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暴击伤害



The crackling electricity, the largeorange(or likelyred) number that appears above your target, and maybe even a dangerous状态效果- all of these tell you you've just landed a 暴击 Hit. But when will it happen? How does it work? Here's an explanation of everything that's going on.


Important Information

  • 暴击伤害 is dealt at random times when shooting.
  • 暴击 shots that reach the target will not decrease in 伤害 with 射程.
  • 暴击 hits ignore防护防御模块, except the犰狳防御模块and Spectrum 防御模块.
  • The肾上腺素装备改造 increases both 普通伤害 and 暴击伤害.
  • For 炮塔 with 溅射伤害, 暴击伤害 can affect multiple 红队 at once, though the 暴击伤害半径 may not be as large as the entire 溅射伤害半径.
  • 暴击伤害 is the same for all 红队 it affects.
  • 暴击伤害 does not require a direct hit; it can be dealt with using 溅射伤害 (except马格南's «鱼叉导弹» 装备改造).
  • Dealing 溅射伤害 to an enemy still counts as 普通伤害, and so triggers a 暴击几率 step.
  • 暴击伤害 cannot be dealt to your own 坦克, or to a teammate's 坦克 in专家战场with 友军伤害 on.
  • 暴击伤害 is indicated by anOrange伤害 number and electrical flashing on the affected 坦克.
  • Making a kill with 暴击伤害 is indicated by the Jack-In-The-箱子 effect.

Explanation of probability accumulation

  1. Right after you spawn, you begin with theInitial 暴击几率.This 几率 is-50%for 轰天炮 and0%for most 其他炮塔, meaning that it is impossible for the first shot to be a 暴击. Only 激光炮 can land a 暴击 on the first shot, with a 几率 of50%
  2. Every time you hit an enemy with a 普通 shot, the 几率 of the next shot being 暴击 increases by the暴击几率 Step,if the最高暴击几率has not been reached yet.
    • Most 炮塔'暴击几率 stepsand最高暴击几率are fixed, but 轰天炮's varies by modification, from20%at Mk1 to50%at Mk7+.
    • This means that there is no guaranteed 最高 number of shots before a 暴击, though long streaks are unlikely.
  3. Once you hit an enemy with a 暴击 shot, the 暴击几率 for the next shot drops down to the"Consecutive 暴击几率,"which for most 炮塔 is the same as the initial 几率.


轰天炮's传奇精确弹药装载装备改造works by cleverly tweaking the starting and step values to hit a 暴击 every fourth shot:

  • Initial 暴击几率 with 精确弹药装载:-200%
  • 暴击几率 Step with 精确弹药装载:+100%


This gives the following results:

  1. First shot is-200%(no crit)
  2. Second shot is-100%(no crit)
  3. Third shot is0%(no crit)
  4. Fourth shot is100%(暴击) and resets the 几率 to-200%for the next shot.


犰狳防御模块

防御模块犰狳
  • The 犰狳防御模块 is a 暴击伤害防护特殊防御模块that can be purchased in the 车库 from the 等级 of 统帅for 275 000水晶. It can also be obtained from超级礼盒at the异国情调rarity.
  • It reduces the incoming 伤害 from 暴击 shots dealt by any 炮塔 (including终结者) and 地雷.
    • The 防御模块 has no effect on 普通伤害.
  • Like all 防御模块, the 防护射程 from 5% (stock Mk1) to 50% (Mk7+).
  • The 防御模块 is more expensive to 升级 than normal 防御模块.
  • Higher modifications cannot be bought until Mk1 is obtained from an 超级礼盒.
  • 犰狳 can be 装备 like a normal 防御模块, alongside 其他普通炮塔-防护防御模块 you have unlocked.
  • This 防御模块 and Spectrum 防御模块 are the only 防御模块 that reduce incoming 暴击伤害.


增压

增压

增压 is a状态效果that temporarily gives a 100% 几率 of landing a 暴击 shot.

