36:32Z</updated>

		<summary type="html">&lt;p&gt;1 revision imported&lt;/p&gt;
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		<author><name>Sargonnas</name></author>
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		<title>zenithxi&gt;Koume: deleted erroneous whitespace</title>
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&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Disambiguation|Magic Critical Hit}}&lt;br /&gt;
==Overview==&lt;br /&gt;
Every time players swing at a monster, they have a chance to critical hit. If they successfully critical, the monster will take additional damage. This boost to damage is represented in two phases, an increase in [[pDIF]], or effective [[Attack]], and direct modification by [[Critical Attack Bonus]] and other similar abilities. Additionally, Critical Hits forced by [[Sneak Attack]] and [[Trick Attack]] with [[Thief]] main receive [[base damage]] bonuses from [[Dexterity]] and [[Agility]] respectively.&lt;br /&gt;
&lt;br /&gt;
While all normal swings have the potential to critical, [[Weapon Skill]]s can only critical hit if their descriptions read &amp;quot;chance to critical hit varies with TP.&amp;quot; or an effects enables them to critical hit (ex. [[Shining One]]). This has been proven multiple times, though the easiest verification method is using 1-hit weapon skills and looking for damage that indicates a critical hit has occurred. It also appears that some weapon skills, though they possess the appropriate description, do not receive the benefit of base and gear Critical Hit Rate, like [[Blade: Rin]].&lt;br /&gt;
&lt;br /&gt;
*For &amp;#039;&amp;#039;&amp;#039;melee weapons&amp;#039;&amp;#039;&amp;#039;, critical hit rate is the sum of the base rate (5%), gear/atma (0-100%), merit points (0-5%), Buffs, [[Weapon Skill]] modifiers, and player [[Dexterity]] relative to target [[Agility]] (also known as dDEX, 0-15%). As there is no cap to critical hit rate, it can be taken all the way to 100%, guaranteeing that every attack is a critical hit. Category-specific caps are marked. It also only takes whole number values, so it is impossible to have something like a 12.5% Critical Hit Rate.&lt;br /&gt;
**[[Weapon Skill]]s with the description &amp;quot;Chance of Critical Hit varies with [[TP]]&amp;quot; modify Critical Hit Rate during Weapon Skill. Generally, the base modification at 1000[[TP]] varies from 0% to 40%, and extra Critical Hit Rate is awarded for TP over 1000.&lt;br /&gt;
***&amp;#039;&amp;#039;&amp;#039;Example:&amp;#039;&amp;#039;&amp;#039; A [[Thief]] has 115 [[Dexterity]], Level 5 Critical Hit Rate Merits, +4% Critical Hit Rate in gear, and is fighting a monster with 96 [[Agility]]. They have a 5% + 4% + 5% + 0% + 2% (dDEX=19) = 16% Critical Hit Rate.&lt;br /&gt;
*For &amp;#039;&amp;#039;&amp;#039;ranged weapons&amp;#039;&amp;#039;&amp;#039;, critical hit rate is the sum of the base rate (5%), gear/atma (0-100%), merit points (0-5%), Buffs, [[Weapon Skill]] modifiers, and player [[Agility]] relative to target [[Agility]] (also known as dAGI, no known cap). &lt;br /&gt;
**Dexterity does &amp;#039;&amp;#039;&amp;#039;not&amp;#039;&amp;#039;&amp;#039; affect critical hit rate for ranged weapons.&lt;br /&gt;
&lt;br /&gt;
===Melee Critical Hit Rate (dDEX)===&lt;br /&gt;
----&lt;br /&gt;
dDEX (Player [[DEX]] - Target [[AGI]]) determines the contribution of [[Dexterity]] to melee critical hit rate. This is added on to the base rate and merits to determine the total critical hit rate. Because this value depends on the target&amp;#039;s [[Agility]], which will be determined by its level and job combination, Critical Hit value changes significantly depending on target.&lt;br /&gt;
&lt;br /&gt;
Based on the chart below, you can see that there is an extremely significant jump in critical hit rate when dDEX is increased from 40 to 50 (from 4% at dDEX=39 to 15% at dDEX=50), but no further boost to critical hit rate once dDEX is greater than 50.&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; BGCOLOR=&amp;quot;#cee0f2&amp;quot; width=&amp;quot;200px&amp;quot;&lt;br /&gt;
