Greetings!
Mr No, and Ninjew joined me in this video to discuss how Morale, Critical chance, and Fumble chance interact with each other. This is intended to be a comprehensive guide, covering everything in game that can impact Morale, Critical chance, or Fumble chance.
Here is a link to the video:
Here are my notes that I used for this video:
Basics:
Criticals: will do +50% damage, and when on repeating weapons, all three actions will be hits when a weapon crits. On top of that, it also forces status effects to go through (maybe not, got to test this), and inflict an additional level of Stagger. Crit chance cannot be higher than a unit's hit chance.
Fumbles: downgrades attack from hits to grazed, and from grazed to misses. Grazes do half damage.
Grazes: when you don't pass the hit check, there is a % chance the attack is a graze. Grazes do half the damage a regular hit would. Graze chance cannot be more than 25%. If you have 95% to hit, then you have 5% to graze. 80% to hit = 20% to graze. 75% to hit or less = 25% to graze”
A few weapons cannot graze, and “scatter” when they miss. Things like grenades and rocket launchers.
How does crit chance and fumble chance interact? Separate calculations? Crit check first, then fumble check, followed by hit rolls?
Mr No - long story short: crit chance is about as good as equal percent damage, +- circumstantial stuff. Small amounts of crit are always good, larger amounts need supporting accuracy to help them.
Stacking crits has increasing returns (until you hit the chance to hit cap)
The more units with crit chance, the more likely that you will see the expected number of attacks the crit. When there are less units with crit chance making attacks, there is more variation in the results.
For this guide, NPC factions were not taken into consideration (we could put them in at the end)
Morale
-199 to 199 = no effect on Crit chance or Fumble chance
200 to 399 = +10% Crit chance
400 to 599 = +15% Crit chance
600 and above = +20% Crit chance
-200 to -399 = +20% Fumble chance
-400 to 599 = +40% Fumble chance
-600 and below = +60% Fumble chance
Mindless units are immune to morale. Example Mindless units(or could use the ingame wiki): owl, autonoms, half of the paragon roster, plasmoids, whisper of discord, and a lot more.
Cerebral control collars make a unit mindless, but they can get crit chance from overseers or subjugators .
Abysmal Tear reduces morale by 300. Most hazards don’t reduce morale (spore, nuclear fallout)
Mods
Assembly
Ocular Implants = +20% crit chance
Toxin Nantie Ammunition = Debilitating Infection = -400 morale
Shakarn
Assault Exoskeleton = +25% crit chance
Deafening Amplifier = disorient = +30% fumble chance on target
Holorealtiy Mantle = broken mind on resist = -150 morale
Amazon
Blightbringer (bio: amazon + kirko) = blighted = -400 morale
Advanced Instinct Controller = +200 morale
Spirit Link Module - mounted gains gain +50 crit chance, + 400 morale
Dvar
Captain Regalia = +300 morale
Psi: Kirko + Syndicate
Focus: venom (psi: kirko + syndicate) = poison = -200 morale
Aether Storm? (psi: kirko + syndicate) = gives broken mind on resist = -150 morale
Kirko
Poison excretion = poison = -200 morale
Adrenal response gland = +5% crit chance per stack up to 5 stacks
Oathbound
Battle Pattern Analyzer = Adversity = guaranteed fumbles
Plight Mitigators = Providence = +100% crits chance; never fumbles with this mod
Destiny’s Manuscript = Adversity = guaranteed fumbles; Providence = +100% crits chance
Maxwell’s Puzzle box = 2 random negative effects
Syndicate
Cerebral Control Collars = give unit the indentured tag, allowing impose discipline to give +10% crit chance
Cerebral Amplifiers = gives this unit and indentured +25% crit chance (goes only go on light syndicate units, who are not indentured. i.e. enforcers, overseers, mirages, guild assassins, runners, and ST syndicate units)
Control Amplifiers = +25% damage on indentured
