I can confirm cr4wlers statement.
Here is the crit table of Conscripts/Grenadiers in JSON (might be a little more readable than XML)
So for Cons and Grens it means:
- Health <= 100% > 50% health: 5% crit chance for flame weapons
- Health <= 50% > 0% health: 10% crit chance for flame and explosive weapons
- Health = 0%:
75% crit chance for small arms, ballistic (kill)
25% crit chance for small arms, ballistic, explosive (casualty)
5% crit chance for explsovies (kill death_intensity_100)
90% crit chance for flame weapons (burn)
10% crit chance for small arms and ballistic (out of control)
50% crit chance for all weapon to explode flamerthrower
I am also wondering where you got these "15%" from.
The thing about flame weapons in general is, they are intended to never miss and cause splash damage, which makes them pretty reliable damage platforms.
Talking about the KV-8 in special, that thing simply does an insane amount of 40 health damage (for comparison: 13 dmaage for Egineer/Pioneer flamers, 2x10 damage for the Flammenwerfer HT), which combined with the genral characteristics of flame weapons and the resilient platforms makes this unit clearly OP in my eyes. I have always said this and gonna stick with it!
One speciality about the Molotov: needless to say that the dot damage of it also does flame damage and therefore have the flame crit chance with every damage tick they do. So don't stay within the dot area!
And for all people complaining the Moltov damage is so unreliable, don't count on a crit, feel lucky if you get one, at least that's what I do.
Another importat thing i want to add, is that iIrc criticals are calculated AFTER the damage has applied. Otherwise a mortar or T34 shell (80 damage) would not be able to instantly kill off a soldier.
For the KV-8 flmaer this means with the first hit target is already at 50% health (40 damage), at 0% health with the next hit. Cause this happens within 1 second it basicly looks like the KV-8 would do crits all the time at 100% health targets.
What I am curios about is the crit chance for explosive weapons: only 30% combined chance against 0% health targets?
Also i am still guessing about the purpose of that "_no_critical" value.
Regards
ace
well, if the target is already dead, what more would a critical do, right? (for the explosive weapons)
as for the _no_critical, i think it was intended to be there in order to have the chance for no critical to occur... i don't know exactly how the game works, but if you looked at the game files anyway, look at all the requirement_types.... THAT stuff doesn't make any sense at all.... so, the _no_critical is a minor inconvenience... ;-)