How Is Dmg Calculated Mhw



There are numerous components in the formula to calculate the damage a Bow does, split into Raw and Elemental components. Nope, I want to stay here, show me the Web version. I've been trying to answer the simple question of how we deal damage in MHW! Physical damage includes Severing-type damage, Blunt-type damage, and Projectile-type damage. Sharpness now affects KO values by the same multiple as listed for raw attack. Damage Calculation; Evasion and Defense ... Each Hitzone has different values, which represent the part's weakness to Physical and Elemental damage. Whether or not it's worth it depends on what you are trading to acquire it. I’m so glad that you have all enjoyed this Monster Hunter Math Series so much! Notes. I’m genuinely surprised by our growth and I can’t thank you guys enough. Your sharpness boosts your elemental damage, but not as much as your raw damage. This damage does not take into account charging your sword which does well over 260+the elemental explosion damage, so around 300ish. Non-elemental Boost is the only 1 level skill that increase phial damage by 3, while skills like Attack Boost, Peak Performance need certain level to even add 1 phial damage. agree, mhw needs to be better in their descriptions and forumals. The Sharpness level of a weapon will degrade over the course of a fight. So, without getting into weaknesses, sharpness, and all of the other things that modify damage, my understanding is that dividing by 10 is how to calculate your base elemental damage output. Heavy Bowgun Dmg Math Guys Mhw 1. The Hitzone value represents what percentage of an attack's damage is actually dealt to the monster. A weapon with 90 elemental damage actually deals 9 damage per hit. MHW Iceborne Best Charge Blade 2020 – Safi’jiiva Meta MHW Iceborne Best Longsword 2020 Safi’jiiva Meta. For elemental damage, it's added to the damage you do with every hit, except for some specific attacks (S&S and lance shield hits, for example). Damage Calculation - Kiranico Damage Types - Monster Hunter World Wiki, Fextralife Weapon Mechanics - Monster Hunter World Wiki, Fextralife Monster Hunter World - Damage Calculator The links I’ve provided should be able to help. After that, it's just multiplied by the hitzone. Since the calculator currently does not support comparisons against different monsters, there is effectively no difference between a weapon with 100 raw and 100 fire, or 100 raw and 10000 fire. The calculation for elemental damage is: Elemental Damage / 10 * Monster Hitzone. Elemental damage is a little different. Elemental damage is different to physical in that it's unaffected by what move you use; strong moves and weak moves will deal the same amount of elemental damage (with one or two exceptions). In addition to the following Damage Types, there are also two Types that are commonly referred to as True Damage and Parts Damage. I wanted to determine: Can you determine which weapon, out of a given weapon's tree for a given element type, is the best at dealing damage? Dual Blades (x 1.4) Light Bowgun (x 1.3) Bow (x 1.2) To calculate a weapon's Raw Base, simply divide its displayed Attack value (without boosts from Skills or Items) by its type-specific modifier. its stupid to force players to use 3rd party sites just to calculate damage you don't have to, you want big numbers? Happy Hunting. What makes it so confusing is that the answer depends on which weapon you’re using. yes sorry wrong term you are correct but my point still says the same shelling does not do status damage i think not sure #7. combat party. In most games elemental damage is not percent of base damage, but an additional source of damage, unlike critical dmg which is, most of the time, expressed as a multiplier of the base damage. Elemental bloat value is always 10, so you get only 1/10th true element. Since app is not fully optimized for Pads, we ask you, if you want to proceed to app page or stay in web version of builder? For a more complete rundown on combat with Monsters, see Weapon Mechanics and Defense.. Elemental Resistances in MHW On Monsters. Voodoo. Current damage formula for Monster Hunter 3 (Tri) has been established. This can cause some problems. As implied, this video shows you how to find the elemental damage cap for the weapon you are wearing. Elemental damage is mainly affected by the weapon's Elemental value and the monster's Elemental Hitzone. Elemental damage includes Fire, Water, Thunder, Ice, and Dragon. Element usually adds … Bow Damage Calculation. Many people creating RPGs use attack-defense for their damage formula. Hello, it seems you're viewing this page from mobile device. For a more complete rundown on combat with Monsters, see Weapon Mechanics, Defense, and Elemental Resistances.. How Attack Power is … There is a better attack formula for … Now you can do your charge move if you want to, but you don't really benefit from this outside of the intitial hit of the axe, which will both crit (Assuming you're built for this.) A weapon's displayed element is 10x higher than it actually is, so 200 = 20 actual element. There are some people who have created spread sheets and damage calculations on this topic but it’s still confusing. The smaller the base elemental damage is – the smaller the cap will be. If a monster