  • 独裁者's 过速装置applies this effect to 坦克手 and nearby 蓝队 for 10 seconds.
  • 蜂王's 过速装置applies this effect to the 坦克手 for 7 seconds.
  • There are plans to add new 选项 to get this effect in the 未来世界, such as by picking upDrop 箱子

暴击伤害 by 炮塔

To understand these tables, it's important to understand what each value means. The process of 暴击 hit accumulation is described above, but to briefly recap:

  • TheInitial 几率is the likelihood of landing a 暴击 hit on the first shot after you spawn.
    • The only things that have an actual 几率 of landing an initial 暴击 are 终结者 (5%), 磁力炮 (治疗 only) (2%), and 地雷 (5%).
  • The最高几率is the highest probability of hitting a 暴击 you can have on any given shot. Once the 几率 is at the 最高, it stays there until you land a 暴击 hit or are destroyed.
  • TheConsecutive 几率is the likelihood of landing another 暴击 hit right after the first one.
    • The only things that can land 2 暴击 shots in a row are 激光炮, 地雷, 终结者, 镭射炮, and 磁力炮 (治疗).
  • The几率 Stepis how much the 几率 of landing a 暴击 goes up with each 普通 shot
    • If the 几率 Step (or, more accurately, the 几率 Step plus the Initial or Consecutive 几率) is the same as the 最高几率, that means that you'll reach the 最高几率 after just 1 普通 shot.
    • When the step is lower than the max, the step increases by the same step every shot. For example, after landing a 暴击 hit with 火焰炮 (which has a 几率 Step of 1%), your 几率 of landing another 暴击 as you do 普通 shots goes: 0% → 1% → 2% → 3% → 4% → 5% and so on, up to the 最高 of 10% or until you get a 暴击 hit.
    • Negative 暴击几率 has the same effect as 0%.

火焰炮

火焰炮
Probability Mechanics
Initial 几率 几率 Step 最高几率 Consecutive 几率 伤害 Boost Notes
5% +5% 5% 0% +14%
  • 暴击伤害 does not affect 着火伤害
  • 暴击伤害 replaces a standard 伤害 tick
  • 着火 effect is still applied with every tick
Changes from装备改造
  • 致命混合物 changes 火焰炮's 暴击几率.
  • 燃烧混合物:
    • 普通 and 暴击伤害: +20%
  • 磁性混合物, 麻痹混合物, 有毒混合物, and 干扰混合物
    • 状态效果 on 暴击 hit
    • 暴击伤害: -25%

冰风暴

冰风暴
Probability Mechanics
Initial 几率 几率 Step 最高几率 Consecutive 几率 伤害 Boost Notes
5% +5% 5% 0% +150%
  • 暴击伤害 replaces a standard 伤害 tick
  • 冰风暴 effect is still applied with every tick
Changes from装备改造
  • 震动冻结
    • 暴击 hit removed
  • 腐蚀混合物:
    • 普通 and 暴击伤害: +10%
  • 麻痹混合物, 磁性混合物, 有毒混合物, and 干扰混合物
    • 状态效果 on 暴击 hit
    • 暴击伤害: -50%

磁力炮

磁力炮
Probability Mechanics
Initial 几率 几率 Step 最高几率 Consecutive 几率 伤害 Boost Notes
5% (damaging)
2%
(治疗)
+5% (damaging)
+2% (治疗)
5%(有害)
2% (治疗)
0% (damaging)
0%
(治疗)
+3 (damaging)
+300% (治疗)
  • 暴击伤害 or 治疗 replaces a standard 伤害 or 治疗 tick
Changes from装备改造
  • 支援纳米机器人
    • Initial and Max 暴击几率 (治疗): 2%→4%
    • 暴击几率 Step (治疗): 2%→4%
  • 吸血鬼纳米机器人
    • 暴击伤害 and heal removed
  • 支援纳米机器人
    • 暴击治疗 value unchanged

特斯拉

特斯拉
Probability Mechanics
Initial 几率 几率步骤 最高几率 Consecutive 几率 伤害提升 Notes
15% +15% 15% 0% +37
  • 暴击伤害 is not divided among 红队; each 坦克 gets the full 伤害
Changes from装备改造
  • 脉冲星
    • 最高/initial 暴击几率: -30%
    • 暴击几率 step: -30%
  • 脉冲星:
    • 暴击伤害: -90%


滑膛炮

滑膛炮
Probability Mechanics
Initial 几率 几率 Step 最高几率 Consecutive 几率 伤害提升 Notes
13% +13% 13% 0% +76%
  • All 坦克 hit by any 颗粒 will receive full 暴击伤害
Changes from装备改造
  • 大口径短炮
    • Fixed 暴击几率: 40%
  • 脉冲星
    • 暴击伤害: -90%

