Critical Hit: Difference between revisions

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'''Critical Hits''' are a recurring feature of the ''[[Dragon Quest (series)|Dragon Quest]]'' series.  
'''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, Whips, Boomerangs).  
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 [[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 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.
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 ''Dragon Quest IX'' and carrying forwards to ''X'' and [[Dragon Quest Heroes: The World Tree's Woe and the Blight Below|Heroes]]'', the frequency of critical hits became dependent on a character's deftness.
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.


===''Super Smash Bros. Ultimate''===
==={{SSB5}}===
Critical Hits are a unique trait to [[Hero (Super Smash Bros.)|Hero]]'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|Hatchet Man]] command in his Down Special: Command Selection will always result in a Critical Hit should it connect.
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 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.
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 man]]
*[[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]]