Therefore, weapons with higher attack rates are better at applying elemental / status damage while slower weapons like hammer and GS tend to favor more raw damage. Blunt attacks include attacks like hammer attacks and shield bashes. It might have been purple actually. Projectile Attacks. I'll edit this once again if I find the right answer. This is a list of all 14 weapon types available in Monster Hunter World. After a certain amount of KO damage is dealt the monster will be knocked over for a short period. For elemental damage, the modifiers are much lower. The Hunting Horn is one of the only two weapons in MHW that deal blunt damage. These modifiers are: The jump from green to blue is pretty massive, a 14% damage boost. Traps also last longer when they ensnare a monster with depleted … Dude, yeah. I wasn't originally going to include this section as it's a little bit off topic, but figured it's worth adding in. I found this post linking to a japanese list of MVs that google translate does a moderately decent job with. This is the only melee I like. Press J to jump to the feed. You can cause Exhaust by hitting the monster with a Hammer, with any HH attack except the poke, with a bow using Exhaust Coatings or Arc Shot, a Bowgun using Exhaust S or an Exhaust Phial Switchaxe in sword mode. Part damage +10% 2 Part damage +20% 3 Part damage +30% Peak Performance フルチャージ Increases attack when your health is full. Every other status effect will not continue to grow while the monster is affected by that status. Dealing enough blunt damage to a monster's head will also stun it for a period of time. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. After a while, Kushala Daora or Teostra will enter the area. Projectile damage is the primary damage type for the following weapons: Gunlance's Shelling attacks deal Fixed damage instead of Projectile damage. 2 While active, grants attack +10. Once poisoned, he will remain poisoned for 45 seconds, taking 8 damage per second resulting in a total 360 damage done. In a game full of obscure and/or unexplained mechanics, the MHW Elderseal effect might be the worst offender. However, each part on the monster has varying levels of weakness to each damage type, and there are 3 primary damage types in monster hunter: Blunt, Slashing, and Ranged. I don't know how the set bonus works exactly, to be honest. Its nice. If the manifold is cracked or has a leak, the back pressure in the exhaust system will be incorrect, which reduces engine power. Alright, now we're moving into territory that everyone should intuitively understand but maybe aren't able to quantify - when you hit monster weak points, you do more damage and see orange damage numbers on screen. Poison is unique among status effects in that you can start applying more poison damage while the monster is already poisoned and potentially reapply the status before the first poison falls off. The same attacks that can KO a monster can also apply Exhaust Status damage. 1.Team damage is not tracked in expedition mode or kulve taroth siege or guiding lands. Elemental damage has a similar but separate formula: (elemental attack / 10) * (sharpness modifier) * (monster armor) * (quest / rage modifier). Weapons that deal exhaust damage include any blunt/impact attack hitting the monster's body (every weapon except Longsword, Dual Blades, and Insect Glaive). I'll discuss each of these values in their own sections. Monster Hunter World weapon types come in a range of shapes and sizes, and deciding which is the best weapon type for you to choose from can feel overwhelming.. Rage is when a monster has absorbed a certain amount of physical damage and reacts by becoming much more aggressive. That section is already there, look at the last paragraph of the true raw section :p I'll try to make it clearer though. Status is inflicted on approximately 1/3 of your hits. Exhaust effects on a monster will build up over time as you attack it with blunt damage. The disheveled beastie is a tempered, terrifying version of his mid-level counterpart. Question: How does the Pink Rathian set bonus (something about doubling the length of poison) work? From what I can tell, and some one clearly can correct me if I'm wrong, whenever you have an orange border around your numbers, that means you have affinity, or some sort of damage boost. A leak in the exhaust manifold can burn the exhaust valves, which compromises their seals over the cylinders, and impacts the performance of the pistons, hence the engine. KO damage can only be dealt to a large monster’s head (for small monsters, anywhere will work), and does depend on the monster’s KO hitzone. However, elemental