Critical Hit: Difference between revisions

15,176 bytes added ,  6 April
Not full benchmark tables, but relevant data pulled from game data as also available at https://gamefaqs.gamespot.com/boards/470902-dragon-quest-i-and-ii-hd-2d-remake/81078209/987208837
No edit summary
 
(Not full benchmark tables, but relevant data pulled from game data as also available at https://gamefaqs.gamespot.com/boards/470902-dragon-quest-i-and-ii-hd-2d-remake/81078209/987208837)
 
(43 intermediate revisions by 21 users not shown)
Line 1: Line 1:
'''Critical Hits''' are a recurring feature of the ''[[Dragon Quest (series)|Dragon Quest]]'' series. 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.
'''Critical Hits''' are a recurring feature of the {{DQSeries}}.  


Chance of a critical varies between characters and between games, as does the exact damage multiplier.
==Function==
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") 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).  


{{stub}}
However, many {{MFamilies}}s also can get critical hits, usually termed a ''terrific blow'', ''brutal hit'', or ''desperate attack'' (痛恨の一撃, ''tsūkon no ichigeki''). For {{MFamilies}}s, 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 {{MFamilies}}s and bosses also have a variation which deals a fixed amount of damage, as well.
[[Category:Browse]]{{Wikia}}
 
==Appearances==
==={{DQ}} & {{DQ2}}===
The critical hit rate is fixed at {{fraction|1|64}}. {{Monster}}s gained the ability to land critical hits starting in the second game.
 
==={{DQ1&2HD}}===
Critical hits use the same formula as ''Dragon Quest III HD-2D Remake''. Once the [[sun sigil]] is obtained, abilities can also land critical hits, with multi-target abilities suffering the same penalty as multi-target weapons (i.e., the critical hit rate for multi-target abilities is half that of single-target abilities).
 
Each character has a unique set of hidden benchmark values and vocation (i.e., character-specific) crit rates relevant to the critical hit rate calculation. At character level 99, these benchmark values are 411 ([[Hero (Dragon Quest)|Dragon Quest I Hero]]), 341 ([[Hero (Dragon Quest II)|Prince of Midenhall]]), 247 ([[Prince of Cannock]]), 277 ([[Princess of Moonbrooke]]), and 411 ([[Princess of Cannock]]), while the vocation crit rates are as follows:
 
{| class="wikitable sortable"
! Character !! Crit Value !! Level Range
|-
| rowspan="7" | [[Hero (Dragon Quest)|Dragon Quest I Hero]] || 4 || 1–4
|-
| 5 || 5–9
|-
| 6 || 10–19
|-
| 7 || 20–29
|-
| 8 || 30–39
|-
| 9 || 40–49
|-
| 10 || 50–99
|-
| rowspan="7" | [[Hero (Dragon Quest II)|Prince of Midenhall]],<br>[[Prince of Cannock]],<br>[[Princess of Moonbrooke]] || 2 || 1–9
|-
| 2.5 || 10–20
|-
| 3 || 21–30
|-
| 3.5 || 31–40
|-
| 4 || 41–50
|-
| 4.5 || 51–60
|-
| 5 || 61–99
|-
| rowspan="17" | [[Princess of Cannock]] || 4 || 1–4
|-
| 5 || 5–9
|-
| 6 || 10–14
|-
| 7 || 15–20
|-
| 8 || 21–25
|-
| 9 || 26–30
|-
| 10 || 31–35
|-
|11 || 36–40
|-
|12 || 41–45
|-
|13 || 46–50
|-
|14 || 51–55
|-
|15 || 56–60
|-
|16 || 61–65
|-
|17 || 66–70
|-
|18 || 71–75
|-
|19 || 76–80
|-
|20 || 81–99
|}
 
==={{DQ3}}===
[[Martial Artist]]s have their rates based on their level, calculated as level/256 for a cap of 25% at level 64. All other characters have a 1/64 chance to land a critical hit.
 
==={{DQ3HD}}===
Critical hits now involve the [[Luck]] stat instead of being fixed to a 1/64 chance or being based on the Martial Artists' levels. A character's chance to land a critical hit is calculated as ''vocation crit rate x min(Luck / hidden benchmark, 3)'' with a hard maximum of 50%; the hidden benchmark value for the character's level is given in the first table below, and the vocation crit rate is given in the second table below. For example, the critical hit chance for a [[Gadabout]] with 999 Luck at level 90 is calculated as ''6 X min(999 / 310, 3)'', resulting in a crit chance of 18% (the "min" formula capping the multiplier to the lower value of 3 in this case). Note that for [[Boomerang Weapon Family|boomerangs]] and [[Whip Weapon Family|whips]], the critical hit rate is half that of single-target weapons for balance purposes.
 
