Animal Magnetism: Difference between revisions
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(Created page with "{{Spell Infobox |title = Animal Magnetism |image = |japanese = |romaji = |old = Tamer |type = Skill }} '''Animal Magnetism''' is a skill introduced in ''Dragon Quest VII...") |
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==Appearances== | ==Appearances== | ||
===''[[Dragon Quest VII]]''=== | ===''[[Dragon Quest VII]]''=== | ||
Animal Magnetism's success calculations are a little more involved than most DQ algorithms from the earlier period in the series. The success rate is based on the Denominator of a monster's base recruitment rate | Animal Magnetism's success calculations are a little more involved than most DQ algorithms from the earlier period in the series. The success rate is based on the Denominator of a monster's base recruitment rate, subtracting the character's [[Monster Master|Monster masher]] rank. For reference, the modifiers for each rank are: | ||
{| class="wikitable" | |||
|- | |||
! Vocation rank !! Modifier | |||
|- | |||
| 1 || 0 | |||
|- | |||
| 2 || 1 | |||
|- | |||
| 3 || 2 | |||
|- | |||
| 4 || 8 | |||
|- | |||
| 5 || 16 | |||
|- | |||
| 6 || 16 | |||
|- | |||
| 7 || 16 | |||
|- | |||
| 8 || 32 | |||
|} | |||
The table below compares the base recruitment chances against the rank modifiers for easier reading. Keep in mind that the skill can be used up to five times on a single monster, effectively making all monsters 100% tameable save for the six that have a 1/256 base. | The table below compares the base recruitment chances against the rank modifiers for easier reading. Keep in mind that the skill can be used up to five times on a single monster, effectively making all monsters 100% tameable save for the six that have a 1/256 base. | ||
| Line 22: | Line 42: | ||
|- | |- | ||
| 1/16 || 4 || 1/8 | | 1/16 || 4 || 1/8 | ||
|- | |||
| 1/32 || 4 || 1/24 | |||
|- | |- | ||
| 1/64 || 5 || 1/48 | | 1/64 || 5 || 1/48 | ||
Latest revision as of 06:36, 10 December 2016
| Animal Magnetism | |
|---|---|
| Japanese | |
| Type | Skill |
| Older names | Tamer |
Animal Magnetism is a skill introduced in Dragon Quest VII that helps with recruiting monsters to send off to the meadows.
Appearances[edit]
Dragon Quest VII[edit]
Animal Magnetism's success calculations are a little more involved than most DQ algorithms from the earlier period in the series. The success rate is based on the Denominator of a monster's base recruitment rate, subtracting the character's Monster masher rank. For reference, the modifiers for each rank are:
| Vocation rank | Modifier |
|---|---|
| 1 | 0 |
| 2 | 1 |
| 3 | 2 |
| 4 | 8 |
| 5 | 16 |
| 6 | 16 |
| 7 | 16 |
| 8 | 32 |
The table below compares the base recruitment chances against the rank modifiers for easier reading. Keep in mind that the skill can be used up to five times on a single monster, effectively making all monsters 100% tameable save for the six that have a 1/256 base.
| Recruit rate | Vocation rank | New rate |
|---|---|---|
| 1/4 | 2 | 1/3 |
| 1/8 | 3 | 1/6 |
| 1/16 | 4 | 1/8 |
| 1/32 | 4 | 1/24 |
| 1/64 | 5 | 1/48 |
| 1/128 | 8 | 1/96 |
| 1/256 | 8 | 1/224 |