Xenoplague
Xenoplague Parasite = Ferocious Determination = immune to negative morale effects
Plague Pods = Parasitic infection = -200 morale
Xenografted muscles = Parasitic infection = -200 morale
Parasitic Symbiosis = Ferocious Determination = immune to negative morale effects
Synthesis
Targeting Daemon Shell = +10% crit chance
Psynumbra = Consuming gaze = applies broken mind on resist = -150 morale
Pain mirror = broken mind = -150 morale
The Forbidden Mantra = dark elation = +400 morale on buffs
Avatar of the Abyss = applies broken mind on resist = -150 morale
Onyx of Suffering = applies broken mind on resist = -150 morale
Ethereal Spear = applies broken mind = -150 morale
Celestian = Tenet’s of Tranquility = Enlightened = +200 morale; ignore negative morale effects
Shield of Remorse = Enlightened = +200 morale; remorse = -100 morale / stack
Tenets of Pacifism = Enlightened = +200 morale
Shield of Reckoning = Enlightened = +200 morale
Heritor
Es’Teq Acolyte Incarnation = +100 morale per essence charge
Units
Assembly
Vorpal sniper - inherent +15% crit chance on it’s full action primary attack
Shakarn
Propagator - motivating broadcast = +200 morale
Amazon
All amazon units get 200 morale when fighting in forests
Arborean Queen - Hyperpollination = +200 morale in a 4 hex area (4 turn cooldown)
Dvar
Foremen - Motivate skill gives +400 morale
Oathbound
Warden - Banner = +20% crit chance to a unit for 1 turn, 3 times in 5 hexes from banner
Defense mode = +200 morale in all in 2 hexes
Watcher - Providence = +100% crits chance
- Adversity = guaranteed fumbles
Diviner - Unwavering = +30% crit chance
Syndicate
Indentured - (don't have morale, but they get +10% crit chance from Impose Discipline (which overseers and subjugators can apply. Does not stack.. Applies to units with the cerebral control collar mod? test that)
Mirages = can apply broken mind when hallucinating fails = -150 morale
Zenith - house anthem = +200 morale for all friendly units (4 turn cooldown)
Xenoplague
Pustule, Destroyer, and Plague Lord = Ferocious Determination = immune to negative morale effects. They also have inherent Parasitic infection on their attacks = -200 morale
Psynumbra
Initiate = filled with despair = -400 morale or broken mind = -150 morale
Malictor = filled with despair = -400 morale or broken mind = -150 morale
Herald of Oblivion = filled with despair = -400 morale or broken mind = -150 morale; dark elation = +400 morale to all friendly units
Celestian
Star guide = Celestial Guidance = +200 morale
Teacher = grants enlightened to units in the same stack = can be +200 morale
Prime Rank: Critical + Morale [EXCLUDING NAVAL UNITS + TEMPORARY SUMMONS]
(checked all: assembly, shakarn, amazon, dvar, kirko, oathbound, syndicate, vanguard)
Morale = +300 morale (reverse engineer, reaver, foreman, overseer, baron, aspirant, champion, subjugator, Zenith)
Critical = +10% (scavenger, lightning rider, electrocutioner, harrier, bulwark, engulfer, mirage, raider, deadeye, firebrand, excavator tank, unleashed, warden, gunship)
Hero skills
Assembly - N/A
Overdrive = allows you to get the most out of momentary insight.
Sharkarn - Domok Army leader = non-hero units in the stack gain +10% crit chance
Domok instructors = hero gains +10% crit chance
Deadly Sight = +15% crit chance on overwatches
Amazon - Animal Discipline = +200 morale for animal and mounted units
Dvar - Incentivise = motivation = +400 morale until the end of combat
Kirko - N/A
Oathbound - N/A? Not if you count vehicles + gear.
Marquis = Honors call = +200 morale
Warden = Banner = +200 crit chance to a unit for 1 turn, 3 times in 5 hex
Defense mode = +200 morale in all in 2 hexes
Watchers scrolls = Providence = +100% crits chance
Vanguard - Martial Inspiration = +200 to units in the stack.
Psynumbra - Anthem of the Abyss = dark elation = +400 morale all allies for 2 turns; broken mind = -150 morale on all enemies for 2 turns.
