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Dumb question but are you sure you’re equipping them?
The only thing about the secondary slot is you won’t take on the associated personality of an accessory out there (ex Happy Camper for the Bunny Tail, but you’ll get the Luck increase)
So far it seems like it does. I have a necklace of immunity on my hero’s secondary slot and when those zombie dogs try and bite him it says “Dave is immune”. I’m guessing they’re poisonous
There on my characters.
I guess I don't know how to get them On On my character? Or perhaps there's a bug I ran into that I'm unaware of?
I've yet to get a "X is immune" message.
For context: I'm at the Pyramid and random mobs keep putting my characters to sleep despite having the "Rousing Ring" equip, without fail.
Or does the Pyramid prevent these things from working? (like the Basement room where you can't use magic)
I am playing with three gadabouts and one of their antics is to put themselves to sleep. The ring doesn't prevent this.
So there are definitely exceptions. On the bright side the ring adds luck which would also help a character to avoid conditions.
However, if it's barely working, that COULD indicate some kind of bug because it's supposed to Work Most of the Time ™. Also, are you being put to sleep by breath attacks or by spells? I think it only reduces the effectiveness of spells, not the breath attacks. I forget what the enemies in the pyramid use.
Each skill has a chance of inflicting an ailment. The ones I know of are player abilities, not spells or enemy skills.
https://hyperwiki.jp/dq3rhd2d/luck/
According to this, there's bonus ailment infliction chance based on your Luck, 999 for up to +25%.
Base ailment resistance is 1% without any resistance equipped, and subtracted from the infliction chance. With equipment, then the 1% is replaced but can scale by 80% ~ 120% depending on your Luck and Level. There's a concept called "Base Luck" every job abides by, and if your current Luck is lower or higher than that level's value, then you get a nerf/buff respectively. The same applies for physical damage varying by 90% ~ 110%, while critical rate also makes use of it and needs 300% Base Luck for max critical rate at that level.
https://gamefaqs.gamespot.com/boards/321814-dragon-quest-iii-hd-2d-remake/80885533
So if they have like a 40% sleep chance and you have 2 Rousing Rings (-6% x 2), you brought it down to 30.4% ~ 28% ~ 25.6%.