# Stats and their Functions

### Dragon Quest XI: Echoes of an Elusive Age —Character/Mechanics FAQ

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## Character/Mechanics FAQ by behindtheword

**Version:** 0.3 | **Updated:** 11/26/2018

### Table of Contents

- Dragon Quest XI: Game/Skill/Spell/Pep/Character Data
- Version History
- The Luminary
- Erik
- Veronica
- Serena
- Sylvando
- Jade
- Rab
- Secret 8th Character
- Secret 8th's Stats
- Secret 8th Character Naturally Learned Spells/Skills
- Secret 8th Character's Base Panel
- Pep State
- Stat Comparisons
**Experience and Skill Points**- Stats and their Functions
- Strength
- Magical Might
- Magical Mending
- Deftness
- Resilience
- Agility
- Charm
- Block: not a character stat
**Stealing****Critical****Evasion**- Element Groups
- Status Effect / Debuffs / Buffs General Effects and Durations
- Resistance Tables
- Special Character Resistances
- Metal Farming and Location Guide
- Tips / Hints / Skill Panel Recommendations
- Useful Links, Legal, and Thanks

## Stats and their Functions

Dragon Quest stat growth is either static or dynamic depending on the release. Dragon Quest XI's stats are static (meaning fixed growth, no randomization). This is common for initial releases since Dragon Quest V. So feel free to use seeds as they won't impact growth.

### Strength

- Governs physical damage and attack-based skill damage
- 1h Main and 2h weapon Attack Power: Weapon + Accessory bonus + Strength
- Dual Wield Off-hand weapon Attack Power (base): Weapon + Accessory bonus + Strength/2
- Dual Wield Off-hand weapon Attack Power (upgraded): Weapon + Accessory bonus + Strength
- Attack can be buffed by two levels, +25% and +50%.

- Oomph boosts by +25%, and can be stacked for 50%
- Oomphle boosts by +50%, and will override Oomph to 50%

- Physical Damage Equation = INT[ Attack / 2 - Defense / 4 ] * Range + Rand [0,1]

- Damage Equation Range = +/- (Att/2 - Def/4) *1/16
- +0 or 1 is a 50/50% chance for an additional point of damage (this is the damage that impacts Metal slime enemies)
- All damage is rounded down
- Weapons and attack-based skills with % modifiers will effect the additional +1 damage that appears 50% of the time

- Critical Hit Damage Equation 1 = Attack * MOD

- MOD = .95 ~ 1.05 (Normal Attack / Attack Based Skills)
- MOD = 1.5 ~ 2 (Attack Spells that can critical except Zam / Spell-like Skills, aka Fixed Damage skills though note in this game they all have a governing stat that raises their output)
- MOD = 2 ~ 2.5 (Zam Spells)
- MOD = 1.2 ~ 1.6 (Healing Spells and Skills)

- Critical Hit Damage Equation 2 = Damage * 1.2
- Critical damage determined by which is the higher of the two
- Physical damage buffs such as Oomph factor into this meaning both are calculated and the highest output is used
- (Physical) Attack-based Skill Damage Equation = Damage * SkillMOD
- All skill mods are unique to each skill.
- Some skill mods are situational, such as Erik's bonus damage for Sleeper Hit increasing if an enemy is in Sleep/Snooze status.
- Certain fixed-damage skills scale off Strength:
- (Hero/Sylvando/Rab/Jade skills)

### Magical Might

- Governs Damage spell damage output
- Governs Status effect rates
- Governs Whack spell effect rates (PS4)(3DS, takes the higher of either Might or Mending)
- Governs the following skills:

- Erik's Boomerang skill, Starburst Throw
- Veronica's Stave skill, Caduceus (healing)

### Magical Mending

- Governs Healing and Revival spell output
- Governs Serena's Wand skill (Holy Light) damage and healing output
- NOT APPLICABLE TO THE PS4: Governs Whack spell effect rates (3DS, takes the higher of either Might or Mending)

