List of character statistics: Difference between revisions

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===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''' (spelled alternatively through the [[Square Enix]] localization as '''Defence''') 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 {{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===
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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.


'''Dragon Quest VIII'''
'''{{Dragon Quest VIII}}'''
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*Note: if a character has raised his or her Fisticuffs level to receive an increase in evasion, the default is raised to 50% before stacking with all other bonuses. The character's level must be higher than the attacking enemy's for the boost to take effect.
*Note: if a character has raised his or her Fisticuffs level to receive an increase in evasion, the default is raised to 50% before stacking with all other bonuses. The character's level must be higher than the attacking enemy's for the boost to take effect.


As can be inferred, the spell [[acceleratle]] is vitally important when battling strong foes, even slower ones.
As can be inferred, the spell [[Acceleratle]] is vitally important when battling strong foes, even slower ones.


==Trivia==
==Trivia==
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