{| class="wikitable" style="text-align:center;"
|+ Hidden benchmark per level, universal
|-
! Lv !! *0 !! *1 !! *2 !! *3 !! *4 !! *5 !! *6 !! *7 !! *8 !! *9
|-
| 0 || - || 9 || 10 || 11 || 12 || 13 || 14 || 15 || 17 || 19
|-
| 1 || 22 || 25 || 29 || 32 || 35 || 39 || 43 || 46 || 50 || 54
|-
| 2 || 57 || 61 || 65 || 70 || 74 || 79 || 83 || 88 || 94 || 99
|-
| 3 || 105 || 110 || 116 || 121 || 127 || 132 || 138 || 144 || 150 || 155
|-
| 4 || 160 || 164 || 169 || 174 || 178 || 182 || 187 || 191 || 195 || 200
|-
| 5 || 204 || 208 || 211 || 215 || 219 || 222 || 225 || 229 || 232 || 235
|-
| 6 || 238 || 240 || 243 || 246 || 249 || 251 || 254 || 257 || 260 || 262
|-
| 7 || 265 || 268 || 271 || 273 || 275 || 278 || 280 || 282 || 285 || 287
|-
| 8 || 289 || 292 || 294 || 296 || 298 || 300 || 302 || 304 || 306 || 308
|-
| 9 || 310 || 312 || 314 || 316 || 318 || 320 || 322 || 324 || 326 || 328
|}
 
{| class="wikitable sortable"
! Vocation !! Crit Value !! Level Range
|-
| rowspan="4" | [[Gadabout]] || 3 || 1–9
|-
| 4 || 10–20
|-
| 5 || 21–30
|-
| 6 || 31–99
|-
| rowspan="17" | [[Hero (Vocation)|Hero]] || 2 || 1–5
|-
| 2.5 || 6–10
|-
| 3 || 11–15
|-
| 3.5 || 16–20
|-
| 4 || 21–25
|-
| 4.5 || 26–30
|-
| 5 || 31–35
|-
| 5.5 || 36–40
|-
|6 || 41–45
|-
|6.5 || 46–50
|-
|7 || 51–55
|-
|7.5 || 56–60
|-
|8 || 61–65
|-
|8.5 || 66–70
|-
|9 || 71–75
|-
|9.5 || 76–90
|-
|10 || 81–99
|-
| [[Mage]] || 3 || 1–99
|-
| rowspan="17" | [[Martial Artist|Martial]]<br>[[Martial Artist|Artist]] || 4 || 1–4
|-
| 5 || 5–9
|-
| 6 || 10–14
|-
| 7 || 15–20
|-
| 8 || 21–25
|-
| 9 || 26–30
|-
| 10 || 31–35
|-
|11 || 36–40
|-
|12 || 41–45
|-
|13 || 46–50
|-
|14 || 51–55
|-
|15 || 56–60
|-
|16 || 61–65
|-
|17 || 66–70
|-
|18 || 71–75
|-
|19 || 76–80
|-
|20 || 81-99
|-
| [[Merchant]] || 2 || 1–99
|-
|[[Monster Wrangler|Monster]]<br>[[Monster Wrangler|Wrangler]] || 3 || 1–99
|-
| [[Priest]] || 2 || 1–99
|-
| [[Sage]] || 2 || 1–99
|-
| [[Thief]] || 2 || 1–99
|-
| [[Warrior]] || 2 || 1–99
|}
 
Prior to the May 23rd, 2025 update patch the rates for the Hero and Martial Artists were:
{| class="wikitable sortable"
! Vocation !! Crit Value !! Level Range
|-
| rowspan="7" | [[Hero (Vocation)|Hero]] || 2 || 1–9
|-
| 2.5 || 10–20
|-
| 3 || 21–30
|-
| 3.5 || 31–40
|-
| 4 || 41–50
|-
| 4.5 || 51–60
|-
| 5 || 61–99
|-
| rowspan="7" | [[Martial Artist|Martial]]<br>[[Martial Artist|Artist]] || 4 || 1–4
|-
| 5 || 5–10
|-
| 6 || 11–26
|-
| 7 || 27–33
|-
| 8 || 34–71
|-
| 9 || 72–80
|-
| 10 || 81–99
|-
|}
 
==={{DQ4}}===
Tsarevna [[Alena]]'s rate is based on the Martial Artists of ''Dragon Quest III'', calculated as Level/256. The cap is level 64, with a rate of 25%.
 