### Deftness

- Governs Critical hit rate for physicals and magic:
- Certain skills (and presumably weapons) have fixed critical rates that are not governed by Deftness
- Physical Critical Rate Equation (deduced, actual equation unknown): (Crit Spell/Skill modifier) * (Pep State bonus) * (Crit Weapon bonus + Crit Equip bonus + 1.005 + 0.005 * (Deftness-200))

- Baseline assumed Critical rate: 1%
- Critical assumed growth scale: 1% every 200 points, ending in 5% total at 999 Deftness
- Crit Spell/Skill Modifier = 2 , 1 , .5 , .25 , 0

- .5 is the most common for magic, 2 is reserved for Zam, 0 is for certain spells and skills that cannot critical

- Pep State Bonus is unknown, maybe 1.2, maybe 1.5, maybe 2. There are two levels, the base, and the upgraded version available in every skill tree
- Crit Weapon Bonus is a bonus modifier learned in skill trees (does not impact magic)
- Crit Equip Bonus are bonus modifiers added by armours and accessories

- Magical Critical Rate Equation (deduced, actual equation unknown): (Crit Spell/Skill modifier) * (Pep State bonus) * (Crit Pep-Skill bonus + Crit Equip bonus + 1.005 + 0.005 * (Deftness-200))

- Crit Pep-Skill Bonus is a bonus that affects Magic only and functions in place of weapon bonuses, there is one skill and two Pep Powers that grant this bonus, unknown if they stack
- Again, note that the modifier value of 2 is reserved for Zam spells

- Governs Pre-emptive Strike Rate (unknown)
- Governs Run Success Rate (unknown)
- DQ9's Run Success Rate (likely carried over as DQ11 borrows heavily from DQ9): 1st Character Position (or Hero) Deftness / 20 = x%

- Every 100 Deftness = 5%
- Max natural rate = 49.95%
- Minimum Success Rate 1st Attempt: 25%
- Minimum Success Rate 2nd Attempt: 50%
- Minimum Success Rate 3rd Attempt: 75%
- Minimum Success Rate 4th Attempt: 100%

- It's a flat equation and isn't compared to anything, so if Deftness is at 100, it's a 30/55/80/100% run chance.
- Run chance is also governed by the level of either the MC or the 1st party member as a check comparison to a fixed level for each area and dungeon. If the MC/1st character slot is at or above that level, 1st run attempt = 100%.
- Governs Erik's Steal Rate
- 1% per 20 Deftness
- Hard Cap of 75% for Steal (Deftness + Equipment bonuses)
- Governs the following Skill:
- Sylvando's Hot Lick damage output

### Resilience

- Governs Defense = Resilience + Armour + Accessory
- Enemy physical damage versus players is the same equation as players to enemies:

- (Physical) Damage Equation = INT[ Attack / 2 - Defense / 4 ] * Range + Rand [0,1]
- Damage Equation Range = +/- (Att/2 - Def/4) *1/16

- Defense governs the Pep Power, (Loyal Iron Body)

### Agility

- Governs Turn Order (unknown)
- DQ5, 6, 7 and 8 all seem to share a similar equation: Agility * rand[32,64]
- Essentially DQ's 5~8 seem to have a range of within 50% of Agility, but more commonly is within 10% for 6/7 and 15% for 8
- Dragon Quest 9 seems to be closer to 25% range of the original value, and seems to be fairly equally spread within that range
- Governs Evasion (unknown exactly how)
- Evasion works against normal Attacks, Attack-based skills, and many Spell-like Skills such as Thin Air (non-Atk based skill list is unknown for this game)
- Dragon Quest games have similar evasion systems, just improved natural scaling over time.
- Dragon Quest 6 equations:

- If Agility = 1~400, 1.57%~4.17%, Base Evasion = ((Agility / 80) + 3) / 192
- If Agility = 401~500, 4.29%~16.67%, Base Evasion = ((((Agility - 400) * 6) / 25) + 8) / 192
- Total Evasion = {1 - [ (1-Base) * (1-DodgyDance) * (1-VocationBonus) * (1-ArmourBonus) * (1-AccessoryBonus) ]} * 100

