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(The 'to the heart' definition of 会心 may be the literal meaning of the individual characters, but according to the dictionary the word has no such meaning. Source: https://dictionary.goo.ne.jp/word/%E4%BC%9A%E5%BF%83/#jn-36188) |
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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," (会心の一撃, ''Kaishin no ichigeki'', lit. "satisfying blow/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 | Every time any character makes an attack, they have a small chance of that attack being a "Critical Hit," (会心の一撃, ''Kaishin no ichigeki'', lit. "satisfying blow/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 strike critically, but weapons that strike multiple targets cannot (Flails, {{Whip}}s, {{Boomerang}}s). | ||
However, many | However, many {{MFamilies}}s also can get critical hits, usually termed a ''terrific blow'', ''brutal hit'', or ''desperate attack'' (痛恨の一撃, ''tsūkon no ichigeki''). For {{MFamilies}}s, there are different variations of critical hits: the first of which simply ignores the target's defence, much like the critical hits landed by playable characters. The second variation lands an attack that simply deals 250% the amount of their normal attack. Some {{MFamilies}}s and bosses also have a variation which deals a fixed amount of damage, as well. | ||
==Appearances== | ==Appearances== | ||
==={{DQ}} & {{DQ2}}=== | ==={{DQ}} & {{DQ2}}=== | ||
The critical hit rate is fixed at {{fraction|1|64}}. | The critical hit rate is fixed at {{fraction|1|64}}. {{Monster}}s gained the ability to land critical hits starting in the second game. | ||
==={{DQ3}} & {{DQ4}}=== | ==={{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%. | [[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]] | 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 [[Cell 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}}=== | ==={{DQ5}}=== | ||
The critical hit rate returns to {{fraction|1|64}} and cannot be improved. Certain | The critical hit rate returns to {{fraction|1|64}} and cannot be improved. Certain {{MFamilies}}s and bosses will land desperate attacks that deal a fixed amount of damage, such as [[Hammerhood]]s, [[Urnexpected]]s, [[King Korol]] and [[Nimzo]] in his second form. | ||
==={{DQ6}} & {{DQ7}}=== | ==={{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 | 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 Artist]]s 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 | *[[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 {{MFamilies}}s, it will still slay [[Metal slime]]s at a {{fraction|1|8}} rate when mastered. | ||
==={{DQ8}}=== | ==={{DQ8}}=== | ||
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==={{DQ9}}=== | ==={{DQ9}}=== | ||
Beginning in {{Dragon Quest IX}} and carrying forwards to | Beginning in {{Dragon Quest IX}} and carrying forwards to {{X}} and {{Heroes}}, the frequency of critical hits became dependent on a character's deftness. | ||
For | 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 ''(999/100) + 3% + 4% = 16.99%'' at 999 deftness, the critical hit up skill trait and the Critical Acclaim revocation medal. | ||
As an example, if you have a character with '''211''' deftness and 22 skill points invested in their Sword Skill (and they don't have the Critical Claim revocation medal), when they attack with a sword they'll have a ''('''211'''/100) + 3% = '''5.11%''''' chance to crit. | As an example, if you have a character with '''211''' deftness and 22 skill points invested in their Sword Skill (and they don't have the Critical Claim revocation medal), when they attack with a sword they'll have a ''('''211'''/100) + 3% = '''5.11%''''' chance to crit. | ||
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{| style="width:65%; height:100px; text-align:center" border="1" | {| style="width:65%; height:100px; text-align:center" border="1" | ||
|-<---!Headings are up first.!---> style="font-weight:bold; background:#A3AB47" | |-<---!Headings are up first.!---> style="font-weight:bold; background:#A3AB47" | ||
| Class || Base Deftness at Level 1 || Chance to Crit || Base Deftness at Level 99 || Chance to Crit | | Class || Base {{Deftness}} at Level 1 || Chance to Crit || Base {{Deftness}} at Level 99 || Chance to Crit | ||
|- style="font-weight:normal" | |- style="font-weight:normal" | ||
| [[Ranger]] || 30 || 0.3% || 500 || 5% | | [[Ranger]] || 30 || 0.3% || 500 || 5% | ||
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| [[Minstrel]] || 12 || 0.12% || 304 || 3% | | [[Minstrel]] || 12 || 0.12% || 304 || 3% | ||
|- | |- | ||
| | | {{Luminary V}} || 16 || 0.16% || 259 || 2.6% | ||
|- | |- | ||
| [[Gladiator]] || 15 || 0.15% || 256 || 2.6% | | [[Gladiator]] || 15 || 0.15% || 256 || 2.6% | ||
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| [[Paladin]] || 1 || 0.01% || '''9''' || '''0.09%''' | | [[Paladin]] || 1 || 0.01% || '''9''' || '''0.09%''' | ||
|} | |} | ||
==={{DQ10}}=== | ==={{DQ10}}=== | ||
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==={{DQ11}}=== | ==={{DQ11}}=== | ||
Every 200 points of | 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. Also, for the first time in the series, {{Boomerang}}s are able to land critical hits. | ||
==={{SSB5}}=== | ==={{SSB5}}=== | ||
Critical Hits are a unique trait to {{Hero Smash}}'s moveset in ''[[Super Smash Bros. Ultimate]]''. His Smash Attacks have a 1/8 chance to result in a Critical Hit, which doubles both the damage and knockback. The Critical Hit sound effect from the | Critical Hits are a unique trait to {{Hero Smash}}'s moveset in ''[[Super Smash Bros. Ultimate]]''. His Smash Attacks have a 1/8 chance to result in a Critical Hit, which doubles both the damage and knockback. The Critical Hit sound effect from the {{DQSeries}} plays when it occurs. His [[Hatchet Man]] command in his Down Special: Command Selection will always result in a Critical Hit should it connect. | ||
==Weapons== | ==Weapons== | ||
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==Skills== | ==Skills== | ||
With the implementation of skills in | 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]] | ||
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==Spells== | ==Spells== | ||
==={{DQ9}}=== | ==={{DQ9}}=== | ||
Beginning with | Beginning with {{IX}} spells can also land 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). Investing 54 skill points into the [[Mage]]'s Spellcraft skill will increase the chance of a spell going haywire. | ||
==={{DQ11}}=== | ==={{DQ11}}=== | ||
The [[Zam]] line of spells have a four-times higher chance to critical than other spells. The chance of a critical spell can also be boosted with certain pieces of equipment, most of which are restricted to | The [[Zam]] line of spells have a four-times higher chance to critical than other spells. The chance of a critical spell can also be boosted with certain pieces of equipment, most of which are restricted to {{Veronica 11}} and [[Rab]]. Additionally, all three of the main spellcasters in the party ({{Veronica 11}}, {{Serena 11}}, and [[Rab]]) will receive boosts to their critical spell chance when they are pepped up. | ||
{{Series_mechanics}} | {{Series_mechanics}} | ||