List of character statistics: Difference between revisions

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Correcting italics
(Thanks; some further reformatting/clarifications (e.g. the reduction in accuracy isn't necessarily "20% at most" in terms of relative increases to specific miss chances; corrected crit formula per https://hyperwiki.jp/dq3rhd2d/luck/) - also, though this might be more appropriate on a talk page, I'd be interested in any link to verify the 30% > 60% August 2025 change, since the only reference to this I can find is this wiki page, and there were no official notes for that patch)
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Luck aids in penetrating a monster's resistance to status ailments, calculated as ''base resistance - (0.25 X Luck / 1,000) = new resistance''. For example, the Snooze spell when cast by a player has an accuracy of 60% and the target monster has a 25% resistance to being knocked out, lowering the accuracy to 45%. If the person casting the spell has max Luck, the adjusted resistance calculation becomes ''0.25 - (0.25 X 999 / 1,000) = 0.00025%'', resulting in Snooze now having a success chance of 59.975%.
Luck aids in penetrating a monster's resistance to status ailments, calculated as ''base resistance - (0.25 X Luck / 1,000) = new resistance''. For example, the Snooze spell when cast by a player has an accuracy of 60% and the target monster has a 25% resistance to being knocked out, lowering the accuracy to 45%. If the person casting the spell has max Luck, the adjusted resistance calculation becomes ''0.25 - (0.25 X 999 / 1,000) = 0.00025%'', resulting in Snooze now having a success chance of 59.975%.


Luck determines a character's chance to land a [[Critical Hit|critical hit]], 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.
Luck determines a character's chance to land a [[Critical Hit|critical hit]], 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.


Finally, Luck influences the physical damage dealt by the attack command. Physical damage is lowered to 90% if the attacker's Luck stat is at least 10% less than the hidden benchmark, and is raised to 110% if the attacker's Luck stat is at least 10% greater than the hidden benchmark.
Finally, Luck influences the physical damage dealt by the attack command. Physical damage is lowered to 90% if the attacker's Luck stat is at least 10% less than the hidden benchmark, and is raised to 110% if the attacker's Luck stat is at least 10% greater than the hidden benchmark.
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