damage has no motion value modifier as you'll see in the next section. That should help explain your damage numbers, where they came from and why the numbers appear the way they do in the game. Copyright © 2021 Robin Scott. Testing elemental values will be more difficult... Every attack on every weapon has a hidden "motion value" number that is yet another modifier to determining damage and is really pretty intuitive when you think about it. Stamina Thief affects any attack that deals exhaust damage. Where was this cheese all my life. To poison him initially, you have to do 100 poison damage. All rights reserved. I agree. Edit: I have tested and confirmed these values in world for Raw. Regardless of hitzone, Exhaust damage dealt will always be 8 per arrow. I feel like a melee pro. Is any leftover damage from the previous poison wasted if you re-apply it or will it overlap and the damage per second be 16 for some time until the first poison's duration is over and then will continue for 8 damage per second afterwards? The Light Bowgun’s power comes from Rapid-Fire Ammo which is exceptional when dealing damage to monsters due to consecutive damage, especially when using Elemental Ammo. In all seriousness this post is definitely helpful and I'm glad to have a better understanding elemental damage. The overall damage modifier for a given affinity value is (affinity / 4) %, so a weapon with 40% affinity will result in an overall average 10% damage increase. I'll have to test this at some point, but I'm lazy. So it may be some sort of damage buff or debuff. The bad news is that, unlike previous titles, in MHW the abn. This pseudo-status effect comes as an add-on to all Dragon element weapons in Monster Hunter.Other than that, the game practically goes out of its way to obfuscate what the special damage type actually … Exhaust damage drains the target's stamina, but it does not transfer the stamina to you. The other set we cover in this video our cursed set, a Sleep Exhaust Switchaxe build. Do note that like other status ailments the KO damage inflicted on the monster will decrease over time, so it's important to keep attacking the head if you wish to … Press F5 to send team damage to chat window. The powerful open-source mod manager from Nexus Mods. Install this mod and read its page to understand how it works. Attacking in Sword mode consumes the Switch Gauge. When the Switch Gauge depletes, the Switch Axe forcibly switches back into Axe mode. Also, breaking parts with any damage type/weapon will deal Exhaust damage. That's a critical based on your weapon affinity. Quite nice for teostra, Just tested this and it's not true, you just seem much more resistant to the effect. See /u/piratefinn 's post here for more information. These modifiers haven't been datamined / determined for the monsters yet, but they're available for previous games so I'll use an example from Generations on my favorite monster: The Deviljho. Recommended Skill List For Hunting Horn. #mhw. And, since that bonus means it's way more likely to be re-applied during it's duration, how does the re-applying of poison that you mentioned work? Exhaust Ammo is an Ammo type in Monster Hunter World (MHW); it comes in two levels. It might not have anything to do with affinity at all. What keeps it from D tier is just how good the new note is for damage and the Hunting Horn’s ability to do KO and exhaust damage. Projectile How Is Damage Calculation Mhw. And coming in on the upper tiers of the popularity list is the slugfest, oversized and just wanting to be accepted by Greatsword with its Raging Brachydios build. Every weapon has a hidden "true raw" value that's then inflated for display on your weapon via a modifier specific to each weapon type. The orange numbers mean you are dealing your full damage. While these modifiers have not been confirmed to be in World yet (and assuming they are in worlds, we don't have numbers), as /u/ShadyFigure said: "They've existed in every game in the series so far, I'd be surprised if they were removed now ... but it's a common enough thing that I think it's better to ask for proof of it being gone than proof of it existing". But in World at least, only the last hit needs to be severing damage. First up, let's cover the attack values shown on your weapon. Mods requiring this file. In order to use Sword mode again, the Switch Gauge must be filled to a specific threshold. Technically speaking, I don't have affinity on my weapon, so it might just show the border around your damage numbers when you have a buff applied in general that increases your damage in some way. When you run "helloworld.exe", a config file "config.json" will be generated at the same folder where "helloworld.exe" is. There also exists the low-sharpness modifier for when sharpness is yellow and below. Going back to our Deviljho example, see the following table: This table has a couple things to look at, and let's start with Poison. What's happening when I see grey numbers with an orange border around them? This was a very interesting read, I hope this gets upvoted more. Don’t spam the Heavenward Flurry, as it’s not your main combo capable of high damage … Inflicing an Exhaust Status Ailment drains a monster's stamina. I know. I've compiled the list of MVs for every weapon into a post: https://www.reddit.com/r/MonsterHunter/comments/7v0pp3/mhworld_motion_values_compiled/. Yes, this definitely deserves a lot of attention. Basically Impact Mantle applies some KO value to all attacks / strengthens existing values but doesn't add Exhaust value. Piercing Shots 貫通弾・竜の一矢強化 Increases the attack power of piercing ammo and Dragon … Projectile attacks include shots from bowguns and arrows from bows. an overlay that shows lots and lots of stuff. Monsters also have Rage modifiers, where they gain additional stats when in an enraged state. However, these end up balancing out in terms of absolute damage output as the gs / hammer will put out considerably more raw damage per attack that lands, and all weapons are plenty viable running with raw + ele damage. Like when quest is over you have shown, you did 14000 damage, like, … The rest of the values are available in this post, although somewhat split up. According to RageGamingVideos … Description: A mod that displays you and your team's damage to monsters in quests. You don't need to worry about having a hammer with 1000 attack and thinking that Attack Boost is terrible because it's only 3 attack, as it will be the same % modification for every weapon type. Edit: I totally misread your post. Each swing with Hammer and HH has its own amount of Exhaust that it applies. What this means is ele damage is applied in full on every swing, whether it's the finisher in your combo or one of the middle attacks in a dual blade Blade Dance attack. Ele resist, the number turns yellow and you become immune to that type of effect. Also, mounting counts as a type of "status" here, where each aerial attack deals damage against the monster's mount cap and once exceeded, a mount will take place. This is also the highest damage Axe attack. Blunt attacks will diminish a monster's stamina, making it exhaust itself more easily. If you played MMOs like WoW … It's not an especially complicated concept and you can find a lot of weapon motion values for MHGen available here. So at 15 fire res, you become immune to burning. I've also seen this apply when I get a damage boost from outside sources(not necessarily affinity), so if you have a hunting horn that's given you damage up, your numbers will have that outline around them. MHW Damage Meter is a tool for Monster Hunter: World, created by jd. This motion value is what determines that the hammer triple charge pound does more damage than the first swing of the triangle combo. Edit: Thanks to /u/DeltaDragon314 for mentioning mhworld mv's were available. If possible can you give a quick overview on how Hunter Defenses work? KO and Exhaust damage are special, they're static values built into certain attacks for certain weapons that cannot be modified outside of armor skills. Each weapon type has their upsides, downsides, and different strategies. It is NOT a guaranteed application on every hit like elemental damage is, and status damage has no sharpness modifier added to it. Press F5 to send team damage to chat window. Quick Edit: I guess I should also mention I have affinity sliding which applies said affinity buff to my character. Grey numbers mean you're hitting a non-weak area with affinity. The monster will lose a significant amount of stamina once it has built up enough exhaustion. Stop hitting that part. The tool displays damage of you and your teammates. There was a change, though, compared to previous games. Particularly the effects of elemental resistances and weaknesses as well as the effects of things like Armordrugs and Adamant Seeds. The hammer triple triangle finisher ("golf swing") deals 50 KO damage whether it's the starter hammer or the maxed out HR diablos 2 hammer. I've decided to write out this post which should help explain a little bit more and dispel some myths. Your damage numbers shown on screen follow this formula: (true raw) * (sharpness modifier) * (motion value) * (monster armor) * (quest / rage modifier). 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