Mystic Scry Buff is the calculator's name for an attack-dice ability that, in the Roll Attack Dice step of a shoot, fight, or retaliation, lets you either retain one of your fails as a normal success, or retain one of your normal successes as a critical success. You pick one, each time you attack. In-game it's the "Mystic Scry" ability.
A single "or" hides a real decision. The two options do different things, and which one is better is not fixed — it depends on the weapon's damage and on the rest of the dice you rolled. This note walks through why, and how the calculator resolves it.
Ignore other abilities for a moment. Relative to the dice you rolled:
normDmg.normDmg into critDmg + Devastating — a gain ofcritDmg + Devastating − normDmg.So the crit upgrade beats the extra hit exactly whencritDmg + Devastating > 2 × normDmg. Most KT2024 weapons sit just below that line, so adding a hit usually wins — until Devastating or a big crit-damage spike tips it over:
| Norm dmg | Crit dmg | Devastating | Crit value | 2 × norm | Take |
|---|---|---|---|---|---|
| 3 | 4 | 0 | 4 | 6 | fail → norm |
| 3 | 4 | 2 | 6 | 6 | tie → crit |
| 3 | 4 | 3 | 7 | 6 | norm → crit |
| 2 | 5 | 0 | 5 | 4 | norm → crit |
(On an exact tie the calculator takes the crit. A crit and an equal-value pile of norms are not really interchangeable: the crit's Devastating portion ignores saves, a crit triggers Piercing, and one big hit loses less to Feel No Pain than two small ones. More on that below.)
Rending lets you upgrade one rolled norm to a crit if you already have at least one crit. That conditional is what makes Mystic Scry Buff interesting: the option you pick changes what Rending can do afterward, so the right pick flips depending on whether you already rolled a crit. Both of the following use the same weapon (norm 3, crit 4, no Devastating), where the isolated rule from the table above says "add a hit."
You rolled {0 crit, 2 norm} with Rending. There is no fail to convert, so the choice is "upgrade a norm" vs "do nothing":
| Option | After the buff | After Rending | Damage |
|---|---|---|---|
| Norm → crit | 1 crit, 1 norm | 2 crit, 0 norm | 8 |
| Decline | 0 crit, 2 norm | 0 crit, 2 norm (Rending can't fire) | 6 |
Taking the crit looks weak in isolation (crit value 4 < 2 × 3), but it seeds the first crit, which then lets Rending promote the remaining norm for free. One buff becomes two upgrades: {2c, 0n} = 8, versus 6 for leaving the dice alone.
You rolled {1 crit, 1 norm, 1 fail} with Rending. Now all three matter:
| Option | After the buff | After Rending | Damage |
|---|---|---|---|
| Norm → crit | 2 crit, 0 norm | 2 crit, 0 norm (no norm to promote) | 8 |
| Fail → norm | 1 crit, 2 norm | 2 crit, 1 norm | 11 |
Here you should not take the crit. You already have one, so Rending will hand you a crit regardless — provided a norm survives for it to promote. Spending the buff to add a norm gives Rending something to work on, ending at {2c, 1n} = 11. Spending it on a crit consumes the very norm Rending wanted, stalling at {2c, 0n} = 8.
Same weapon, opposite decision — driven entirely by whether you had already rolled a crit. A fixed rule ("always take the crit" or "always add a hit") gets one of these two cases wrong.
Rather than a fixed rule, the calculator treats Mystic Scry Buff as the per-roll choice it actually is. For every possible dice result it:
crits × (critDmg + Devastating) + norms × normDmg) and keeps the highest, breaking ties toward the crit.Because the score is taken after Rending resolves, the seed-vs-feed reasoning above falls out automatically — the calculator does not need to special-case it. The same mechanism handles Obscured: when the defender turns your crits into norms, a norm→crit upgrade gains nothing, so the comparison naturally prefers adding a hit.
The comparison is pre-save damage, so two things are deliberately left out:
Devastating (mwx) is counted — it is folded into the crit's value, so a weapon with meaningful Devastating will favor the crit upgrade, as the first table shows.
critDmg + Devastating > 2 × normDmg; otherwise add a hit.