Critical Hit: Difference between revisions
| Line 92: | Line 92: | ||
==={{DQ11}}=== | ==={{DQ11}}=== | ||
By default, spells have a critical chance equal to half of that of a normal attack, but the [[Zam]] line instead uses twice the normal critical chance, or four times that of other spells. When a spell goes critical, it deals between 1.5x and 2x the normal damage (Zam line spells deal 2x to 2.5x damage instead); healing spells heal 1.2x to 1.6x the normal amount. [[Magic Burst]], [[Fullheal]] and [[Omniheal]] can go critical, but the critical has no effect on the spell itself. The chance of a critical spell can also be boosted with certain pieces of equipment, most of which are restricted to {{Veronica 11}} and [[Rab]]. Additionally, all three of the main spellcasters in the party ({{Veronica 11}}, {{Serena 11}}, and [[Rab]]) will receive boosts to their critical spell chance when they are pepped up. | |||
{{Series_mechanics}} | {{Series_mechanics}} | ||