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Criticals Warning

Forces critical hits on attacks


Mode

The critical hit strategy to use.

  • NO GROUND: attempt criticals when you are already off the ground
  • PACKET: send movement packets to force critical hit detection
  • JUMP: automatically jump to trigger critical hits
  • LAG: briefly delay an attack until a real jump reaches its falling phase
  • TIMER: slow the game while airborne to make the natural critical window longer

Packet mode

Packet sequence used in PACKET mode.

Maximum delay

The longest LAG mode may postpone an attack while waiting for you to begin falling. If the deadline expires, the attack is released normally instead of being discarded.

Timer speed

The game speed used by TIMER mode while the player is falling. Ascent remains at normal speed because it cannot produce a vanilla critical hit. Lower values create a longer critical window but are more noticeable.

Chance

The chance that LAG or TIMER activates for an eligible attempt.

Conditions

LAG and TIMER can require a weapon in your main hand and an active attack. The attack condition accepts either the physical attack button or an attack performed by Silent Aura. Neither mode changes your movement or jumps for you.

Jump range

The enemy distance threshold used by JUMP mode.