Critical Hit: Difference between revisions
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'''Critical Hits''' are a recurring feature of the | '''Critical Hits''' are a recurring feature of the {{DQSeries}}. | ||
==Function== | ==Function== | ||
Every time any character makes an attack, they have a small chance of that attack being a "Critical 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, | Every time any character makes an attack, they have a small chance of that attack being a "Critical 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 monsters also can get critical hits, usually termed a ''terrific blow'', ''brutal hit'', or ''desperate attack''. | However, many monsters also can get critical hits, usually termed a ''terrific blow'', ''brutal hit'', or ''desperate attack''. | ||
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==={{DQ3}} & {{DQ4}}=== | ==={{DQ3}} & {{DQ4}}=== | ||
[[Martial Artist]]s and [[ | [[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 | 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 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}}=== | ||
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==={{DQ9}}=== | ==={{DQ9}}=== | ||
Beginning in ' | Beginning in ' | ||
{{Dragon Quest IX}} and carrying forwards to ''X'' and {{Dragon Quest Heroes}}, the frequency of critical hits became dependent on a character's deftness. | |||
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 16.99% at 999 deftness. The natural, unbolstered rates for each vocation are: | 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 16.99% at 999 deftness. The natural, unbolstered rates for each vocation are: | ||
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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. | 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. | ||
=== | ==={{SSB5}}=== | ||
Critical Hits are a unique trait to | 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 ''Dragon Quest'' series 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== | ||
Certain weapons can guarantee the chances of a character getting a critical hit in exchange for low accuracy. The [[Hela | 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'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. | ||
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. | 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. | ||
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==Skills== | ==Skills== | ||
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. | 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 | *[[Hatchet Man]] | ||
*[[Thunder Thrust]] | *[[Thunder Thrust]] | ||
*[[Frenzy]] | *[[Frenzy]] | ||
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{{Series_mechanics}} | {{Series_mechanics}} | ||
[[Category:Recurring elements]] | [[Category:Recurring elements]] | ||
[[Category: Game mechanics]] | [[Category: Game mechanics]] | ||