In the [[Nintendo DS]] and [[Cell phone]] versions of ''Dragon Quest IV'', [[Alena]]'s critical hit rate was tweaked to  ''(Level x 0.75)/256''. In the [[Nintendo DS]] version, the effect still stops at level 64, making her critical rate cap at 18.75%; however, the [[Cell phone]] version raises the cap to level 89, granting her a rate of 26.07% - provided, of course, the player is willing to raise her that high.
 
==={{DQ5}}===
The critical hit rate returns to {{fraction|1|64}} and cannot be improved. Certain {{MFamilies}}s 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}}===
Characters have the standard {{fraction|1|64}} rate unless they become martial artists at [[Alltrades Abbey]]. After taking up the art of the fist, the character's rank in the vocation will improve their chance to land a critical until they hit the cap of {{fraction|1|8}} at rank 8. This gives a party of [[Martial Artist]]s a 50% chance to score a critical when using normal attacks and single-target skills that utilizes their strength stat.
*[[Paladin]]s have a similar vocation trait, in that they have a chance to instantly slay a target based on rank. Though this will not work on boss {{MFamilies}}s, it will still slay [[Metal slime]]s at a {{fraction|1|8}} rate when mastered.
 
==={{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]].
 
Enemies that can perform a desperate attack include [[Hammerhood]], [[Crème caraslime]], [[Brownie]], [[Dead Bowdy]], [[Gorerilla]], [[Pink pongo]], [[Gold golem]], [[Cherreevil Blossom]], [[Metal slime knight]], [[Cyclops]], [[Gold golem]], [[Troll]], [[Golem]], [[Abominape]], [[Beelzebuzz]], [[Tyrantosaurus]], [[Red horn]], [[Stone golem]], [[Dark dullahan]], [[Dark sabrecat]], [[Box of Tricks]], [[Gemon]], [[Boss troll]], [[Great troll]], [[Gigantes]], [[Mimic king]], [[Megalodon]], [[Rhapthorne]] in his first form, [[Heavy hood]], [[Hell's gatekeeper]], [[Pandora's box]], [[Coffer of death]], [[Juggerwroth]], the [[Lord of the Dragovians]] in his Vermillion, Silver, Golden, and Divine forms, [[Geyzer in Memoriam]], [[Tortured Soul in Memoriam]], [[Skeleton in Memoriam]], [[Walking Corpse in Memoriam]], [[Trap Box in Memoriam]], [[Don Mole in Memoriam]], [[Soul Mole in Memoriam]], [[Great Argon Lizard in Memoriam]], [[Darkbird in Memoriam]], [[Dark Turkey in Memoriam]], [[Sir Leopold in Memoriam]], [[Dark Servant in Memoriam]], [[Dancing Flame in Memoriam]], [[Ruin in Memoriam]], [[Shadow in Memoriam]], [[Marcello in Memoriam]], and [[Dhoulmagus in Memoriam]].
 
Infamous Monsters who can perform a desperate attack include [[Arges]], [[Brontes]], [[Steropes]], [[Brickman]], [[Stoneman (Recruit)]], [[Goldman (Recruit)]], [[Digby (Infamous Monster)]], [[Dugan]], [[Lonely Joe]], [[Michael J.]], [[Mudison]], [[Orrid]], [[Pa Troll]], [[Pierce]], [[Ray Churls]], [[Snap Case]], and [[Spot (DQ8)]].
 
==={{DQ9}}===
Beginning in {{Dragon Quest IX}} and carrying forwards to {{X}} and {{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 ''(999/100) + 3% + 4% = 16.99%'' at 999 deftness, the critical hit up skill trait and the Critical Acclaim revocation medal.
 
As an example, if you have a character with '''211''' deftness and 22 skill points invested in their Sword Skill (and they don't have the Critical Claim revocation medal), when they attack with a sword they'll have a ''('''211'''/100) + 3% = '''5.11%''''' chance to crit.
 
