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==={{DQM3}}=== The series' 25th anniversary game has shaken up the synthesis process considerably, doing away with the entire "+" value system altogether. In it's place is an improved version of the inherited growth rate system that allows synthesized monsters to exceed their stat limits right away, with no long-term investment necessary on the player's part beyond simply leveling the beast to 100. The way the system works is that each monster family has a modifier that influences the growth rate of three stats. The modifiers of the synthesized monster's parents are doubled when factored in, and if that monster's grandparents all belonged to different families then that generation's modifier sum is raised by +2 to all stats, meaning that the lowest modifier for any stat is 2 and the maximum is 10. {| class="wikitable" style="margin:auto" |+ Growth modifiers |- ! Family !! Max HP !! Max MP !! Attack !! Defence !! Agility !! Wisdom |- | {{???}} || 1 || 0 || 1 || 0 || 0 || 1 |- | {{Beast}} || 0 || 1 || 0|| 1 ||1 || 0 |- | {{Demon}} || 0 || 1 || 1 || 1 || 0 || 0 |- | {{Dragon}} || 1 || 1 || 1 || 0 || 0 || 0 |- | {{Material}} || 0 || 0 || 1 ||1 || 0||1 |- | {{Nature}} || 0 || 0 || 0 || 1 || 1|| 1 |- | {{Slime}} || 1 || 0 || 0 || 0 || 1 || 1 |- | {{Undead}} || 1 || 1 || 0 || 0 ||1 || 0 |- |} The calculation for this process is ''natural stat limit x (sum of modifiers x sum of parents' levels) + 10,000'', which is then divided by 10,000 to create a fractional multiplier for the stat. For example, a normal-sized [[queen slime]]'s HP limit is 1,360. If she were to be synthesized with her grandparents belonging to the ???, dragon, slime, and undead families then the modifier would be 4, raised to 6 by the dissimilarity bonus of +2. If that queen slime's parents were all members of the slime family then the sum of the modifiers would be 10, and if her parents were both at level 100 then the calculation becomes ''1,360 x (10 x 200) +10,000'' divided by 10,000 and her HP limit is multiplied by 1.273 for a new zenith of 1,731. Other changes include adding a new G rank for the weakest of monsters and altering the traditional synthesis formulas for major monsters to freshen up the experimentation process for long-time fans. These new combinations are based on the appearances of monsters and any shared themes, allowing new players to make educated guesses as to what combinations may yield. An example of this is [[Hargon]] now being created by combining [[Atlas]], [[Belial]], [[Pazuzu]], and the [[Wrecktor (Recurring)|Wrecktor]] instead of the old method of a [[Wight king (Dragon Quest V)|wight king]] and [[metal king slime]]. {{DQMJNav}} {{DQMJ2Nav}} {{DQM3Nav}} [[Category: Game mechanics]] [[Category: Recurring elements]]
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