Celestain - N/A
I feel like I missed a hero skill or two that can affect crits and/or fumbles
Operations and Doctrine
Assembly
Recycle of Life = +400 morale for cyborgs
Sharkarn
High frequency Projection = disorient = +30% fumble chance on target
Hololusion = aoe disorient = +30% fumble chance on target
Amazon
Advanced Wildlife Militarism = +200 morale to all animals
Arboreal Eden = +200 morale to your units fighting within your empire borders
Ecological Warfare = melee + bio now apply poison to enemies = -200 morale
Psi : Kirko + Syndicate
Psionic Bolstering (psi: kirko + syndicate) = immune to all psionic status effects (including some status effects that give negative morale)
Mind Wipe? (psi: kirko + syndicate) = gives broken mind on a fail = -150 morale
Psychic Control? (psi: kirko + syndicate) = gives broken mind on a fail = -150 morale
Mass Insanity? (psi: kirko + syndicate) = gives broken mind on a fail = -150 morale
Oathbound
Momentary insight = Providence = +100% crits chance
Erratic Misfortune = 50% to put Adversity on each unit in 2 hexes = guaranteed fumbles
Direct Tribulation = Adversity = guaranteed fumbles
Expedite Doom = Adversity = guaranteed fumbles
Vanguard
Direct Command = +400 morale to all friendly units in the battle
Big stick diplomacy = +200 popular support = usually means +morale.
Xenoplague
Parasitic Strike = Parasitic infection = -200 morale
Drop Spor Pod = Parasitic infection = -200 morale
Sleeper Xenomones = Parasitic infection = -200 morale
Xenobonic Plague Bomb = Parasitic infection = -200 morale
Omega awakening (Doomsday) = Parasitic infection = -200 morale
Psynumbra
Embrace of Darkness = applies broken mind on resist = -150 morale
Haunting Melody = dark icon = dark elation = +400 morale
Vision of Darkness = - 400 morale
Aria of Emptiness = broken mind on resist = -150 morale
Oblivio Mundi (Doomsday) = broken mind = -150 every 2 turns; dark elation on psynumbra units= + 400 morale
Sinister Chants = -400 enemy morale when in your empire’s domain
Synthesis
Singularity (Doomsday) = +20% crit chance
Heritor
Condemned to Drained = -400 morale
Rite of Reincarnation = +200 morale for a single unit
Rite of Dissemination = +200 morale to all friendly units
Ancestral Smite = -200 morale in a 2 hex radius
Empire Quest Rewards
Invader = +200 morale against independent armies
Warmonger = +200 morale against other empires
Emperor = +200 popular support = usually means +morale.
Unifier = +300 morale
Buffs + Debuffs:
Providence = +100% crits chance (crit chance cannot be higher than hit chance)
Adversity = guaranteed fumbles
Disoriented = +30% fumble chance on target
Distracted = +20% fumble chance
Parasitic Infection = -200 morale
Broken mind = -150 morale per stack, up to 5 stacks
Filled with Despair = -400 morale
Vision of Darkness = -400 morale
Dark elation = +400 morale
Poisoned = -200 morale
Enlightened = +200 morale
Debilitating Infection = -400 morale
Condemned = -400 morale
There are more effects that I am missing, right?
Race Relations/ Racial Happiness
-199 RR to 400 RR = no effect on morale
400 RR to 599 RR = +100 morale, starting race = +200 RR; each colony is +50 RR
600 RR to 799 RR = +200 morale
Above 800 RR = +300 morale
-200 RR to -399 RR= -200 morale, razing = -200 RR
-400 RR to -599 RR = -400 morale
-600 RR and below = -600 morale
Landmark/site:
"Elysium Camp followers" doctrine provided by the "Elysium park" landmark gives +400 morale
Imperial war monument landmark gives +200 morale to non-mindless units produced in the colony
Background
Party Animal is a really bad option
Cruelty gives the commander +200 morale for each kill it gets
Anomalies:
Some anomalous sites award morale to the hero or her stack based on choices and/or ST. like Derelict Phoenix Walker, The Secret Workshop, The Colony of Dreams, House of Emperors and probably more.
Gear/ location rewards?
could check with the ruijter console command
World Events
Supermoons = broken mind = -150 morale
Perfect Climate = The +200 morale for biological and cyborg units
Aurora = +200 morale on non-mindless units
Planetary Pollen Cloud = +200 morale on biological and cyborg
Short-Lived Nanites = +10% fumble chacne for cyborg or mechanical units
Mr No, and Ninjew joined me in this video to discuss how Morale, Critical chance, and Fumble chance interact with each other. This is intended to be a comprehensive guide, covering everything in game that can impact Morale, Critical chance, or Fumble chance.
