Critical Hit: Difference between revisions

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'''Critical Hits''' are a recurring feature of the {{DQSeries}}.  
'''Critical Hits''' are a recurring feature of the {{DQSeries}}.  


==Function==
==Function==
Every time any character makes an attack, they have a small chance of that attack being a "Critical Hit," which drastically increases the damage dealt on that particular turn. Since critical hits ignore defence, it makes them an instant kill on all [[metal monsters]], provided the monster does not dodge the critical hit. Weapons that strike multiple times, such as the [[Falcon Knife Earrings]], can strike critically but weapons that strike multiple targets cannot (Flails, {{Whip}}s, {{Boomerang}}s).  
Every time any character makes an attack, they have a small chance of that attack being a "Critical Hit," (会心の一撃, ''Kaishin no ichigeki'', lit. "satisfying blow/hit" or "blow to the heart") which drastically increases the damage dealt on that particular turn. Since critical hits ignore defence, it makes them an instant kill on all [[metal monsters]], provided the monster does not dodge the critical hit. Weapons that strike multiple times, such as the [[Falcon Knife Earrings]], can strike critically, but weapons that strike multiple targets cannot (Flails, {{Whip}}s, {{Boomerang}}s).  


However, many monsters also can get critical hits, usually termed a ''terrific blow'', ''brutal hit'', or ''desperate attack''.
However, many monsters also can get critical hits, usually termed a ''terrific blow'', ''brutal hit'', or ''desperate attack'' (痛恨の一撃, ''tsūkon no ichigeki''). For monsters, there are different variations of critical hits: the first of which simply ignores the target's defence, much like the critical hits landed by playable characters. The second variation lands an attack that simply deals 250% the amount of their normal attack. Some monsters and bosses also have a variation which deals a fixed amount of damage, as well.


==Appearances==
==Appearances==
==={{DQ}} & {{DQ2}}===
==={{DQ}} & {{DQ2}}===
The critical hit rate is fixed at {{fraction|1|64}}.  
The critical hit rate is fixed at {{fraction|1|64}}. Monsters gained the ability to land critical hits starting in the second game.


==={{DQ3}} & {{DQ4}}===
==={{DQ3}} & {{DQ4}}===
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==={{DQ5}}===
==={{DQ5}}===
The critical hit rate returns to {{fraction|1|64}} and cannot be improved.
The critical hit rate returns to {{fraction|1|64}} and cannot be improved. Certain monsters and bosses will land desperate attacks that deal a fixed amount of damage, such as [[Hammerhood]]s, [[Urnexpected]]s, [[King Korol]] and [[Nimzo]] in his second form.


==={{DQ6}} & {{DQ7}}===
==={{DQ6}} & {{DQ7}}===
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==={{DQ8}}===
==={{DQ8}}===
A character will double their critical hit rate to {{fraction|1|32}} after investing enough skill points in the appropriate section. [[Yangus]] can raise his rate to {{fraction|1|8}} by equipping the [[Megaton hammer]]
A character will double their critical hit rate to {{fraction|1|32}} after investing enough skill points in the appropriate section. [[Yangus]] can raise his rate to {{fraction|1|8}} by equipping the [[Megaton hammer]].


==={{DQ9}}===
==={{DQ9}}===
Beginning in '
Beginning in {{Dragon Quest IX}} and carrying forwards to ''X'' and {{Dragon Quest Heroes}}, the frequency of critical hits became dependent on a character's deftness.
{{Dragon Quest IX}} and carrying forwards to ''X'' and {{Dragon Quest Heroes}}, the frequency of critical hits became dependent on a character's deftness.


For ''IX'', the algorithm is ''Deftness/100 + 3% (with weapon skill trait boost)''. Wearing the Critical Acclaim will add another 4%, and thus the maximum rate is 16.99% at 999 deftness. The natural, unbolstered rates for each vocation are:
For ''IX'', the algorithm is ''Deftness/100 + 3% (with weapon skill trait boost)''. Wearing the Critical Acclaim will add another 4%, and thus the maximum rate is 16.99% at 999 deftness. The natural, unbolstered rates for each vocation are:
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==={{DQ11}}===
==={{DQ11}}===
Every 200 points of deftness increases the critical hit chance by 1%, leading to a natural cap of 5%. Skill panel, pep boosts and equipment bonuses can raise this chance even further.
Every 200 points of deftness increases the critical hit chance by 1%, leading to a natural cap of 5%. Skill panel, pep boosts and equipment bonuses can raise this chance even further. Also, for the first time in the series, boomerangs are able to land critical hits.


==={{SSB5}}===
==={{SSB5}}===
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==Spells==
==Spells==
==={{DQ9}}===
==={{DQ9}}===
Beginning with ''IX'' spells can also become critical hits, where the spell "goes haywire". This not only increases damage output of attack magic, but also boosts healing spells. If a status-changing spell goes haywire, its chance of working increases to 100% (barring the target being immune).
Beginning with ''IX'' spells can also land critical hits, where the spell "goes haywire". This not only increases damage output of attack magic, but also boosts healing spells. If a status-changing spell goes haywire, its chance of working increases to 100% (barring the target being immune).


==={{DQ11}}===
==={{DQ11}}===
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[[Category:Recurring elements]]
[[Category:Recurring elements]]
[[Category: Game mechanics]]
[[Category:Game mechanics]]
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