Criticals
Forces every hit to register as a critical strike without needing to jump, significantly increasing your damage output.
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Forces every hit to register as a critical strike without needing to jump, significantly increasing your damage output.
The Criticals module makes each of your attacks land as a critical hit. Two modes are available: one that works through subtle timing manipulation, and one that extends your airborne time so the game's own critical-hit logic fires naturally.
The technique used to produce critical hits, defaulting to Packet.
Packet briefly delays your attack to create the conditions for a critical hit without you physically jumping. It can trigger flags on advanced anti-cheats if the timing desyncs significantly from expected swing ticks.
Timer slows the game's internal timer while you are in the air, giving your character extra time in the falling phase where criticals register. It is generally safer on modern servers.
Used in Packet mode: the upper bound on how long the attack can be held, from 50 to 2000 ms (default 200 ms). If a critical opportunity does not appear within this window, the attack fires anyway.
Used in Packet mode: the percentage each attack rolls to attempt a critical, from 0.0% to 100.0% (default 100.0%). If the roll fails, the hit is sent immediately without attempting a critical.
Used in Timer mode: a multiplier below 1.0 that slows the timer and extends the time your character spends in the falling phase, from 0.10× to 1.00× (default 0.80×). Lower values give a longer critical window but may be more noticeable.
Used in Timer mode: once your first critical from the slowed timer connects, the timer returns to normal until you land and jump again. This limits how long the timer runs at the reduced speed per jump cycle. Off by default.
Turns Criticals off automatically when any selected event happens: On Death, On World Switch, On Server Leave, On Teleport, or On LagBack.
Recommended: Timer mode is the safer default on most servers. If you switch to Packet mode, keep Chance below 100% to avoid landing a critical on every single hit, which is statistically unusual for a real player.
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