DQ9 General FAQ 2.0 (Please read before posting. Thank you!)
Posted: 7/22/2010 8:39:09 PM
|A few things to note about victory. Once done, Experience, Gold, and possible item drops are granted (one item drop allowed per enemy, and even if a particular item was stolen, that same enemy can drop the item again). Gold is tallied to your overall gold. Experience is divided evenly amongst the party members, is tallied to the exp of the vocations each character in the active party is currently using. When a certain amount is gained, that class levels up.
NOTE:There is a penalty for exp that works like this - highest level always gets 100% of the exp, but for any level below that, there is a penalty to the exp that character gets. Exactly what that penalty is, I do not know, but it seems around a -1 or 2% per level below the highest leveled person in the party, and after a certain range, say 10, it seems to drop by a lot more. I have not thoroughly explored or tested this, so I do not know.
7.1) Stacking damage
This is the first Dragon Quest to allow stacking damage through more than just weapon + skill. This time, there is the Combo System. Combos are very simple and very useful. Combo chains max at 4x (four hits), with bonuses starting on the second hit, and continueing to the final hit: 1.2x, then 1.5x, and finally 2x damage respectively.
Combos work with magic and skills as well as physical attacks. There is also a nice bonus when finishing an enemy on the third hit, and attacking another enemy; 1.2x damage on that other enemy.
Combos can only be triggered under the following conditions:
1)All attacks are the same (so either everyone uses Attack, or all use the same skill, or all use the same spell - or spell tree actually, spells in the same family will chain into a combo).
2)All attacks are done in sequence, one after another, without any break in the chain (either from a different action taken by another party member, or an action taken by taken by an enemy).
3)Finally, all actions are used on the exact same enemy (when comboing with multi-hit weapons, the first to be hit by a multi-hit weapon is the only enemy that can be comboed).
Combos also stack with any other augmentations, like Oomph, Tension, bonus element damage, bonus extra attack damage, and bonus monster-type damage.
Combos do NOT stack with multi-hit attacks. So the Falcon Sword, the Falcon Slash, Multithrust, etc. will not get a combo per each attack. Instead it counts the full sequence of attacks as a single combo hit. So if 3 characters used Falcon Slash, it would be 6 total hits, but a combo chain of only 3, with the final attack doing 1.5x damage in total (so each hit with the Falcon Slash does 1.5x damage).
So, if everyone uses Frizz, and everyone goes before, or after the enemy party has gone, a full combo chain will occur. First hit will do 100% damage, second will do 120%, third 150%, and fourth 200%.
Another useful tool is utilizing weapons that deal extra damage to enemies of a certain type. Like the Dragon's Bane sword and the Sword Skill, Dragon Slash. Both attacks, because they are % base, will multiply, leading to a much higher range of damage. So having some versatility in weaponry and skillsets is quite useful for taking out enemies quickly.
Note that some Class attack skills will allow augmentation by weapon traits. Like some will double attack if using the Falcon Blade, when normally they would not. Most will take on % damage properties against elements and enemy-type. So having a holy weapon, and using certain skills, those skills will get extra damage because of the holy property, against enemies that are weak to Holy. This works much the same with the Armamentalist skill set and granting weapon's an element.
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