Critical Hit: Difference between revisions

127 bytes added ,  14:29, 25 October 2018
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==={{DQ6}} & {{DQ7}}===
==={{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 artists a 50% chance to score a critical when using normal attacks and single-target skills that utilizes their strength stat.
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 artists 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 monsters, it will still slay metal slimes at a {{fraction|1|8}} rate when mastered.
*[[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 monsters, it will still slay metal slimes at a {{fraction|1|8}} rate when mastered.


==={{DQ8}}===
==={{DQ8}}===
A character will double their critical hit rate to {{fraction|1|32}} after investing enough skill points in the appropriate section.  
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]]


==={{DQ9}}===
==={{DQ9}}===
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==Spells==
==Spells==
In ''[[Dragon Quest IX]]'', spells can also become 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). Other class skills have a critical chance as well with similar effects.
==={{DQ9}}===
Beginning with ''IX'' spells can also become 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).


==={{DQ11}}===
The [[Zam]] line of spells have a four-times higher chance to critical than other spells.


{{Series_mechanics}}
{{Series_mechanics}}
[[Category:Recurring elements]]
[[Category:Recurring elements]]
[[Category: Game mechanics]]
[[Category: Game mechanics]]