Critical Hit: Difference between revisions

1,026 bytes added ,  19:25, 1 July 2023
Added more information about critical hits in Dragon Quest 9
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(Added more information about critical hits in Dragon Quest 9)
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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.
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.


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 ''(999/100) + 3% + 4% = 16.99%'' at 999 deftness, the critical hit up skill trait and the Critical Acclaim revocation medal.
*[[Ranger]]: 500 -> 5%
 
*[[Thief]]: 402 -> 4%
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.
*[[Minstrel]]: 304 -> 3%
 
*[[Mage]]: 304 -> 3%
The natural, unbolstered rates for each vocation are:
*[[Luminary]]: 259 -> 2.5%
{| style="width:65%; height:100px; text-align:center" border="1"
*[[Gladiator]]: 256 -> 2.5%
|-<---!Headings are up first.!---> style="font-weight:bold; background:#A3AB47"
*[[Martial Artist]]: 256 -> 2.5%
| Class || Base Deftness at Level 1 || Chance to Crit || Base Deftness at Level 99 || Chance to Crit
*[[Priest]]: 206 -> 2%
|- style="font-weight:normal"
*[[Warrior]]: 111 -> 1%
| [[Ranger]] || 30 || 0.3% || 500 || 5%
*[[Armamentalist]]: 110 -> 1%
|-
*[[Sage]]: 57 -> 0.5%
| [[Thief]] || 18 || 0.18% || 402 || 4%
*[[Paladin]]: '''9 -> 0.09%'''
|-
| [[Mage]] || 14 || 0.14% || 304 || 3%
|-
| [[Minstrel]] || 12 || 0.12% || 304 || 3%
|-
| [[Luminary]] || 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}}===
==={{DQ10}}===
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==Spells==
==Spells==
==={{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).
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}}===
==={{DQ11}}===
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