Crit System

Two stats decide a crit: Crit Boost (attacker) minus Crit Resistance (target). That single differential feeds a piecewise curve, plus a flat Crit Dmg % on top.

The piecewise curve

Curve reconstructed from boss attack scripts; not exposed as a Bean column.

diff = max(0, CritBoost − CritResistance)

  diff ≤ 3 000   →  +0.5% per 100         (slow ramp, 0% → +15%)
  3 000 < diff ≤ 6 500   →  +2.0% per 100  (steep, +15% → +90%)
  diff > 6 500   →  capped at +90%

The slope change at 3 000 and the cap at 6 500 are engine-inferred from the calculation path; only the input crit column is in the data.

Sampled values

Boost − Res = 0(Floor — no crit boost contribution) +0.0%
Boost − Res = 1,000(Story bosses) +5.0%
Boost − Res = 2,000 +10.0%
Boost − Res = 3,000(Curve kink — slope flips to ×4 steeper) +15.0%
Boost − Res = 4,000 +35.0%
Boost − Res = 5,000 +55.0%
Boost − Res = 6,000 +75.0%
Boost − Res = 6,500(Hard cap — no further gain) +90.0%
Boost − Res = 10,000(Wasted points above the cap) +90.0%

Hell-tier bosses neutralise crit

On Hell tier (diff = 5) all 7 Infinity bosses in bosses_flat.json — Tarukus, Wamuu, Cool Ice, Akira Otoishi, Risotto Nero, F.F., Notorious Chase — ship exactly 40,968 Crit Resistance. To reach the +90% cap you would need 40,968 + 6,500 ≈ 47,500 Crit Boost on the attacker. No realistic build hits that without a dedicated Crit-Resistance-reduction debuffer.

The practical conclusion: on Hell-tier content, plan to lean on Crit Dmg % (which is additive on top of the curve) and on stacking ATK / FinalDmg slots rather than chasing more Crit Boost.

Crit Dmg % stacks on top

A crit hit applies ×(1 + CritBoostBonus% + CritDmg%). Default Crit Dmg sits around 60%, so a typical crit lands at:

min Crit: ×(1 + 0% + 60%) = ×1.60   (no boost)
mid Crit: ×(1 + 50% + 60%) = ×2.10  (≈ +50% boost)
max Crit: ×(1 + 90% + 60%) = ×2.50  (cap)

Default critDmg in characters.json is in the 50–60 range; the line above the cap can only be pushed by skills or gear that grant additional Crit Dmg %.

Practical build advice

  • Stop stacking Crit Boost once your Boost − Res differential reaches 6,500. Every point above is wasted.
  • Crit Resistance shred (debuffs that lower the target's crit) is one of the strongest debuffs in the game — it stretches the +90% cap.
  • For Hell-tier, assume crit will not trigger reliably. Bring at least one non-crit-dependent damage source.
  • Crit Dmg % is additive within its slot but multiplicative against the normal-hit pass. A +60% CritDmg always converts to a ×1.6× larger crit relative to normal.