Here is a link to the video:
Here are my notes that I used for this video:
Basics:
Criticals: will do +50% damage, and when on repeating weapons, all three actions will be hits when a weapon crits. On top of that, it also forces status effects to go through (maybe not, got to test this), and inflict an additional level of Stagger. Crit chance cannot be higher than a unit's hit chance.
Fumbles: downgrades attack from hits to grazed, and from grazed to misses. Grazes do half damage.
Grazes: when you don't pass the hit check, there is a % chance the attack is a graze. Grazes do half the damage a regular hit would. Graze chance cannot be more than 25%. If you have 95% to hit, then you have 5% to graze. 80% to hit = 20% to graze. 75% to hit or less = 25% to graze”
A few weapons cannot graze, and “scatter” when they miss. Things like grenades and rocket launchers.
How does crit chance and fumble chance interact? Separate calculations? Crit check first, then fumble check, followed by hit rolls?
Mr No - long story short: crit chance is about as good as equal percent damage, +- circumstantial stuff. Small amounts of crit are always good, larger amounts need supporting accuracy to help them.
Stacking crits has increasing returns (until you hit the chance to hit cap)
The more units with crit chance, the more likely that you will see the expected number of attacks the crit. When there are less units with crit chance making attacks, there is more variation in the results.
For this guide, NPC factions were not taken into consideration (we could put them in at the end)
Morale
-199 to 199 = no effect on Crit chance or Fumble chance
200 to 399 = +10% Crit chance
400 to 599 = +15% Crit chance
600 and above = +20% Crit chance
-200 to -399 = +20% Fumble chance
-400 to 599 = +40% Fumble chance
-600 and below = +60% Fumble chance
Mindless units are immune to morale. Example Mindless units(or could use the ingame wiki): owl, autonoms, half of the paragon roster, plasmoids, whisper of discord, and a lot more.
Cerebral control collars make a unit mindless, but they can get crit chance from overseers or subjugators .
Abysmal Tear reduces morale by 300. Most hazards don’t reduce morale (spore, nuclear fallout)
Mods
Assembly
Ocular Implants = +20% crit chance
Toxin Nantie Ammunition = Debilitating Infection = -400 morale
Shakarn
Assault Exoskeleton = +25% crit chance
Deafening Amplifier = disorient = +30% fumble chance on target
Holorealtiy Mantle = broken mind on resist = -150 morale
Amazon
Blightbringer (bio: amazon + kirko) = blighted = -400 morale
Advanced Instinct Controller = +200 morale
Spirit Link Module - mounted gains gain +50 crit chance, + 400 morale
Dvar
Captain Regalia = +300 morale
Psi: Kirko + Syndicate
Focus: venom (psi: kirko + syndicate) = poison = -200 morale
Aether Storm? (psi: kirko + syndicate) = gives broken mind on resist = -150 morale
Kirko
Poison excretion = poison = -200 morale
Adrenal response gland = +5% crit chance per stack up to 5 stacks
Oathbound
Battle Pattern Analyzer = Adversity = guaranteed fumbles
Plight Mitigators = Providence = +100% crits chance; never fumbles with this mod
Destiny’s Manuscript = Adversity = guaranteed fumbles; Providence = +100% crits chance
Maxwell’s Puzzle box = 2 random negative effects
Syndicate
Cerebral Control Collars = give unit the indentured tag, allowing impose discipline to give +10% crit chance
Cerebral Amplifiers = gives this unit and indentured +25% crit chance (goes only go on light syndicate units, who are not indentured. i.e. enforcers, overseers, mirages, guild assassins, runners, and ST syndicate units)
Control Amplifiers = +25% damage on indentured
Xenoplague
Xenoplague Parasite = Ferocious Determination = immune to negative morale effects
Plague Pods = Parasitic infection = -200 morale
