@ashardalon Thanks for all the information! I do think that calling these "every 200 health lost" events "minor crits" is a bit deceptive, because they have almost nothing to do with crit chance or crit resistance. They might only do so as you said when there is nothing else left to crit.
@Fosil I think there is essentially no chance that the fire/turret lost/crew lost events can be caused on every crit role. They were hyper infrequent (saw ~3 in 2 two hours) and only against ships with almost 0 health remaining.
I totally forgot to test braced. When my friend gets back online we'll figure it out.
Good point on the low health fires.
Impossible, I was testing by using Space Marine Bombardment Cannons, keeping all of my units on hold fire and only firing one at a time. You can see an example of my tests in the thread I posted about Debris earlier today.
Yes - my analysis of this would be that each weapon on each ship has arcs defined where it can be destroyed from - because Eldar and Imperial didn't seem to work the same. So basically you'd have to test every single ship and every single system in the game to know for sure.
I was testing some game mechanics to try to learn more about crits today, and I ran across this:
I had no idea this was a thing and I'd never heard anyone talk about it. Just wanted to share, since these debris objects might be really useful as partial cover in some cases, and obviously not just the ones that start in the map (you can make your own ).
After a couple of hours of testing today I learned some interesting things.
- Crits that don't destroy a sub-system just make a weapon deal true damage, ignoring armor. They never make it do any more damage than it could have done against a 0 armor target.
- Crits do not cause fires, lost crew, or turrets being destroyed. All of these events have a chance to occur when a ship crosses a 200 HP threshold. Very conveniently, each ships health bar is divided up into 200 hp thresholds. So if you see you are about to lose 1 full bar of health, you should be ready for one of these 3 things to randomly happen - but they are not required to happen. I would estimate that they have at least a 50% chance to occur, and probably greater than that. The amount of crew and turret lost are slightly random, seemingly ranging between 1-2 crew and 1-3 turrets (not positive on this part). I never saw more than 1 fire start when this threshold was crossed.
-We did notice some rounding errors occur with these fires, where sometimes a fire would start when a ship went from 399 to some lower number, crossing the 400 threshold at the wrong time. We also saw a 0 health ship on one occasion due to rounding errors.
-At <200 health, we occasionally saw fires when no known threshold was crossed. We don't know what caused these very low health fires.
- A system (at least weapons) can be immediately red-crit with a single hit. I had thought that systems had to be hit with a minor crit first, but this is not the case.
- Some systems are absolutely only able to be crit from specific sides as @Sn1percat suggested. Some examples and additional info:
-Imperial broadsides can't be crit by shots that hit the other side of the ship.
-Every ship we tested with required shots from the rear or at least the side to crit the engine - shots from the front never could.
-Some ships are just lying very directly about their weapon configuration - we thought the Necron Scythe Harrower would be a good ship to test with since it claims to have 8 Lightning Arc Battery Weapons that are all facing broadsides, but it turns out all of these weapons seem to be facing both broadsides simultaneously (they can all fire on enemies on both sides) - and all of them can be destroyed by crits to either side.
-Decks may also be subject to these rules for some races, but for Drukhari at least the decks could be crit from all sides.