Quick reference
Critical chance continues to help above 100%. Complete hundreds establish guaranteed tiers; the remainder can add another tier, and Luck affects that remainder.
- Rule
- Each complete 100% adds one guaranteed critical tier.
- Astronaut
- The current armor conversion is 3% per Armor per rank.
Five Armor at Spacesuit rank 1 versus rank 3
Assume five Armor and 85% critical chance from all other active sources. Use the 1.0 conversion of 3% per Armor per rank.
- Armor input
Five Armor contributes to the character’s conversion.
Rank 15 × 3% × 1 = 15 percentage points. Total: 100%.
Rank 35 × 3% × 3 = 45 percentage points. Total: 130%.
Rank 1 reaches a guaranteed first tier; rank 3 also leaves 30% to roll the next tier before Luck. Extra tiers repeat the crit bonus, not the whole multiplier.
Guaranteed tiers and the remainder
Version 1.0 lets critical chance exceed 100%. Split the displayed chance into whole hundreds and the remainder. Whole hundreds establish the guaranteed tier. The remaining chance can roll the next tier; Luck affects that leftover roll rather than the guaranteed part.
| Critical chance | Guaranteed outcome | Additional roll before Luck |
|---|---|---|
| 80% | A normal hit remains possible | 80% for tier 1 |
| 100% | Tier 1 | No remainder |
| 150% | Tier 1 | 50% for tier 2 |
| 200% | Tier 2 | No remainder |
| 250% | Tier 2 | 50% for tier 3 |
Each extra tier adds the critical-damage bonus again. It does not multiply the previous critical result by itself. For an illustrative 100-damage hit with a +50% critical bonus, tiers 1, 2 and 3 deal 150, 200 and 250 damage before other modifiers. These example values are not a weapon’s base stats.
Damage colors distinguish the tiers: red for an ordinary critical, orange for the next tier, and yellow from tier 3 onward. A yellow number is not evidence that the whole round averaged that amount of DPS.
Astronaut’s Armor contribution
The current Spacesuit rule supplies 3% critical chance per Armor per rank. At five Armor, rank 1 contributes 15 percentage points; rank 3 contributes 45. Add that contribution to the other active sources on the weapon before deciding whether a guaranteed tier was crossed.
For example, a weapon with 85% from other sources reaches 100% with the rank-1 contribution in that five-Armor example. The rank-3 contribution reaches 130%, leaving 30% for the next tier before Luck. The old rank-1 10%-per-Armor rule produces different numbers and should not be used for 1.0 planning.
Choose the next support slot
Crossing a guaranteed tier can make damage more consistent, but extra critical chance still competes with damage, reach, attack speed and reload support. A gun unable to hit during a reload gains nothing from its critical chance in that interval. Use the firing-cycle comparison alongside the Astronaut build.
Keep the Treasure Chest reference nearby when reading old Endless guides: its critical multiplier was reduced in 1.0. Preserve a current weapon tooltip as the basis for the calculation.
Sources
Last updated 2026-11-03.
Fieldguide