Xenografted muscles = Parasitic infection = -200 morale
Parasitic Symbiosis = Ferocious Determination = immune to negative morale effects
Synthesis
Targeting Daemon Shell = +10% crit chance
Psynumbra = Consuming gaze = applies broken mind on resist = -150 morale
Pain mirror = broken mind = -150 morale
The Forbidden Mantra = dark elation = +400 morale on buffs
Avatar of the Abyss = applies broken mind on resist = -150 morale
Onyx of Suffering = applies broken mind on resist = -150 morale
Ethereal Spear = applies broken mind = -150 morale
Celestian = Tenet’s of Tranquility = Enlightened = +200 morale; ignore negative morale effects
Shield of Remorse = Enlightened = +200 morale; remorse = -100 morale / stack
Tenets of Pacifism = Enlightened = +200 morale
Shield of Reckoning = Enlightened = +200 morale
Heritor
Es’Teq Acolyte Incarnation = +100 morale per essence charge
Units
Assembly
Vorpal sniper - inherent +15% crit chance on it’s full action primary attack
Shakarn
Propagator - motivating broadcast = +200 morale
Amazon
All amazon units get 200 morale when fighting in forests
Arborean Queen - Hyperpollination = +200 morale in a 4 hex area (4 turn cooldown)
Dvar
Foremen - Motivate skill gives +400 morale
Oathbound
Warden - Banner = +20% crit chance to a unit for 1 turn, 3 times in 5 hexes from banner
Defense mode = +200 morale in all in 2 hexes
Watcher - Providence = +100% crits chance
- Adversity = guaranteed fumbles
Diviner - Unwavering = +30% crit chance
Syndicate
Indentured - (don't have morale, but they get +10% crit chance from Impose Discipline (which overseers and subjugators can apply. Does not stack.. Applies to units with the cerebral control collar mod? test that)
Mirages = can apply broken mind when hallucinating fails = -150 morale
Zenith - house anthem = +200 morale for all friendly units (4 turn cooldown)
Xenoplague
Pustule, Destroyer, and Plague Lord = Ferocious Determination = immune to negative morale effects. They also have inherent Parasitic infection on their attacks = -200 morale
Psynumbra
Initiate = filled with despair = -400 morale or broken mind = -150 morale
Malictor = filled with despair = -400 morale or broken mind = -150 morale
Herald of Oblivion = filled with despair = -400 morale or broken mind = -150 morale; dark elation = +400 morale to all friendly units
Celestian
Star guide = Celestial Guidance = +200 morale
Teacher = grants enlightened to units in the same stack = can be +200 morale
Prime Rank: Critical + Morale [EXCLUDING NAVAL UNITS + TEMPORARY SUMMONS]
(checked all: assembly, shakarn, amazon, dvar, kirko, oathbound, syndicate, vanguard)
Morale = +300 morale (reverse engineer, reaver, foreman, overseer, baron, aspirant, champion, subjugator, Zenith)
Critical = +10% (scavenger, lightning rider, electrocutioner, harrier, bulwark, engulfer, mirage, raider, deadeye, firebrand, excavator tank, unleashed, warden, gunship)
Hero skills
Assembly - N/A
Overdrive = allows you to get the most out of momentary insight.
Sharkarn - Domok Army leader = non-hero units in the stack gain +10% crit chance
Domok instructors = hero gains +10% crit chance
Deadly Sight = +15% crit chance on overwatches
Amazon - Animal Discipline = +200 morale for animal and mounted units
Dvar - Incentivise = motivation = +400 morale until the end of combat
Kirko - N/A
Oathbound - N/A? Not if you count vehicles + gear.
Marquis = Honors call = +200 morale
Warden = Banner = +200 crit chance to a unit for 1 turn, 3 times in 5 hex
Defense mode = +200 morale in all in 2 hexes
Watchers scrolls = Providence = +100% crits chance
Vanguard - Martial Inspiration = +200 to units in the stack.
Psynumbra - Anthem of the Abyss = dark elation = +400 morale all allies for 2 turns; broken mind = -150 morale on all enemies for 2 turns.