- Dragon Quest 7 is virtually identical, as the original game build was taken directly from DQ6, but with a stat cap of 999, and either the same or a slightly higher status agility bonus.
- Dragon Quest 8 uses the same basic equation, but the Agility equation is unknown, only the following points:

- Agility from 1~250 = 1.56~2%
- Agility from 250~500 = 2~5%
- Agility from 500~750 = 5~11%
- Agility from 750~999 = 11~26.8%

- Dragon Quest 9 is really difficult to find real data, but given equipment bonuses are MUCH smaller than 6, 7, and 8, it would make more sense the equation adds them directly, and as bonuses via skills seem to function along the same lines, the equations is probably more similar to the following:
- (1 - [ (1 - (Base + EquipmentBonus)) * (1-SkillModifier)])
- Base values I imagine are identical to DQ8, but I can find no data on this, only through experience, and it feels about the same.
- I will assume for now, until raw data is uncovered, that DQ11 follows what I believe to be DQ9's equation, only tack in Accelerate and Acceleratle as another modifier and the alternative Decelerate and Deceleratle, so I propose:
- My DQ11 guestimate evasion equation: (1 - [ (1 - (Base + EquipmentBonus)) * (1-SkillModifier) * (1-SpellModifier)])
- Base = DQ8 model, so 1~250 = 1.56 ~ 2%, 250~500 = 2 ~ 5%, 500~750 = 5 ~ 11%, 750~999 = 11 ~ 26.8%

### Charm

- Governs multiple automatic effects that can trigger per round in battle using the following equations (courtesy of yab for DQ9, which DQ11 borrows from directly though the actual equation for 11 is unknown):

- current charm - charm + style - 100) * 0.02 * charm resistance, round up
- current charm = charmx2 (max 999) under extreme makeover, charm x1 otherwise

- Extreme Makeover is not present in DQ11. Instead the following Pep Power impacts Charm's status effect rate:

- (Satan Mode) - doubles rate of Charm inflicting a charm status effect

- Due to a lack of Extreme Makeover, a more likely DQ11 equation is: (Charm*MOD + Style - 100)* PepMod * Charm Resistance
- MOD would likely be an essential bonus from Charm directly. Or it's simply "Style" and no - 100, so:
- Style *PepMod *CharmResist
- Until someone cracks the game the specifics will be unknown, only that DQ11 borrows heavily from 9's equations
- Possible Charm resistance for auto-effects runs off the same resistance table as Charm the status effect tied to certain skills
- However, if it is not tied to the same status effect group, from DQ9: Boss Charm resistance= 0~15% (DQ9, likely similar in 11)
- Possible effects if charmed:

- Stun/Lose Turn (1) <possible 90% rate>
- Paralysis (possible 1~4 turns) <possible 5% rate>
- Confusion (3~6 turns) <possible 5% rate>

- If in the last turn for any of the status effects if the auto-triggered effects reroll it will pick a different status effect of the three.
- Governs Beguilement. We can see this as a form of the auto effect charm, and can split into two types, the first being discussed just above:

- Charm (Auto) - the automatic effect that runs a check every round as displayed above, this is something only characters have access to, enemies cannot produce the same auto-effects against the party
- Beguilement (Charm - Skill) - this is tied directly to the status effect "Charm" and causes a combination Confusion and Stun for 2~3 rounds, this function enemies also possess

- Governs damage / healing / beguile rate for certain skills

- Sexy Beam
- Pink Typhoon
- (Pink Cyclone)
- (Queen Whip)
- Devil's Delight

- Governs status effect accuracy for certain skills

- (Bewitching Flute) = 50 ~ 67%

### Block: not a character stat

- I thought I would mention this because of association with Evasion.
- This is governed solely by either Shield block % chance, bonus block % chance learned by the 8th, and any Pep Powers or Skills that grant special block chance bonuses or fixed block rates
- NO stat governs this.
- If block and evasion are taken into consideration, they work independently, so 10% block and 15% evasion would be effectively 23.5% chance to avoid attacks.