Critical Hit: Difference between revisions
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==Function== | ==Function== | ||
Every time any character makes an attack, they have a small chance of that attack being a "Critical Hit," which drastically increases the damage dealt on that particular turn. Since critical hits ignore defence, it makes them an instant kill on all [[metal monsters]], provided the monster does not dodge the critical hit. | Every time any character makes an attack, they have a small chance of that attack being a "Critical Hit," which drastically increases the damage dealt on that particular turn. Since critical hits ignore defence, it makes them an instant kill on all [[metal monsters]], provided the monster does not dodge the critical hit. Weapons that strike multiple times, such as the [[Falcon Knife Earrings]], can critical but weapons that strike multiple targets cannot. This means flails, whips, and boomerangs. | ||
However, many monsters also can get critical hits, usually termed a ''terrific blow'', ''brutal hit'', or ''desperate attack''. | |||
===[[ | ==Appearances== | ||
Beginning in '' | ==={{DQ}} & {{DQ2}}=== | ||
The critical hit rate is fixed at {{fraction|1|64}}. | |||
==={{DQ3}} & {{DQ4}}=== | |||
[[Martial Artist]]s and [[Tsarevna Alena]] have rate depends on their level, being calculated as ''Level/256''. The cap is level 64, with a rate of 25%. | |||
In the Nintendo DS and cell phone versions of ''IV'', Alena's critical hit rate was tweaked to ''(Level x 0.75)/256''. In the Nintendo DS version, the effect stops at level 64 still, making her critical rate cap at 18.75%; however, the phone version raises the cap to level 89, granting her a rate of 26.07% - provided, of course, the player is willing to raise her that high. | |||
==={{DQ5}}=== | |||
The critical hit rate returns to {{fraction|1|64}} and cannot be improved. | |||
==={{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. | |||
*[[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}}=== | |||
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}}=== | |||
Beginning in ''Dragon Quest IX'' and carrying forwards to ''X'' and [[Dragon Quest Heroes: The World Tree's Woe and the Blight Below|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 16.99% at 999 deftness. The natural, unbolstered rates for each vocation are: | ||
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*[[Paladin]]: '''9 -> 0.09%''' | *[[Paladin]]: '''9 -> 0.09%''' | ||
== | ==={{DQ10}}=== | ||
{{Stub}} | |||
==={{DQ11}}=== | |||
Every 200 points of deftness increases the critical hit chance by 1%, leading to a natural cap of 5%. Skill panel, pep boosts and equipment bonuses can raise this chance even further. | |||
===''Super Smash Bros. Ultimate''=== | |||
Critical Hits are a unique trait to [[Hero (Super Smash Bros.)|Hero]]'s moveset in ''[[Super Smash Bros. Ultimate]]''. Any of his Smash Attacks can result in a Critical Hit, which gives him increased attack power and knockback. The Critical Hit sound effect from the ''Dragon Quest'' series plays when it occurs. | |||
==Weapons== | |||
Certain weapons can guarantee the chances of a character getting a critical hit in exchange for low accuracy. The [[Hela Hammer]] has an accuracy of 3/8ths, the [[Headsman's Axe]] has a 3/4ths accuracy, a 1/8th chance to critical, and a 1/8th chance to miss outright. The [[Megaton Hammer]] has a 1/8th critical chance and no reduction to accuracy at all. | |||
These weapons would lose these traits as the series adopted deftness-based calculations with the ninth entry, and would often simply be powerful members of their respective weapon families in subsequent games. | |||
== | ==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. | |||
*[[Hatchet man]] | *[[Hatchet man]] | ||
*[[Thunder Thrust]] | *[[Thunder Thrust]] | ||
*[[Frenzy]] | *[[Frenzy]] | ||
*[[Whopper Chop]] | *[[Whopper Chop]] | ||
==Spells== | |||
==={{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]] |