See whether an attack can critical, how often it will critical against the selected resistance, and exactly how much damage the ordinary critical branch adds.
Eligibility and force/forbid state → clamp(CRI − target Critical Resistance + chance modifiers, 0, 100)% → clamp(150% + Critical Damage − target Critical Damage Reduction + damage modifiers, 100%, 10,000%) → family critical branch → event damage
Follow this order with your own build, but use the grouping and special branches shown by your skill family. The numerical example below demonstrates the mechanic rather than claiming one universal formula for every skill.
Enter your CRI, the target’s Critical Resistance, and both sides’ critical-damage modifiers. Results update as you type and show the proc chance, normal damage, critical damage, extra damage, average cast, and every independent-event outcome.
Against 91 Critical Resistance, 130 CRI gives this eligible attack a 39% critical chance. A critical deals 27,600 instead of 12,000 (+15,600), and two independent events average 36,168 damage per cast.
These probabilities apply only when every selected damage event rolls independently.
This calculator follows the ordering described on this page. Skill-specific rewrites and unsupported build lanes still require their own verified family support.
This ordinary eligible critical example uses the captured Epic Sea profile’s 91 effective Critical Resistance. The attack deals 12,000 when it does not critical, the build has 130 CRI and +80% Critical Damage, and the target has no captured Critical Damage Reduction.
- Normal event damage
- 12,000
- CRI
- 130 chance points
- Epic Sea Critical Resistance
- 91 chance points
- Other critical chance modifiers
- 0 points
- Base critical damage
- 150% (×1.50)
- Critical Damage
- +80 percentage points
- Target Critical Damage Reduction
- 0 percentage points
- Events per cast
- 2 independent events
-
1
Effective critical chance39%
clamp(130 − 91 + 0, 0, 100) -
2
Ordinary critical multiplier230% (×2.30)
clamp(150% + 80% − 0% + 0%, 100%, 10,000%) -
3
Critical event damage27,600
12,000 × 2.30 -
4
Extra damage when critical+15,600
27,600 − 12,000 -
5
Normal contribution to average7,320
12,000 × 61% -
6
Critical contribution to average10,764
27,600 × 39% -
7
Average per eligible event18,084
7,320 + 10,764 -
8
Average per two-event cast36,168
18,084 × 2 -
9
No critical events37.21% chance · 24,000 damage
61%² -
10
Exactly one critical event47.58% chance · 39,600 damage
2 × 39% × 61% -
11
Two critical events15.21% chance · 55,200 damage
39%²
Use the calculator above for the ordinary scaled-critical branch. A forced critical, forbidden critical, shared roll, magic-critical rule, or physical critical rewrite must use the selected skill family’s exact rule.
Critical chance is never the first check. The client rejects ineligible attack and roll types, honors effects that forbid criticals, and can force a critical before an ordinary roll is made. A skill, rune, card, status, stack, target state, or equipment effect can change that answer.
Magic criticals and some skill-specific criticals have additional eligibility and scaling branches. Do not apply the ordinary physical rule merely because the damage number is capable of showing a critical marker.
- Eligible and rolled: calculate the effective chance.
- Forced: the event enters its declared critical branch without using the ordinary chance.
- Forbidden or ineligible: CRI and Critical Damage do nothing for that event.
For an ordinary eligible attack, start with your final CRI, subtract the target’s final Critical Resistance, add only the conditional modifiers that apply to this event, and clamp the result from 0 through 100. The clamped result is the event’s critical chance as a percentage.
CRI and Critical Resistance are opposing chance points. If a target’s published profile already gives the effective total, do not subtract its base and encounter bonus again as separate values.
The ordinary physical critical scale starts at 150%. Add the attacker’s Critical Damage, subtract the target’s Critical Damage Reduction, add applicable conditional terms, then clamp the scale from 100% through 10,000%. Multiply the damage value owned by that family’s critical stage by this final scale.
Critical Damage is added to the 150% base as percentage points. With +80% Critical Damage and no reduction, the result is 230% (×2.30), not 150% × 180% (×2.70). Extra critical damage is simply critical event damage minus normal event damage.
An eligible ordinary physical attack can enter a critical rewrite that rebuilds damage from attack, size, element, race, MVP, reduction, refine, Vitality, and critical terms. That rewrite can bypass the ordinary Physical DEF calculation, so multiplying the final non-critical number by the critical scale would be wrong.
The calculator therefore shows the ordinary scaled-critical model and its independent-event outcomes. Use a verified skill-family article or Battle Lab ledger whenever the selected action declares a rewrite, a shared roll, a forced critical, or another specialized branch.
RO Codex publishes Verified family articles only while the accepted handler and its required evidence remain current. Read the data quality standards for the site-wide accuracy contract.
- Installed-client critical handlers
- The extracted eligibility, critical-rate, and ordinary critical-scale handlers establish the calculation order, clamps, forced and forbidden states, and the physical critical rewrite warning.
- Imported and captured combat properties
- RO Codex keeps CRI, Critical Resistance, Critical Damage, and Critical Damage Reduction as separate player-facing properties. The example uses the captured Epic Sea profile’s effective 91 Critical Resistance.