Criticals are usually percentage increase to "base" damage, triggered by RNG or a hit on weakpoints.Just been trying out different types of games, and often come across these two terms
For criticals, I assumed it to be 200% of the initial damage, but what about Armor Piercing?
Armour piercing/penetration does not affect "base" damage, but how much of the damage gets through to the target by negation a portion of its armour, on every hit.
In theory, crits are much better on unarmoured targets, where Armour piercing has nothing to negate, and armour piercing on heavily armoured targets, allowing you to deal reliable damage where most of it would be blocked otherwise.
Obviously though, this is a heavily simplified look at things, omitting any calculations on actual damage reduction rate of armour, crit rate, and critical damage - or any other relevant factor.