Encounter: Difference between revisions

637 bytes added ,  22:42, 3 April 2017
added material related to fleeing.
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In ''[[Dragon Quest IX]]'', the mechanics had a significant change: encounters are now initiated by interacting with monsters on the field. Some enemies will always charge at the party or give chase upon spotting them regardless of how much higher the lead character's level is, making [[Vanish]] useful for avoiding detection in all circumstances. Initiating an encounter when the monster's back is turned increases the chances of getting the first strike (and vice versa, if the party is chased).
In ''[[Dragon Quest IX]]'', the mechanics had a significant change: encounters are now initiated by interacting with monsters on the field. Some enemies will always charge at the party or give chase upon spotting them regardless of how much higher the lead character's level is, making [[Vanish]] useful for avoiding detection in all circumstances. Initiating an encounter when the monster's back is turned increases the chances of getting the first strike (and vice versa, if the party is chased).
==Fleeing from Encounters==
In all ''[[Dragon Quest (series)|Dragon Quest]]'' games players are given the option to flee from encounters, which if successful ends them immediately and returns them party to the field. The success of fleeing varies from game to game, but generally when if fails the enemy is given a chance to strike freely.
==={{DQ4}}===
In the original version of {{DQ4}} the player has a 50% chance of successfully fleeing on their first two attempts. The third attempt has a 75% chance, and the fourth will never fail. Statistically this means that there is 6.25% chance that all three contingent chances will fail.


==Gallery==
==Gallery==
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