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CRIT Rate & CRIT DMG

Read critical-hit chance and payoff separately, then compare their combined effect on ordinary damage.

Chance is not the same as payoff

CRIT Rate is the chance for an eligible damage instance to score a critical hit. CRIT DMG is the additional damage of that result. For an ordinary hit, 150% CRIT DMG makes a critical hit deal 2.5 times its non-critical damage, with other factors unchanged.

A large CRIT DMG number does not make critical hits more likely. First establish that the damage source uses ordinary CRIT rules; a separate reaction or kit-defined exception may not use the Character’s displayed CRIT stats.

Average damage combines both outcomes

For ordinary CRIT-capable damage, the average multiplier is 1 + CRIT Rate × CRIT DMG, with percentages written as decimals. At 60% Rate and 120% DMG, that is 1 + 0.6 × 1.2 = 1.72. This is an average across outcomes, not a guarantee for each hit.

A 1,000-damage non-critical hit would therefore average 1,720 under those assumptions. A small sample can differ considerably. Compare like-for-like attacks rather than treating one large critical hit as evidence of higher overall output.

Count only the bonuses that apply

Blizzard Strayer’s four-piece bonus gives conditional CRIT Rate against Cryo-affected targets, with an additional bonus against Frozen targets. These conditions are not interchangeable. A target that cannot be Frozen cannot supply the Frozen condition merely because Hydro and Cryo are present.

Weapon, artifact and talent bonuses may apply only to a damage type or target condition. Kaeya’s C1 applies to Normal and Charged Attacks against Cryo-affected opponents; it is not a universal Burst CRIT bonus.

Related reading: Blizzard Strayer · Kaeya’s Kit

Compare the complete stat change

Ordinary CRIT chance cannot exceed 100%. Extra Rate beyond that point adds no chance. Count conditional bonuses before comparing circlets or substats.

Ratio advice is a starting heuristic, not a build ranking. An equipment swap may also change ATK, HP, damage bonuses or ER. Recalculate the relevant attack and preserve the ability to execute the intended rotation.

Related reading: ATK, HP, DEF & Talent Scaling