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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 | 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]] | ||