|BGCOLOR=&amp;quot;#cee0f2&amp;quot; width=&amp;quot;50%&amp;quot; colspan=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot;|&amp;#039;&amp;#039;&amp;#039;dDEX&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|BGCOLOR=&amp;quot;#cee0f2&amp;quot; width=&amp;quot;50%&amp;quot; colspan=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Crit Rate&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
|BGCOLOR=&amp;quot;#cee0f2&amp;quot; width=&amp;quot;50%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;1&amp;quot; valign=&amp;quot;top&amp;quot;|&amp;amp;nbsp;&amp;#039;&amp;#039;&amp;#039;0-6&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
|BGCOLOR=&amp;quot;#ffffff&amp;quot; width=&amp;quot;50%&amp;quot; align=&amp;quot;left&amp;quot;|&amp;amp;nbsp;+0%&lt;br /&gt;
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|BGCOLOR=&amp;quot;#ffffff&amp;quot; width=&amp;quot;50%&amp;quot; align=&amp;quot;left&amp;quot;|&amp;amp;nbsp;+1%&lt;br /&gt;
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|BGCOLOR=&amp;quot;#ffffff&amp;quot; width=&amp;quot;50%&amp;quot; align=&amp;quot;left&amp;quot;|&amp;amp;nbsp;+3%&lt;br /&gt;
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|BGCOLOR=&amp;quot;#ffffff&amp;quot; width=&amp;quot;50%&amp;quot; align=&amp;quot;left&amp;quot;|&amp;amp;nbsp;+4%&lt;br /&gt;
|-&lt;br /&gt;
|BGCOLOR=&amp;quot;#cee0f2&amp;quot; width=&amp;quot;50%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;1&amp;quot; valign=&amp;quot;top&amp;quot;|&amp;amp;nbsp;&amp;#039;&amp;#039;&amp;#039;40-50&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
|BGCOLOR=&amp;quot;#ffffff&amp;quot; width=&amp;quot;50%&amp;quot; align=&amp;quot;left&amp;quot;|&amp;amp;nbsp;+(dDEX-35)%&lt;br /&gt;
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&lt;br /&gt;
===Ranged Critical Hit Rate (dAGI)===&lt;br /&gt;
----&lt;br /&gt;
[[dAGI]] (Player [[AGI]] - Target [[AGI]]) determines the contribution of [[Agility]] to ranged critical hit rate. This is added to the base rate and merits to determine the total critical hit rate. This value does depend on the target&amp;#039;s agility, but there are few times when critical hit rate builds are optimal (vs. times when they&amp;#039;re less optimal) because adding the same amount of AGI always grants the same amount of critical hit rate and ranged critical hits are a constant multiplier of the damage you would have done otherwise.&lt;br /&gt;
&lt;br /&gt;
: Crit Rate = +[[floor]]( &amp;#039;&amp;#039;&amp;#039;dAGI&amp;#039;&amp;#039;&amp;#039;{{math|divide}}10 )%&lt;br /&gt;
&lt;br /&gt;
This has been tested for the ranges of dAGI = 0~90.&lt;br /&gt;
|}&lt;br /&gt;
{| width=&amp;quot;100% align=&amp;quot;center&amp;quot;&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
==Merit Points==&lt;br /&gt;
{{Job Trait&lt;br /&gt;
|desc=Increases your Critical Hit Rate by 1% per merit level.&lt;br /&gt;
|type=[[Merit]]&lt;br /&gt;
|job=Any&lt;br /&gt;
|level=&lt;br /&gt;
|value=&lt;br /&gt;
|mtier=1&lt;br /&gt;
|ranks=5&lt;br /&gt;
|effect=Grants an additional 1% increase to your Critical Hit Rate.&lt;br /&gt;
|notes=*It costs 15 merits to fully upgrade (1&amp;gt;2&amp;gt;3&amp;gt;4&amp;gt;5).&lt;br /&gt;
*This is generally the most popular merit choice in the &amp;quot;other&amp;quot; category.&lt;br /&gt;
}}&lt;br /&gt;
|width=&amp;quot;10%&amp;quot;|&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|&lt;br /&gt;
== Job Points ==&lt;br /&gt;
{{Job Trait&lt;br /&gt;
|desc=Increases your Critical Hit Rate.&lt;br /&gt;
|type=[[Job Point]]&lt;br /&gt;
|job=Any&lt;br /&gt;
|Insert Job Trait Level Template=&lt;br /&gt;
{{Job Trait Level&lt;br /&gt;
|tier=I&lt;br /&gt;
|jlevels=[[WAR]] 99 &amp;lt;sup&amp;gt;&amp;lt;big&amp;gt;(100[[Job Points#Warrior|JP Gift]])&amp;lt;/big&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
|value=5%&lt;br /&gt;
}}&lt;br /&gt;
{{Job Trait Level&lt;br /&gt;
|tier=II&lt;br /&gt;
|jlevels=[[WAR]] 99 &amp;lt;sup&amp;gt;&amp;lt;big&amp;gt;(1200[[Job Points#Warrior|JP Gift]])&amp;lt;/big&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
|value=10%&lt;br /&gt;
}}&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Critical hit rate is enhanced by the following effects:&lt;br /&gt;
*[[Rogue&amp;#039;s Roll]]: Up to +27% critical hit rate depending on result, [[Phantom Roll]]+ equipment, and THF in pt or relic hat proc.&lt;br /&gt;
*[[Blood Rage]]: +20% critical hit rate while in effect.&lt;br /&gt;
