Talk:Dragon Quest III HD-2D Remake
/* Sugestion about the credits section */ new section[edit]
Wouldn't be better to moved them to their own separate page? they heavily bloat this page.
- Yeah, the squenix standard for listing everyone tenuously involved in a project bloats the page immensely, I'll put the credits behind a spoiler tab. (Follower of Light (talk) 18:16, 9 March 2025 (EDT))
Monster Resistances[edit]
This is more of a broad issue pertaining to multiple articles, but I wasn't sure of the best place to put it, nor where to start to fix it. (Or if it's even wrong.) Anyway, as far as I can tell, the resistances displayed for DQ3HD monsters are incorrect. I don't know where they came from, but they do not match my experience. For starters, in the game Frizz and Sizz seem to be separate elements, with separate resistances, yet they're lumped together as "Fire resistance" on monster entries on the wiki. Sure, it's confusing, silly, and unintuitive what various other "fire" skills use, but the game is how it is.
For some concrete examples:
The boss, Dying fire, is listed as taking -125% Fire damage. However, when fighting it, I found it takes extra damage from Sizz spells, but neutral damage from Frizz spells, which was an unpleasant surprise during the fight. By the way, no confusing entries from other games here—it's a brand new monster.
Mimics are listed here as having 75% resistance to Fire and Ice. Yet my mage was doing roughly 20 damage with Kafrizz and 40 damage with Kacrack. If they were the same resistance, one would expect the first spell to be doing more—or at least the same—being a more expensive and dedicated single-target spell.
I did some searching, and I found a Japanese site with numbers that match my experiences. Here are the entries for Dying fire and Mimic, respectively:
https://hyperwiki.jp/dq3rhd2d/monster/mn160/ (Translated: https://hyperwiki-jp.translate.goog/dq3rhd2d/monster/mn160/?_x_tr_sl=ja&_x_tr_tl=en&_x_tr_hl=en&_x_tr_pto=sc)
https://hyperwiki.jp/dq3rhd2d/monster/mn98/ (Translated: https://hyperwiki-jp.translate.goog/dq3rhd2d/monster/mn98/?_x_tr_sl=ja&_x_tr_tl=en&_x_tr_hl=en&_x_tr_pto=sc)
The entries for resistances are the second table in the second box. The attributes are, from left to right: Frizz, Sizz, Bang, Crack, Woosh, Zap. The last is probably Strike.
On that site, Dying fire is listed as taking 1.0x damage from Frizz and 1.2x damage from Sizz, which matches my experience. Mimic takes 0.1x damage from Frizz and 0.3x damage from Crack, which would also explain the numbers I saw. (Mimics also take 0.5x damage from Zap and Woosh, but are listed as 75% for them on the Wiki, so it's not purely an issue of using Sizz's value for Frizz.)
I have considerably less experience with status, but the numbers there don't match up between sites, either. Even if they were describing different things—increased resistance, absolute resistance, effectiveness decrease—the numbers don't make sense to me. For Mimics, how does 0% correlate to 20% on Dazzle, 0% to 40% on Paralysis, and 25% to 70% on Sleep? I'm more inclined to believe the Japanese site, by dint of the attribute resistances making more sense. (Plus, they also have turn reductions and even AI scripts for bosses, so it seems like someone did a deep dive into the game's code.)
To be clear, Dying fire and Mimic aren't the only two monsters with issues, they're just the two that caught my attention enough to notice the issue.
Side note: I looked at this article, to see if I was missing something, and I noticed this line: "The Bang-family of spells has been separated from the Fire element and given a distinct tag in the game's programming." Hasn't Bang historically been explosion or light damage? Maybe it has been fire in some recent games, although a cursory search didn't turn up anything. That just stuck out to me, in light of the attribute confusion. Zanmorn (talk) 04:12, 1 March 2026 (UTC)
- That site has been brought to my attention before, but I'll admit I'm skeptical of it and D-navi's coverage beyond the raw stats posted for monsters. I say that because none of the resistances make any sense from a balance point of view, such as the ethereal dragon having normal units of 25% for resistances but other monsters having 30%, 35%, 40%, and even just 5% listed on the pages. That doesn't add up when considering the game's difficulty curve, nor does it make any sense for a human to have programmed those ranges when the series has stuck to units of 25% for nearly 20 years ala IX. Its possible those listed resistances actually are right but are later modified by a line of code to match the usual ranges and neither site has found that flag yet, similar to how the modding community still hasn't found the flag that increased the limits of spell damage.
- Hyperwiki also lists monsters as having luck & wisdom stats that do not appear in the either the V-jump or SE-Mook guidebooks; those wouldn't correlate to resistances or maximum MP in the monster arena either. You are right about some monsters varying from the 0%, 25%, 75%, & 100% resistance ranges though, I've seen that myself in the bag o' laughs and updated the page for it, but the SE-Mook guide only uses six ranges and two of them are reserved for weaknesses. If I had to hazard a guess the variance is reserved for mimics and pain in the neck monsters instead of the common jobbers. Another thing that sticks out to me is how none of the item drop rates match the series' standards, like having some monsters listed as 5.2%.
- As for the discrepancy between Frizz and Sizz resistances, I'm chalking that up to human error on the grounds that Artdink was juggling three games at once and some things just fell through the cracks. I'm looking at the SE-Mook guide for I & II and those misalignments have been ironed out for nearly every monster, including ones that were off in III, so I'm confident they'll be patched out in future updates. (Follower of Light (talk) 03:09, 2 March 2026 (UTC))