**Critical Formula Revealed!**

Even though the Critical system has been part of Wizard101 for close to three years, it is amazing just how little is known about it.

My last post on the subject, Critical Intel, debunked some of the ‘common’ knowledge in the arena about Critical… but what is the actual truth behind it all? It was hiding in plain sight with the help of the following two observations:

- Destiny’s and Milt’s analysis of the Skyscream Hood (80 critical) and the Skyscream Cape (41 critical) showed that regardless of level, the Hood would always give 9% more Criticals than the Cape, corresponding to a ratio of
*just below 4.5 Critical rating to 1% chance*. - Dead Sparrow’s Critical build showed that at Level 30, 4.5 Critical rating corresponds essentially EXACTLY to 1% Critical chance (e.g. gear with 5 Critical gives a 1% boost; gear with 8-10 Critical gives a 2% boost).
- The minimum percentage that KI assigns to any statistic from gear is
*exactly 1 percent*; for example, if you have a pet with Spell-Proof, it will always give exactly a minimum of 1 percent resist even if Strength, Agility, and Power are all at zero.

These were the clues that enabled me to unearth the formula on how to determine critical chance from a given piece of gear!

How to determine Critical Chance at Level 90

- Divide your Critical rating by the fraction 40/9 (which is approximately 4.44).
- Subtract 4 from the result.
- If the result is greater than 1, you now have the Critical chance you get from this piece of gear.
- Otherwise, the gear will add exactly 1 percent to your critical chance.
Here are two examples to show how this works.

Skyscream Hood: 80 Critical gives you a percentage of 80/(40/9) – 4 = 14%, which KI indeed displays as 14%.

Woodland Tribal Hood: 148 Critical gives you a percentage of 148/(40/9) – 4 = 29.3%, which KI indeed displays as 29%.

How to determine Critical Chance at other levelsBelow Level 90, the only change to the rules is what you subtract at Step 2. At Level 50 or below, the amount you subtract is 0, so you simply divide your Critical Rating by 40/9 to get a percentage. For example, Dead Sparrow’s pet Hunter had a Critical rating of 25, which corresponded to a percentage of 25/(40/9) = 5.625%, which was indeed rounded up to 6%. However, if you gave Hunter to a Level 90 wizard, you would need to subtract 4 percent and end up with = 1.625%…

barelyenough to round to 2%.After Level 50, the amount you subtract goes up by 1% for every 10 levels. For example, at Level 60, you simply subtract 1% in Step 2 instead of 4%. That Skyscream Hood? At Level 60, its Critical percentage is now 80/(40/9) – 1 = 17%, which is indeed displayed as 17.

This is most likely why people thought Critical was linear (read: you divide the rating by a fixed number, such as 5, to get a percentage) for so long:

at level 60, Critical percentages are generally within rounding error of what you would expect from Critical being linear.

**But what about Block?**

A similar formula works for Block; testing has confirmed that Block indeed works the same way (the percentage is indeed computed item by item). The rules at Level 90 are as follows:

- Divide your Block rating by the fraction 40/11 (which is approximately 3.64).
- Subtract 4 from the result.
- If the result is greater than 1, you now have the Block chance you get from this piece of gear.
- Otherwise, the gear will add exactly 1 percent to your block chance.

Here are two examples to show how this works.

Courtly Dirk: 11 Block gives you 11/(40/11) – 4 = -0.975%, less than 1%, which means you get 1% Block at Promethean.

Walkers of the Hungry Dead: 93 Block gives you 93/(40/11) – 4 = 21.575%, which is indeed displayed as 22%.

How to determine Block at other levelsBelow Level 90, the only change to the rules is what you subtract at Step 2. At Level 50 or below, the amount you subtract is 0, so you simply divide your Block Rating by 40/11 to get a percentage. After Level 50, the amount you subtract goes up by 1% for every 10 levels. For example, at Level 60, you simply subtract 1% in Step 2 instead of 4%.