The natural, unbolstered rates for each vocation are:
{| style="width:65%; height:100px; text-align:center" border="1"
|-<---!Headings are up first.!---> style="font-weight:bold; background:#A3AB47"
| Class || Base {{Deftness}} at Level 1 || Chance to Crit || Base {{Deftness}} at Level 99 || Chance to Crit
|- style="font-weight:normal"
| [[Ranger]] || 30 || 0.3% || 500 || 5%
|-
| [[Thief]] || 18 || 0.18% || 402 || 4%
|-
| [[Mage]] || 14 || 0.14% || 304 || 3%
|-
| [[Minstrel]] || 12 || 0.12% || 304 || 3%
|-
| {{Luminary V}} || 16 || 0.16% || 259 || 2.6%
|-
| [[Gladiator]] || 15 || 0.15% || 256 || 2.6%
|-
| [[Martial Artist]] || 11 || 0.11% || 255 || 2.6%
|-
| [[Priest]] || 9 || 0.09% || 206 || 2.1%
|-
| [[Warrior]] || 5 || 0.05% || 111 || 1.1%
|-
| [[Armamentalist]] || 7 || 0.07% || 110 || 1.1%
|-
| [[Sage]] || 3 || 0.03% || 57 || 0.57%
|-
| [[Paladin]] || 1 || 0.01% || '''9''' || '''0.09%'''
|}
 
==={{DQ10}}===
{{Stub}}
 
==={{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. Also, for the first time in the series, {{Boomerang}}s are able to land critical hits.
 
==={{SSB5}}===
Critical Hits are a unique trait to {{Hero Smash}}'s moveset in ''[[Super Smash Bros. Ultimate]]''. His Smash Attacks have a 1/8 chance to result in a Critical Hit, which doubles both the damage and knockback. The Critical Hit sound effect from the {{DQSeries}} plays when it occurs. His [[Hatchet Man]] command in his Down Special: Command Selection will always result in a Critical Hit should it connect.
 
==Weapons==
Certain weapons can guarantee the chances of a character getting a critical hit in exchange for low accuracy. The [[Hela hammer]] has an accuracy of 3/8ths, the [[Headsman's axe]] has a 3/4ths accuracy, a 1/8th chance to critical, and a 1/8th chance to miss outright. The [[Megaton hammer]] has a 1/8th critical chance and no reduction to accuracy at all.
 
These weapons would lose these traits as the series adopted deftness-based calculations with the ninth entry, and would often simply be powerful members of their respective weapon families in subsequent games.
 
==Skills==
With the implementation of skills in {{V}}, certain abilities were designed with instant critical hit rates in mind. These skills would often have a paltry {{MP}} cost, but suffer the same low accuracy as the above mentioned weapons in older titles.
*[[Critical Claim]]
*[[Frenzy]]
*[[Hatchet Man]]
*[[Thunder Thrust]]
*[[Whopper Chop]]
 
==Spells==
==={{DQ1&2HD}}===
Spells are able to go haywire once the player has obtained the [[moon sigil]] in either half of the game. Single-target spells will deal triple damage when going haywire, group-targeting sells will deal 250% damage, and spells that target all foes will deal double damage. Debilitating and debuff spells such as [[Snooze]] and [[Sap]] can also go haywire, ignoring all degrees of resistance save for immunity. Not that multi-targeting spells will go haywire half as often as single-target spells.
 
The rate of spells going haywire is dependent on a combination of the character's level and [[luck]] stat, using the same formula for critical hits in ''Dragon Quest III HD'', and the {{Hero 1}} of ''Dragon Quest I'' and the [[Princess of Cannock]] are thrice as likely to trigger the effect than other characters. Echoing spells cast while equipped with the [[duplic hat]] can also go haywire.
 
==={{DQ9}}===
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). Investing 54 skill points into the [[Mage]]'s Spellcraft skill will increase the chance of a spell going haywire.
 
==={{DQ11}}===
By default, spells have a critical chance equal to half of that of a normal attack, but the [[Zam]] line instead uses twice the normal critical chance, or four times that of other spells. When a spell goes critical, it deals between 1.5x and 2x the normal damage (Zam line spells deal 2x to 2.5x damage instead); healing spells heal 1.2x to 1.6x the normal amount. [[Magic Burst]], [[Fullheal]] and [[Omniheal]] can go critical, but the critical has no effect on the spell itself. The chance of a critical spell can also be boosted with certain pieces of equipment, most of which are restricted to {{Veronica 11}} and [[Rab]]. Additionally, all three of the main spellcasters in the party ({{Veronica 11}}, {{Serena 11}}, and [[Rab]]) will receive boosts to their critical spell chance when they are pepped up.
 
 
{{Series_mechanics}}
 
[[Category:Recurring elements]]
[[Category:Game mechanics]]
177

edits