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		<id>https://dragonquest-wiki.com/index.php?title=Critical_Hit&amp;diff=30449</id>
		<title>Critical Hit</title>
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		<updated>2020-11-18T14:49:54Z</updated>

		<summary type="html">&lt;p&gt;88.152.11.118: /* Function */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Critical Hits&#039;&#039;&#039; are a recurring feature of the &#039;&#039;[[Dragon Quest (series)|Dragon Quest]]&#039;&#039; series. &lt;br /&gt;
&lt;br /&gt;
==Function==&lt;br /&gt;
Every time any character makes an attack, they have a small chance of that attack being a &amp;quot;Critical Hit,&amp;quot; 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, Whips, Boomerangs). &lt;br /&gt;
&lt;br /&gt;
However, many monsters also can get critical hits, usually termed a &#039;&#039;terrific blow&#039;&#039;, &#039;&#039;brutal hit&#039;&#039;, or &#039;&#039;desperate attack&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Appearances==&lt;br /&gt;
==={{DQ}} &amp;amp; {{DQ2}}===&lt;br /&gt;
The critical hit rate is fixed at {{fraction|1|64}}. &lt;br /&gt;
&lt;br /&gt;
==={{DQ3}} &amp;amp; {{DQ4}}===&lt;br /&gt;
[[Martial Artist]]s and [[Tsarevna Alena]] have rate depends on their level, being calculated as &#039;&#039;Level/256&#039;&#039;. The cap is level 64, with a rate of 25%.&lt;br /&gt;
&lt;br /&gt;
In the Nintendo DS and cell phone versions of &#039;&#039;IV&#039;&#039;, Alena&#039;s critical hit rate was tweaked to  &#039;&#039;(Level x 0.75)/256&#039;&#039;. In the Nintendo DS version, the effect stops at level 64 still, making her critical rate cap at 18.75%; however, the 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.&lt;br /&gt;
&lt;br /&gt;
==={{DQ5}}===&lt;br /&gt;
The critical hit rate returns to {{fraction|1|64}} and cannot be improved.&lt;br /&gt;
&lt;br /&gt;
==={{DQ6}} &amp;amp; {{DQ7}}===&lt;br /&gt;
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&#039;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 artists a 50% chance to score a critical when using normal attacks and single-target skills that utilizes their strength stat.&lt;br /&gt;
*[[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 monsters, it will still slay metal slimes at a {{fraction|1|8}} rate when mastered.&lt;br /&gt;
&lt;br /&gt;
==={{DQ8}}===&lt;br /&gt;
A character will double their critical hit rate to {{fraction|1|32}} after investing enough skill points in the appropriate section. [[Yangus]] can raise his rate to {{fraction|1|8}} by equipping the [[Megaton hammer]]&lt;br /&gt;
&lt;br /&gt;
==={{DQ9}}===&lt;br /&gt;
Beginning in &#039;&#039;Dragon Quest IX&#039;&#039; and carrying forwards to &#039;&#039;X&#039;&#039; and [[Dragon Quest Heroes: The World Tree&#039;s Woe and the Blight Below|Heroes]]&#039;&#039;, the frequency of critical hits became dependent on a character&#039;s deftness.&lt;br /&gt;
&lt;br /&gt;
For &#039;&#039;IX&#039;&#039;, the algorithm is &#039;&#039;Deftness/100 + 3% (with weapon skill trait boost)&#039;&#039;. Wearing the Critical Acclaim will add another 4%, and thus the maximum rate is 16.99% at 999 deftness. The natural, unbolstered rates for each vocation are:&lt;br /&gt;
*[[Ranger]]: 500 -&amp;gt; 5%&lt;br /&gt;
*[[Thief]]: 402 -&amp;gt; 4%&lt;br /&gt;
*[[Minstrel]]: 304 -&amp;gt; 3%&lt;br /&gt;
*[[Mage]]: 304 -&amp;gt; 3%&lt;br /&gt;
*[[Luminary]]: 259 -&amp;gt; 2.5%&lt;br /&gt;
*[[Gladiator]]: 256 -&amp;gt; 2.5%&lt;br /&gt;
*[[Martial Artist]]: 256 -&amp;gt; 2.5%&lt;br /&gt;
*[[Priest]]: 206 -&amp;gt; 2%&lt;br /&gt;
*[[Warrior]]: 111 -&amp;gt; 1%&lt;br /&gt;
*[[Armamentalist]]: 110 -&amp;gt; 1%&lt;br /&gt;
*[[Sage]]: 57 -&amp;gt; 0.5%&lt;br /&gt;
*[[Paladin]]: &#039;&#039;&#039;9 -&amp;gt; 0.09%&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==={{DQ10}}===&lt;br /&gt;
{{Stub}}&lt;br /&gt;
&lt;br /&gt;
==={{DQ11}}===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;Super Smash Bros. Ultimate&#039;&#039;===&lt;br /&gt;
Critical Hits are a unique trait to [[Hero (Super Smash Bros.)|Hero]]&#039;s moveset in &#039;&#039;[[Super Smash Bros. Ultimate]]&#039;&#039;. Any of his Smash Attacks can result in a Critical Hit, which gives him increased attack power and knockback. The Critical Hit sound effect from the &#039;&#039;Dragon Quest&#039;&#039; series plays when it occurs.&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
Certain weapons can guarantee the chances of a character getting a critical hit in exchange for low accuracy. The [[Hela Hammer]] has an accuracy of 3/8ths, the [[Headsman&#039;s Axe]] has a 3/4ths accuracy, a 1/8th chance to critical, and a 1/8th chance to miss outright. The [[Megaton Hammer]] has a 1/8th critical chance and no reduction to accuracy at all.&lt;br /&gt;
&lt;br /&gt;
These weapons would lose these traits as the series adopted deftness-based calculations with the ninth entry, and would often simply be powerful members of their respective weapon families in subsequent games.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
With the implementation of skills in &#039;&#039;V&#039;&#039;, 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.&lt;br /&gt;
*[[Hatchet man]]&lt;br /&gt;
*[[Thunder Thrust]]&lt;br /&gt;
*[[Frenzy]]&lt;br /&gt;
*[[Whopper Chop]]&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
==={{DQ9}}===&lt;br /&gt;
Beginning with &#039;&#039;IX&#039;&#039; spells can also become critical hits, where the spell &amp;quot;goes haywire&amp;quot;. 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).&lt;br /&gt;
&lt;br /&gt;
==={{DQ11}}===&lt;br /&gt;
The [[Zam]] line of spells have a four-times higher chance to critical than other spells.&lt;br /&gt;
&lt;br /&gt;
{{Series_mechanics}}&lt;br /&gt;
[[Category:Recurring elements]]&lt;br /&gt;
[[Category: Game mechanics]]&lt;/div&gt;</summary>
		<author><name>88.152.11.118</name></author>
	</entry>
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