Critical Hit: Difference between revisions

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
(→‎{{DQ3HD}}: Updating rates to match the patch)
(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)
 
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==={{DQ}} & {{DQ2}}===
==={{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.
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}}===
==={{DQ3}}===
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==={{DQ3HD}}===
==={{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. The Luck stat is measured against a level's hidden benchmark and then multiplied by the vocation's innate crit rate. For example, a Gadabout with 999 Luck at level 90 is calculated as ''6 X (999 / 310) '', resulting in a critical hit chance of 19.33%.
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;"
{| class="wikitable" style="text-align:center;"
|+ Hidden benchmark per level, universal
|+ Hidden benchmark per level, universal
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==Skills==
==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.
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]]
*[[Hatchet Man]]
*[[Thunder Thrust]]
*[[Thunder Thrust]]
*[[Frenzy]]
*[[Whopper Chop]]
*[[Whopper Chop]]


==Spells==
==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}}===
==={{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.
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.
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