Skill bonuses may not show up on the player's character stat window depending on the skill.
The chance to score a critical hit for magic instead uses the above formula but without factoring in the weapon's critical.
This includes Bare Hands, which adds 10% to critical.
Critical is reduced by 2.0% for every Effective Protection point (actual damage reduction) on the target. In the case of magic criticals, it is reduced by 2.0% for every Effective Magic Protection point on the target.
However, regardless of the player's critical and the target's protection, the chance to score a critical hit is capped at 30%.
For example, the player has 100% critical and attacks a monster with 0 protection; contrary to what appears the player to be having all their attacks score a critical hit, the player actually only has a 30% rate to land a critical hit.
Certain skills may exceed this 30% critical during calculation. For example, Way of the Gun causes all Dual Gun Normal Attacks to be a critical hit, regardless of the player's critical and the enemy's protection stats.
Players conducted a trial in which a person with 90% critical attacked a Black-tailed Mongoose (which has 16 Protection). Using the above formula, the chance for critical should have been 58%. However, out of 3308 attacks, only 989 criticals were observed; a cap of ~30%.
When using an attack that hits multiple targets, the chance of landing a critical hit is only calculated against the selected target or the closest target to the player/skill being used if a target was not selected.
If a player happens to land a critical hit against the target, all other targets within range of the attack will receive a critical hit as well.
Most Two-Handed Weapons increases the critical rate of Smash by 5%.
Counterattack, Lance Counter, and Chain: Counter Punch uses the enemy's critical rather than the player's.