离子炮

离子炮
Probability Mechanics
Initial 几率 几率 Step 最高几率 Consecutive 几率 伤害 Boost Notes
6% +6% 6% 0% +100
  • 暴击伤害半径: 5 meters
Changes from装备改造
  • No 装备改造 affect 离子炮' 暴击几率
  • Stable Plasma
    • 暴击溅射半径 = 0 meters
  • 重型等离子炮
    • 普通 and 暴击伤害: +35%
  • 低温管, 喷雾器, 磁控管, 构造等离子体, 等离子注射器, and 等离子体干扰器
    • 状态效果 on 暴击 hit
    • 暴击伤害: -50%
  • 脉冲星
    • 暴击伤害 -90%

火龙珠

火龙珠
Probability Mechanics
Initial 几率 几率 Step 最高几率 Consecutive 几率 伤害 Boost Notes
7% +7% 7% 0% +67
  • None
Changes from装备改造
  • No 装备改造 affect 火龙珠's 暴击几率
  • 不稳定等离子体
    • 暴击伤害半径 = 7 meters
  • Plasma Torch
    • Normal and 暴击伤害: -25%
  • 脉冲星:
    • 暴击伤害: -90%

轰天炮

轰天炮
Probability Mechanics
Initial 几率 几率 Step 最高几率 Consecutive 几率 伤害 Boost Notes
14% +14% 14% 0% +32%
  • None
Changes from装备改造
  • 突击弹药
    • No 暴击 hits
  • 超累积炮弹
    • 暴击几率 step: -60%
  • 自动加农炮
    • 暴击几率: -40%
  • Sorted Ammuntion
    • Init/min crit 几率 = -200%
    • 几率 step = +100%
    • Max 几率 = 100%
  • 爆破炮弹
    • No 溅射 on 暴击 hits
  • 精确瞄准系统
    • 暴击伤害 +10%
  • 超累积炮弹
    • 暴击伤害: +50%
  • 脉冲星
    • 暴击伤害: -90%

火箭炮

火箭炮
Probability Mechanics
Initial 几率 几率 Step 最高几率 Consecutive 几率 伤害 Boost Notes
20% +20% 20% 0% +42%
  • 暴击溅射半径: 8 meters
  • 暴击几率 is calculated separately for each rocket in a 齐射.
Changes from装备改造
  • Missile Launcher «轴»
    • 暴击 Hit Removed
  • 脉冲星
    • 暴击伤害: -90%
  • Missile Launcher «九头蛇»
    • 暴击伤害: -50%

雷暴炮

雷暴炮
Probability Mechanics
Initial 几率 几率 Step 最高几率 Consecutive 几率 伤害 Boost Notes
23% +23% 23% 0 % +33
  • 暴击溅射半径: 1 meter
Changes from装备改造
  • 精确弹药装载
    • Initial 暴击几率 = -100%
    • 暴击几率 step = 100%
    • 最高暴击几率 = 100%
  • 超高速炮弹, 大锤 Rounds, 纳米技术 Shells
    • 暴击 hit removed
  • 穿甲弹药
    • 暴击溅射半径 = 0米
  • 蝾螈 Shells, 飞龙 Shells, 万磁王 Shells, 和平卫士 Shells, 腐蚀 Shells
    • 状态效果 on 暴击 hits
    • 暴击溅射半径 = 12m
    • 暴击伤害: -25%
  • 铁砧 Shells
    • 暴击溅射半径 = 12m
    • 暴击伤害: +10%
  • 脉冲星
    • 暴击伤害: -90%

极速炮

极速炮
Probability Mechanics
Initial 几率 几率 Step 最高几率 Consecutive 几率 伤害提升 Notes
2% +2% 2% 0% +150%
  • None
Changes from装备改造
  • 射击速度调节器
    • Increases 暴击几率 by 50%
  • No 装备改造 change 极速炮's 暴击 hit.

激光炮

激光炮
Probability Mechanics
Initial 几率 几率 Step 最高几率 Consecutive 几率 伤害 Boost Notes
23% +23% 23% 0% +37%
  • 暴击伤害也会作用于穿透其他坦克的目标。
Changes from装备改造
  • 不稳定轮环
    • Fixed 暴击几率: 50%
  • 超空间炮弹
    • 暴击 hit removed
  • 稳定轮环
    • 暴击伤害: -32%
  • Electromagnetic Accelerator "侦察机"
    • Normal and 暴击伤害: -15%
  • 不稳定轮环
    • 暴击伤害: +20%
  • 大口径弹药
    • Normal and 暴击伤害: +33%

马格南

马格南
Probability Mechanics
Initial 几率 几率 Step 最高几率 Consecutive 几率 伤害 Boost Notes
23% +23% 23% 0% +13
  • 暴击溅射半径: 5 meters
Changes from装备改造
  • 迫击炮
    • 地雷 have a 5% 几率 to deal 暴击伤害, 3999 hp instead of 1500
  • 鱼叉导弹
    • 暴击溅射半径 = 2 meters
  • 迫击炮
    • 暴击溅射半径 = 2.5 meters
  • No 装备改造 change 马格南's 暴击 hit.


