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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. | ||
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]] || 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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