Critical, Double & Triple Damage
Understand the independent high-impact damage rolls and their hard caps.
Critical strikes, double damage, and triple damage multiply an already assembled hit. They are separate systems and can trigger together.
Critical chance
Characters begin from a 5% base critical chance:
Skill-gem critical chance is added to the character result for that skill, then capped at 95%.
Critical damage
The base critical multiplier is 150%:
Dexterity contributes critical damage through the diminishing-returns attribute formula. Equipment, gem affixes, and Disciplines can add more.
Double damage
Double damage multiplies the full hit by 2. Gear and Discipline sources share a 30% chance cap.
The roll occurs independently of critical chance. A critical double-damage hit applies both multipliers.
Triple damage
Triple damage multiplies the full hit by 3. The engine supports an independent chance, but the current ordinary gear configuration supplies no standard source.
Multiplicative example
A 100-damage hit crits at 200% critical damage, then succeeds on both double and triple damage:
These outcomes are intentionally rare. Their multiplicative stacking makes chance and multiplier sources more valuable when the underlying hit is already strong.
Ailments and triggering hits
Bleed, ignite, and poison derive their starting damage from the qualifying portion of the triggering hit. A larger critical, double, or triple hit therefore creates a stronger ailment stack when the ailment application roll succeeds.
