Criticals

Changes falling tick timing to improve the window for airborne critical hits.

Overview

Criticals activates once per airtime. While you are falling and its conditions pass, it slows the client timer and banks the delayed ticks.

The optional boost spends part of that bank when you land or receive knockback. It does not force a jump or attack for you.

Timing

Chance

Sets the probability that a jump or fall uses the Criticals timing. The roll is made once for that airtime.

Timer speed

Sets the timer multiplier while the falling phase is active. Lower values slow the phase more strongly.

Boost

Returns up to this much banked time when the sequence ends. A zero value leaves the recovery unboosted.

Conditions

Holding a weapon

Requires the held item to match the shared Weapons rules.

Sprinting

Requires you to be sprinting while the falling timing is applied.