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==New features & system alterations== | ==New features & system alterations== | ||
*[[Monster synthesis]] has been greatly simplified, abolishing the rank combinations, monster polarity, and "+" values seen in earlier titles. Instead of the "+" value directly boosting a freshly created monster's stats, | *[[Monster synthesis]] has been greatly simplified, abolishing the rank combinations, monster polarity, and "+" values seen in earlier titles. Instead of the "+" value directly boosting a freshly created monster's stats, the families of the component monsters will increase three stats. The modifiers of the synthesized monster's parents are doubled when factored in, and if that monster's grandparents all belonged to different families then that generation's modifier sum is raised by 2, meaning that the lowest modifier for any stat is 2 and the maximum is 12. The calculation for this process is ''natural stat limit x (sum of modifiers x sum of parents' levels) + 10,000'', which is then divided by 10,000 to create a fractional multiplier for the stat. | ||
:*Monster polarity had been abolished in {{DQMJ3}}, but this title is the first instance in which overseas players can experience the gameplay difference. | :*Monster polarity had been abolished in {{DQMJ3}}, but this title is the first instance in which overseas players can experience the gameplay difference. | ||
{| class="wikitable" style="margin:auto" | |||
|+ Growth modifiers | |||
|- | |||
! Family !! Max HP !! Max MP !! Attack !! Defence !! Agility !! Wisdom | |||
|- | |||
| {{???}} || 1 || 0 || 1 || 0 || 0 || 1 | |||
|- | |||
| {{Beast}} || 0 || 1 || 0|| 1 ||1 || 0 | |||
|- | |||
| {{Demon}} || 0 || 1 || 1 || 1 || 0 || 0 | |||
|- | |||
| {{Dragon}} || 1 || 1 || 1 || 0 || 0 || 0 | |||
|- | |||
| {{Material}} || 0 || 0 || 1 ||1 || 0||1 | |||
|- | |||
| {{Nature}} || 0 || 0 || 0 || 1 || 1|| 1 | |||
|- | |||
| {{Slime}} || 1 || 0 || 0 || 0 || 1 || 1 | |||
|- | |||
| {{Undead}} || 1 || 1 || 0 || 0 ||1 || 0 | |||
|- | |||
|} | |||
*Monster combinations are now centered around the appearances of the components and any shared themes or games of origin they may have, allowing players to make more educated guesses as to what combinations will result in. As a result, several tried and true combinations no longer yield the same results as in past games and experimentation is greatly encouraged. | *Monster combinations are now centered around the appearances of the components and any shared themes or games of origin they may have, allowing players to make more educated guesses as to what combinations will result in. As a result, several tried and true combinations no longer yield the same results as in past games and experimentation is greatly encouraged. | ||
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*[[Sparkling monsters]] have been added to the game. These glimmering creatures have a 5% chance of appearing when a synthesis is performed and are noted by a special mark that appears on their icon, and enjoy having the upper limit of one of their stats raised by 100 points. Which stat is affected is chosen at random and cannot be influenced by the player. | *[[Sparkling monsters]] have been added to the game. These glimmering creatures have a 5% chance of appearing when a synthesis is performed and are noted by a special mark that appears on their icon, and enjoy having the upper limit of one of their stats raised by 100 points. Which stat is affected is chosen at random and cannot be influenced by the player. | ||
:*The 1.0.6 update patch added items to [[Fizzy's shop]] that allows the player to make any monster sparkle and chose which stat will be raised by 100. | |||
*[[Frenzied state]]s have been introduced, based on the [[pep]] system of {{DQ11}}. These super-charged states have a random chance to activate each turn, which skyrockets when a fellow party member is in critical health. Becoming frenzied allows a monster to go further beyond their limits bay gaining an extra action per turn, all types of damage being powered up by 150%, and all damage received being cut in half. The effect lasts only a few turns and can be utilized by enemy monsters and bosses, but the resulting power surge is more than enough to turn the tide for the players on the back-heel. | *[[Frenzied state]]s have been introduced, based on the [[pep]] system of {{DQ11}}. These super-charged states have a random chance to activate each turn, which skyrockets when a fellow party member is in critical health. Becoming frenzied allows a monster to go further beyond their limits bay gaining an extra action per turn, all types of damage being powered up by 150%, and all damage received being cut in half. The effect lasts only a few turns and can be utilized by enemy monsters and bosses, but the resulting power surge is more than enough to turn the tide for the players on the back-heel. | ||