电磁炮

电磁炮
Probability Mechanics
Initial 几率 几率 Step 最高几率 Consecutive 几率 伤害 Boost Notes
16% +4% 16% 0 % +73%
  • 暴击伤害 only on arcade shots
  • 暴击溅射半径: 1 meters
Changes from装备改造
  • No 装备改造 change 电磁炮's 暴击几率.
  • No 装备改造 change 电磁炮's 暴击 hit 伤害.

蝎子

蝎子
Probability Mechanics
Initial 几率 几率 Step 最高几率 Consecutive 几率 伤害 Boost Notes
23% +23% 23% 0% +18%
  • 暴击伤害 only on arcade shots
  • 暴击溅射半径: 1 meters
Changes from装备改造
  • 铀弹
    • Initial/最高暴击几率: 100%
    • Consecutive 暴击几率: -100%
    • 暴击几率 step: 100%
  • 脉冲星
    • 暴击伤害: -90%

镭射炮

镭射炮
Probability 力学
Initial 几率 几率 Step 最高几率 Consecutive 几率 伤害 Boost Notes
18% +18% 18% 0% +39%
  • 暴击伤害 only on arcade shots
Changes from装备改造
  • 治疗发射器
    • 暴击 hit removed
  • 短波发射器
    • 暴击伤害: +33%


终结者

终结者
Probability Mechanics
Initial 几率 几率 Step 最高几率 Consecutive 几率 伤害 Boost Notes
5% +5% 15% 5% +100%
  • Only 终结者's 激光炮 can deal 暴击伤害.
  • 暴击伤害 is also applied to targets shot through 其他坦克.
Changes from装备改造
  • 终结者 has no 装备改造.
  • 终结者 has no 装备改造.


B0-NK (Mk A)

B0-NK
Probability Mechanics
Initial 几率 几率 Step 最高几率 Consecutive 几率 伤害 Boost Notes
99% 99% 99% 99% 100 →9999 HP These are the standard 暴击几率 for B0-NK, used in军备竞赛模式.
来自的变化装备改造
  • No 装备改造
  • No 装备改造

B0-NK (Mk B)

B0-NK
Probability Mechanics
Initial 几率 几率 Step 最高几率 Consecutive 几率 伤害 Boost Notes
50 % 50 % 50 % 50 % 9999 →99999 HP These are 特殊 parameters that were used for B0-NK during one of the Halloween 2021 特殊模式.
Changes from装备改造
  • No 装备改造
  • No 装备改造

地雷

地雷
Probability Mechanics
Initial 几率 几率 Step 最高几率 Consecutive 几率 伤害 Boost Notes
5 % 0 % 5 % 5 % 1500 →3999 HP
  • Also applies to 地雷 planted by the破坏者无人机 and 马格南's «迫击炮» 装备改造.

What cannot deal 暴击伤害?

There are several sources of 伤害 in the game that cannot deal 暴击伤害. They are:

  • Any form of self-伤害, including 溅射伤害 from shots or过速装置, ricocheting shots, and极速炮's overheating
  • A teammate when 友军伤害 is on (专家战场)
  • 终结者's and蝎子's rockets
  • 电磁炮's 齐射 shot
  • 镭射炮's sniping shot
  • Any form of 着火伤害, including 极速炮's self-overheating
  • 过速装置 objects (黄蜂轻甲's 炸弹, 十字军's icicle, 阿瑞斯's energy 球, 猛犸象's AT-Field) - These deal their own type of unblockable 伤害 known as Chaos 伤害
  • Meteorites and Christmas trees that drop during 特殊活动


Interesting Facts

  • 暴击伤害 is used as a tool for balancing炮塔and装备改造- the 几率 or the strength of a 暴击 shot may vary with time as developers observe how the equipment performs.
  • Before March 26th, 2021, only轰天炮could deal 暴击伤害, and most 炮塔 had some variation in their standard 伤害 instead
  • By activating独裁者's 过速装置near your 团队's 剑圣, you can give them the 增压 effect, allowing them to deal double 伤害激光炮 shots for 10 seconds.
Last Edit: Jemcool 8/5/2025