List of character statistics: Difference between revisions

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Any character can consume a [[seed of sorcery]] to increase this attribute.
Any character can consume a [[seed of sorcery]] to increase this attribute.


==Attack==
==Derived stats==
===Attack===
'''Attack''' is used to determine how hard a character can hit with melee attacks. It is checked against the enemy's Defense in calculation of damage inflicted.
'''Attack''' is used to determine how hard a character can hit with melee attacks. It is checked against the enemy's Defense in calculation of damage inflicted.


Attack is derived from a character's strength stat added to their weapon's attack bonus, which is then divided by two, plus further bonuses from certain accessories or vocation traits.
Attack is derived from a character's strength stat added to their weapon's attack bonus, which is then divided by two, plus further bonuses from certain accessories or vocation traits.


==Defense==
===Defense===
'''Defense''' is the sum of a character's Resilience and Armour equipped, if any, checked against the enemy's Attack in calculations for damage. Every four points of defence reduces enemy damage by one point. It has no effect on magical or breath damage, which are dependent on spells/skills and equipment traits.
'''Defense''' is the sum of a character's Resilience and Armour equipped, if any, checked against the enemy's Attack in calculations for damage. Every four points of defence reduces enemy damage by one point. It has no effect on magical or breath damage, which are dependent on spells/skills and equipment traits.


In the [[Nintendo Entertainment System|NES]] titles, as well as all versions of [[Dragon Quest III]], Defense is the sum of half a character's Agility and the sum of their armor's durability.
In the [[Nintendo Entertainment System|NES]] titles, as well as all versions of [[Dragon Quest III]], Defense is the sum of half a character's Agility and the sum of their armor's durability.


==Evasion==
===Evasion===
The base chance to dodge an enemy blow in any game is always 1.5625% ({{Fraction|1|64}}). This can be further raised through equipment and vocation bonuses if available, such as the [[Dark robe]] and [[Dancer]].
The base chance to dodge an enemy blow in any game is always 1.5625% ({{Fraction|1|64}}). This can be further raised through equipment and vocation bonuses if available, such as the [[Dark robe]] and [[Dancer]].


In ''VI'', ''VII'', and ''VIII'' a character's agility will also determine their probability to dodge physical strikes. The game's programming checks the agility stat of the target before an attack is made, and if the stat surpasses a certain value then the programming checks to see if the blow lands:
In ''VI'', ''VII'', and ''VIII'' a character's agility will also determine their probability to dodge physical strikes. The game's programming checks the agility stat of the target before an attack is made, and if the stat surpasses a certain value then the programming checks to see if the blow lands:
===''[[Dragon Quest VI]]'' & ''[[Dragon Quest VII]]''=== 
 
'''Dragon Quest VI''' & '''Dragon Quest VII'''
 
If a character's agility is below 400, evasion is calculated as ''{(Agility/80)+3}/192'' for a cap of 1/24 at 400. Once a character's agility surpasses 400, evasion is calculated as  ''([{(Agility-400)*6}/25]+8)/192'' for a maximum dodge rate of 1/6 at 500. In other words, the evade chances are:
If a character's agility is below 400, evasion is calculated as ''{(Agility/80)+3}/192'' for a cap of 1/24 at 400. Once a character's agility surpasses 400, evasion is calculated as  ''([{(Agility-400)*6}/25]+8)/192'' for a maximum dodge rate of 1/6 at 500. In other words, the evade chances are:
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*Factors such as vocation bonuses and the effects of spells and skill also influence dodge rates.
*Factors such as vocation bonuses and the effects of spells and skill also influence dodge rates.


==={{DQ8}}===
'''Dragon Quest VIII'''
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