Critical Damage is not added to the "damage" stat of your build in shipyard (neither are reload, salvo, or multi shot) the normal damage bonuses are calculated in though (represented above as "concussive Damage: 622%) (you have to calculate it yourself if you want to find how it affects the damage your ship deals)

All Critical hits have a base chance that you earn in research and development (max is 12%) (this is a luck based chance but we can use the given as an average)

All Critical hits have a base damage double the original damage

Some specials like Blister Hot blast bays (BHBB) add to the chance and damage BHBB adds 30% chance: maximum of 42% chance of dealing a critical hit BHBB adds 150% critical damage: ends up being 200% + 150% = 350% or 3.5x original damage

Applying the damage stats of my personal ship above (it is incomplete) 40% chance of critical hit and 3.5x the damage on those shots (I'm rounding damage to 1,000,000) 1,000,000(base dmg) x .4(chance) x 3.5(bonus dmg) + 1,000,000(base dmg) x .6(chance of not being critical) =an average of 2 Million damage/salvo so damage is doubled on average with blister hot blast bays (remember that without the special you still have the base chance of landing crits)

Slight correction/further clarification on the crit damage part. Crit damage buffs do not stack.

A normal critical hit will do 200% damage, which is the normal damage + 100% crit damage. Specials that have a "+X Crit damage" replace that standard 100% crit damage modifier.

So in your example, the BHBB will be 100% damage for a normal projectile + 150% for a crit hit for a final damage modifier of 2.5x the original damage.

Another thing to note is that base turrets cannot crit on their own, even with R&D. They either need a special ability, like the Vultures/Hyena, or a special like Super Charged EM Rails to grant them the ability to crit hit.

Slight correction/further clarification on the crit damage part. Crit damage buffs do not stack.

A normal critical hit will do 200% damage, which is the normal damage + 100% crit damage. Specials that have a "+X Crit damage" replace that standard 100% crit damage modifier.

So in your example, the BHBB will be 100% damage for a normal projectile + 150% for a crit hit for a final damage modifier of 2.5x the original damage.

Another thing to note is that base turrets cannot crit on their own, even with R&D. They either need a special ability, like the Vultures/Hyena, or a special like Super Charged EM Rails to grant them the ability to crit hit.

So if the critical damage is 100% from the special with no other boosts the critical damage is not affected by the special at all Meaning that the special is almost misleading us by making us think it does more critical damage when it does not For example: when using sealed fire charge, Mass Augmentation Nexus, or PBX pay load.

Slight correction/further clarification on the crit damage part. Crit damage buffs do not stack.

A normal critical hit will do 200% damage, which is the normal damage + 100% crit damage. Specials that have a "+X Crit damage" replace that standard 100% crit damage modifier.

So in your example, the BHBB will be 100% damage for a normal projectile + 150% for a crit hit for a final damage modifier of 2.5x the original damage.

Another thing to note is that base turrets cannot crit on their own, even with R&D. They either need a special ability, like the Vultures/Hyena, or a special like Super Charged EM Rails to grant them the ability to crit hit.

So if the critical damage is 100% from the special with no other boosts the critical damage is not affected by the special at all Meaning that the special is almost misleading us by making us think it does more critical damage when it does not For example: when using sealed fire charge, Mass Augmentation Nexus, or PBX pay load.

Basically, yeah. It isn't intended to be misleading and has been explained a time or two over the years.

Originally when a special adds crit hit chance, it is always paired with a crit damage stat as well. Newer specials that don't actually provide a crit damage modifier no longer follow that, but older specials were never updated.

The most critical chance Bonus you can get from Objectives & Development is 12%

the normal damage bonuses are calculated in though (represented above as "concussive Damage: 622%)

(you have to calculate it yourself if you want to find how it affects the damage your ship deals)

All Critical hits have a base chance that you earn in research and development (max is 12%)

(this is a luck based chance but we can use the given as an average)

All Critical hits have a base damage double the original damage

Some specials like Blister Hot blast bays (BHBB) add to the chance and damage

BHBB adds 30% chance: maximum of 42% chance of dealing a critical hit

BHBB adds 150% critical damage: ends up being 200% + 150% = 350% or 3.5x original damage

Applying the damage stats of my personal ship above (it is incomplete)

40% chance of critical hit and 3.5x the damage on those shots (I'm rounding damage to 1,000,000)

1,000,000(base dmg) x .4(chance) x 3.5(bonus dmg) + 1,000,000(base dmg) x .6(chance of not being critical) =an average of 2 Million damage/salvo

so damage is doubled on average with blister hot blast bays (remember that without the special you still have the base chance of landing crits)

A normal critical hit will do 200% damage, which is the normal damage + 100% crit damage.

Specials that have a "+X Crit damage" replace that standard 100% crit damage modifier.

So in your example, the BHBB will be 100% damage for a normal projectile + 150% for a crit hit for a final damage modifier of 2.5x the original damage.

Another thing to note is that base turrets cannot crit on their own, even with R&D. They either need a special ability, like the Vultures/Hyena, or a special like Super Charged EM Rails to grant them the ability to crit hit.

Meaning that the special is almost misleading us by making us think it does more critical damage when it does not

For example: when using sealed fire charge, Mass Augmentation Nexus, or PBX pay load.

Originally when a special adds crit hit chance, it is always paired with a crit damage stat as well. Newer specials that don't actually provide a crit damage modifier no longer follow that, but older specials were never updated.