*[[Impetus]]: Up to +50% critical hit rate with consecutively landed attacks.&lt;br /&gt;
*[[Mighty Strikes]]: 100% critical hit rate while in effect.&lt;br /&gt;
&lt;br /&gt;
==Critical Hit Damage==&lt;br /&gt;
Critical Hit Damage is determined by [[Base Damage]], [[fSTR]], [[pDIF|Critical pDIF]], and the sum of modifiers such as [[Critical Attack Bonus]] [[:Category:Job Traits|job trait]] and the other [[:Category:Job Ability|Job Abilities]]/equipment that enhance it directly. The bonus is capped at +100% maximum total from all sources (abilities, traits, gear, atma, etc.). &amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Equation:&amp;#039;&amp;#039;&amp;#039; Critical Hit Damage = ([[Base Damage]] + [[fSTR]]) * [[pDIF|Critical pDIF]] * (Sum of Direct Modifiers)&lt;br /&gt;
&lt;br /&gt;
Critical Hit Damage is enhanced by the following effects:&lt;br /&gt;
*[[Critical Attack Bonus]]: +5~14% depending on tier of trait.&lt;br /&gt;
*[[Dead Aim]]: +10~45% depending on tier of trait, for ranged attacks, not including weapon skills.&lt;br /&gt;
*[[Impetus]]: Up to +50% with consecutive attacks landed while using [[Bhikku Cyclas +3]]&lt;br /&gt;
&lt;br /&gt;
==Enemy Critical Hit Rate==&lt;br /&gt;
*Enemy critical hit rate is a merit category available to all jobs. It can be merited a total of 5 times. Each merit upgrade grants a 1% decrease in the rate of critical hits by enemies against the player. It costs 15 merits to fully upgrade (1&amp;gt;2&amp;gt;3&amp;gt;4&amp;gt;5). &lt;br /&gt;
*Enemy Critical Hit rate seems to be calculated approximately the same as Player [[Critical Hit Rate]], but using the Enemy&amp;#039;s [[DEX]] and the Player&amp;#039;s [[AGI]]. This means that, in situations where the Player has a large [[AGI]] bonus like [[Abyssea]], the Enemy&amp;#039;s critical hit rate is at the 5% unmerited [[Critical Hit Rate]] minimum. Merit points and Equipment can further reduce this, but it appears to have a 1% minimum.&lt;br /&gt;
**Equipment examples: [[Eluder&amp;#039;s Sachet]], [[Warden&amp;#039;s Ring]], [[Fortified Ring]].&lt;br /&gt;
**For tanks considering how easy it is to go to 0 damage taken while under the effect of [[Phalanx]] it is worth considering items with this stat to reduce the spike damage of critical hits.&lt;br /&gt;
*Enemy Critical Hit rate appears to cap at 10%, regardless of how high the Enemy&amp;#039;s DEX is. (Exceptions include status enhancements like [[Mighty Strikes]] or critical evasion enfeebles such as [[Stardiver]] or [[Feather Step]]).&lt;br /&gt;
&lt;br /&gt;
==Enemy Critical Hit Damage==&lt;br /&gt;
* [[VIT]] plays a role in reducing enemy critical hit damage, but the specific effect is unknown.&lt;br /&gt;
** This effect is only on the player side, not for monsters.&lt;br /&gt;
* Reduced by [[Crit. Def. Bonus]] trait.&lt;br /&gt;
* Can be increased by equipping the {{ItemIcon|Mujin Tanto|22}} {{tooltip|text=[[Mujin Tanto]]|tooltip=[[File:Mujin Tanto description.png]]}}.&lt;br /&gt;
&lt;br /&gt;
==Related Links==&lt;br /&gt;
*[https://www.bluegartr.com/threads/90728-Final-Form-Magian-Weapons?p=4662716#post4662716 Blade: Rin Testing (Xera, BG)]&lt;br /&gt;
*[https://www.bluegartr.com/threads/68786-Dexterity-s-impact-on-critical-hits/ DEX/Crit rate research (BG forums)]&lt;br /&gt;
*[http://ffxi.allakhazam.com/forum.html?forum=261&amp;amp;mid=135208186510825877&amp;amp;p=1#1 AGI/Crit rate research (Melphina, Alla)]&lt;br /&gt;
*[https://www.bluegartr.com/threads/113755-Ranged-Critical-Hit-Rate-Testing?p=5507978&amp;amp;viewfull=1#post5507978 More AGI/Crit rate research (Byrth, BG)]&lt;br /&gt;
*[https://www.bluegartr.com/threads/68786-Dexterity-s-impact-on-critical-hits#post2465157 Dexterity&amp;#039;s Impact on Critical Hits]&lt;br /&gt;
*[https://forum.square-enix.com/ffxi/threads/7267-May-10-2011-%28JST%29-Version-Update May 2011 Version Update &amp;quot;VIT will play a role in calculating damage taken from critical hits.&amp;quot;]&lt;br /&gt;
*[https://imatan19.blog.fc2.com/blog-entry-647.html Monster Crit rate via dDEX (JP blog)]&lt;br /&gt;
[[Category:Game Mechanics]]&lt;br /&gt;
[[Category:Game Terms]]&lt;br /&gt;
[[Category:Derived Stats]]&lt;/div&gt;</summary>
		<author><name>zenithxi&gt;Koume</name></author>
	</entry>
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