- Soul Breaker = broken mind = -150 morale
- Devour Hope = filled with despair = -400 morale or broken mind = -150 morale
- Sinister Chorus = +20% fumble chance for adjacent enemies
Celestain - N/A
I feel like I missed a hero skill or two that can affect crits and/or fumbles
Operations and Doctrine
Assembly
Recycle of Life = +400 morale for cyborgs
Sharkarn
High frequency Projection = disorient = +30% fumble chance on target
Hololusion = aoe disorient = +30% fumble chance on target
Amazon
Advanced Wildlife Militarism = +200 morale to all animals
Arboreal Eden = +200 morale to your units fighting within your empire borders
Ecological Warfare = melee + bio now apply poison to enemies = -200 morale
Psi : Kirko + Syndicate
Psionic Bolstering (psi: kirko + syndicate) = immune to all psionic status effects (including some status effects that give negative morale)
Mind Wipe? (psi: kirko + syndicate) = gives broken mind on a fail = -150 morale
Psychic Control? (psi: kirko + syndicate) = gives broken mind on a fail = -150 morale
Mass Insanity? (psi: kirko + syndicate) = gives broken mind on a fail = -150 morale
Oathbound
Momentary insight = Providence = +100% crits chance
Erratic Misfortune = 50% to put Adversity on each unit in 2 hexes = guaranteed fumbles
Direct Tribulation = Adversity = guaranteed fumbles
Expedite Doom = Adversity = guaranteed fumbles
Vanguard
Direct Command = +400 morale to all friendly units in the battle
Big stick diplomacy = +200 popular support = usually means +morale.
Xenoplague
Parasitic Strike = Parasitic infection = -200 morale
Drop Spor Pod = Parasitic infection = -200 morale
Sleeper Xenomones = Parasitic infection = -200 morale
Xenobonic Plague Bomb = Parasitic infection = -200 morale
Omega awakening (Doomsday) = Parasitic infection = -200 morale
Psynumbra
Embrace of Darkness = applies broken mind on resist = -150 morale
Haunting Melody = dark icon = dark elation = +400 morale
Vision of Darkness = - 400 morale
Aria of Emptiness = broken mind on resist = -150 morale
Oblivio Mundi (Doomsday) = broken mind = -150 every 2 turns; dark elation on psynumbra units= + 400 morale
Sinister Chants = -400 enemy morale when in your empire’s domain
Synthesis
Singularity (Doomsday) = +20% crit chance
Heritor
Condemned to Drained = -400 morale
Rite of Reincarnation = +200 morale for a single unit
Rite of Dissemination = +200 morale to all friendly units
Ancestral Smite = -200 morale in a 2 hex radius
Empire Quest Rewards
Invader = +200 morale against independent armies
Warmonger = +200 morale against other empires
Emperor = +200 popular support = usually means +morale.
Unifier = +300 morale
Buffs + Debuffs:
Providence = +100% crits chance (crit chance cannot be higher than hit chance)
Adversity = guaranteed fumbles
Disoriented = +30% fumble chance on target
Distracted = +20% fumble chance
Parasitic Infection = -200 morale
Broken mind = -150 morale per stack, up to 5 stacks
Filled with Despair = -400 morale
Vision of Darkness = -400 morale
Dark elation = +400 morale
Poisoned = -200 morale
Enlightened = +200 morale
Debilitating Infection = -400 morale
Condemned = -400 morale
There are more effects that I am missing, right?
Race Relations/ Racial Happiness
-199 RR to 400 RR = no effect on morale
400 RR to 599 RR = +100 morale, starting race = +200 RR; each colony is +50 RR
600 RR to 799 RR = +200 morale
Above 800 RR = +300 morale
-200 RR to -399 RR= -200 morale, razing = -200 RR
-400 RR to -599 RR = -400 morale
-600 RR and below = -600 morale
Landmark/site:
"Elysium Camp followers" doctrine provided by the "Elysium park" landmark gives +400 morale
Imperial war monument landmark gives +200 morale to non-mindless units produced in the colony
Background
Party Animal is a really bad option
Cruelty gives the commander +200 morale for each kill it gets
Anomalies:
Some anomalous sites award morale to the hero or her stack based on choices and/or ST. like Derelict Phoenix Walker, The Secret Workshop, The Colony of Dreams, House of Emperors and probably more.
Gear/ location rewards?
could check with the ruijter console command
World Events
Supermoons = broken mind = -150 morale
Perfect Climate = The +200 morale for biological and cyborg units
Aurora = +200 morale on non-mindless units
Planetary Pollen Cloud = +200 morale on biological and cyborg
Short-Lived Nanites = +10% fumble chacne for cyborg or mechanical units
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