- Forced Criticals: Occurs when a player deals 95% to 100% of their attack's maximum damage of the normalised damage range, for both abilities and auto-attacks. This means that for a normalised standard 20%-100% ability you will see a critical hit if your damage is in between 96%-100% of your ability damage.
- Natural Criticals: Occurs when a player's hit is above 95% of the maximum damage.
While normal hits have a damage cap of 10,000, critical hits (from basic and threshold abilities) cap at 12,000 damage. This cap is further raised to 15,000 damage and critical hit chance increased by 12% when Erethdor's grimoire is active in the pocket slot.
Critical hits are characterised by a large, bold and italic font. The colour of the hitsplat indicates the combat style used, with orange for melee, green for ranged, and blue for magic.
The Biting perk has a 2% chance per rank to force a hit to be a critical hit. This stacks with the effect of Erethdor's grimoire. Warpriest of Tuska armour has a set effect which adds a chance to force a critical hit - 1% per part worn (minimum 3 parts); this effect does stack with the grimoire but does not stack with the Biting perk.
Previous function[edit | edit source]
Before the combat updates of 14 July 2014, critical hits functioned via a critical bonus, a probability of how often a player would land a critical hit. There was a separate bonus for each of melee, Ranged, and magic, and each bonus could be increased by wearing jewellery, capes, scrimshaws, and certain weapons. These critical bonuses replaced the pre-EoC equipment bonuses (Strength bonus, Ranged strength, and Magic damage).
When a player landed a critical hit, they dealt 100% to 105% of their attack's maximum damage. This applied to both abilities and auto-attacks.
Critical bonuses were changed to damage bonuses on 14 July 2014.