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'' or a ''brutal hit''.
However, many monsters also can get critical hits, usually termed a ''terrific blow'' or a ''brutal hit''.


==Frequency==
==Appearances==
The chance of a critical has several variables, though the base range in all Dragon Quest games is '''{{fraction|1|64}}'''. Certain characters have a better chance of getting critical hits than others, such as [[Tsarevna Alena]] whose rate depends on her level. In ''VI'' and ''VII'', a [[Martial Artist]]'s chance of landing a critical hit improves along with the character's current rank, capping at 1/8 at rank 8.
==={{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'', meaning she needs to reach level 89 to get a 25% rate.
   
   
Certain weapons can increase the chances of a character getting a critical hit, such as the [[Hela hammer]] or [[Headman's Axe]]. Such weapons tend to have a very low accuracy to balance their power. Additionally, weapon skill sets featured in [[Dragon Quest VIII]] and [[Dragon Quest IX|IX]] will improve a character's chances of performing a critical hit from {{fraction|1|64}} to {{fraction|1|32}} if they raise their rank in the skill high enough.
==={{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.  


===[[Deftness]]===
==={{DQ9}}===
Beginning in ''[[Dragon Quest IX]]'' and carrying forwards to ''[[Dragon Quest X|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.
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%'''


==Spells==
==={{DQ10}}===
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.
{{Stub}}
 
==={{DQ11}}===
Every 200 points of deftness increases the critical hit chance by 1%, leading to a natural cap of {{fraction|1|16}}. Skill panel, pep boosts and equipment bonuses can raise this chance even further.
 
==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.


==See Also==
==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==
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.
{{Series_mechanics}}
{{Series_mechanics}}
[[Category:Recurring elements]]
[[Category:Recurring elements]]
[[Category: Game mechanics]]
[[Category: Game mechanics]]