Ranged sneak attack criticals
Unlike in vanilla Morrowind, it doesn't seem possible to get a sneak attack criticals with ranged weapons. This is still the case as of the latest Git revision. I've included a save to demonstrate how you can't get a sneak attack critical using bows. Looking through the source code, it seems any sneak attack critical code is confined to melee hits. Sorry for the poor bug report, but I'm about to pass out.
#1 Updated by DestinedTo Die 11 months ago
I haven't reproduced to see this myself, but UESP says ranged attacks should have 1.5x crit damage. http://www.uesp.net/wiki/Morrowind:Stealth#Mechanics_of_Stealth
#3 Updated by Miroslav Remák 11 months ago
Note that projectile attacks cannot crit, but they do make the critical hit sound, as the sound code is separated.
#5 Updated by Chris Robinson 11 months ago
IIRC, vanilla has a bug where sneak attacks with projectiles don't apply crit damage, however your next melee attack that hits will apply the crit damage (even if it's not a sneak attack). It's as if the game calculates and stores that you did a sneak attack, but fails to apply and reset a damage multiplier until you make a melee hit. I personally don't see a reason to replicate this bug, and don't see much harm in making ranged weapons crit properly.
vanilla has a bug where sneak attacks with projectiles don't apply crit damage, however your next melee attack that hits will apply the crit damage (even if it's not a sneak attack)
I've just tested but I didn't see this happen. The critical damage happened with the projectile (bow and arrow) and didn't apply when I then attacked the same NPC with a non-sneak attack (dagger).
#9 Updated by Miroslav Remák 11 months ago
R. D. wrote:
Actually I was just testing in vanilla, and it looks like sneak attack critical hits with a bow do happen, it just doesn't give a message for it. And it seems to match what the UESP says of being 1.5 times the non-critical damage.
I can confirm. For projectile attacks the damage is multiplied by fCombatKODamageMult (fCombatCriticalStrikeMult is not used):
if defender is unaware or knocked out or knocked down: damage *= gmst["fCombatKODamageMult"]
#10 Updated by Andrei Kortunov 8 months ago
For melee weapons "fCombatCriticalStrikeMult" stacks with "fCombatKODamageMult" if defender is knocked out/down.
For projectiles "fCombatKODamageMult" applied only once, even if defender is knocked out/down.
And why ranged criticals use knocked out GMST?
I think, Morrowind has a bug in knock out check.
Here is a quote from official Morrowind manual:
If you can move within range of an NPC or creature without being detected (i.e., while
sneaking), your first melee attack will do considerably more damage (4x) and a notice
that you successfully achieved a Critical Hit will appear. All subsequent attacks will
count as regular attacks.
No mention of ranged crits.
Also in vanilla game creatures (even unarmed) can do critical hits, but I don't know it is a bug or feature.