has no weakness to a specific element … The displayed elemental value is inflated by a factor of 10, so a Sword and Shield with 150 ice damage only has 15 for damage calculation. Shelling does not apply status or elemental damage. Elemental Damage Calculator (MHW) MHWorld. Damages Types in Monster Hunter World (MHW) are the different damage categories of the game. 3. Iceborne has effectively raised it to six now. Check our MHW Calc! For example, green sharpness boosts raw damage by 5%, but has no effect on elemental damage. Also, elemental effects can hit certain enemies harder, while doing close to nothing to others, depending on elemental resistances. When attacks strike a monster, two types of damage are dealt: Physical (Raw) damage, and Elemental damage (but only if the weapon has an Elemental attribute). Blademaster weapons have a 1-in-3 chance per hit to apply Abnormal Status damage, while Gunner weapons always apply Abnormal Status damage. 10 Defense: 190 damage 100 Defense: 100 damage 200 Defense: 0 damage Doing this can cause party members or enemies to deal close to no damage or no damage. Simply put, the higher the weapon’s base elemental damage, the higher it’s cap will be as its cap is (base value) x 1.6 = cap. The damage calculation in Monster Hunter games is just so confusing. Posted by 2 years ago. There are also other sources of damage such as Fixed damage and Status damage. These would be the damage results. Effective CB usage requires balancing between Sword mode, with its high mobility and ability to guard against incoming attacks, and Axe mode, with its longer reach and more powerful attacks. But the percentile growth is very similar. And also a big thank you to all of you for supporting us! Hitzone values range between 0 and 100, and higher values indicate a weaker Hitzone (i.e. Abnormal Status damage is not affected by the monster's Physical or Elemental Hitzone values. Many components are similar to the original formula from previous games. Meaning some weapons are better with raw attack power while others are better with elemental. Elemental damage and raw damage are now added together before any decimals are dropped. But even on the Dual Swords, I mostly find myself using the Nerg Claws which has one of if not the most raw damage of all the Dual Swords. Before, the arbitrary level cap on elemental damage was at five. Enjoy! Elemental Attack Damage Cap: Examples. #4. After this you will have a very good idea of how elemental damage works in MHW! Elemental Damage Calculator (MHW) MHWorld. And never ask me again . Let’s quickly look at these elemental Switch Axes. USJ and Event gear, Damage calculation, Set Searcher, Sets sharing. Both Raw (Physical) and Elemental Damage dictate the damage any attack does directly, while Status Effects convey damage and debuffs indirectly.. Sep 3, 2018 @ 9:43am Values shown on weapons are bloat values. For example, lets say someone deals 200 damage. Elemental Resistances in Monster Hunter World (MHW) refers to the sum of protective effects of Equipment and Skills against Elemental Damage done by Weapons and Monsters. These are real values that I took from the weapons I own – I downgraded some to get a varied sample of base values. Another huge thanks to my assistant Tuna for helping make all of this possible! This is our Monster Hunter Math guide on How Damage is Calculated in MHW covering what Motion Values and Hitzone Values are. 1 Attack Power 2 Affinity 3 Sharpness 4 Slots 4.1 Damage Formula 5 Element 6 Special Attack Attribute 6.1 See also The Attack Power is the raw damage done without the aid of elements or secondary status effects. Yes, let's go to mobile page. Each Monster has strengths and weaknesses against specific Elemental Damage … Most weapons in the game have a stat called Element, which shows the Elemental attack of the weapon. 20 element * a 0.2 hitzone = 4 more damage per hit. Elemental Switch Axe Meta Builds, finally its not all about Brachy or Safi Swaxe to deal damage. There was a weapon balance patch (Patch 2.0) that change how Impact phial type damage calculation works with other skill that increase damage like Non-elemental Boost, Attack Boost, Peak Performance, Agitator, etc. First, you take your element and divide it by 10. Damage Type; Sharpness; Elemental Value ; Damage Type. All damage types … Sharpness in Monster Hunter World (MHW) is a factor in determining the cutting power of a Weapon and its damage output.. For a more complete rundown on combat with Monsters, see Weapon Mechanics, Defense, and Elemental Resistances.. Bow Damage Calculation: Raw Damage . Elemental Damage in Monster Hunter World: Damage Elements, and Monsters weak to them - Every Element Explained. more damage). GaijinHunter has released two videos to help people understand the nature of elemental caps and not wasting any elemental damage before it goes to waste. Elemental damage serves to close that gap a bit for weapons with quick low damage attacks. then get big numbers, its literally a logical conclusion, high crit+high raw numbers=high output, no math required. Close. Energy gained from Sword mode can be stored in Phials, which can then be used to boost guarding abilities and damage output in Axe mode. Charge Blade. Weapons with base values about 240 or less are simply (base value) + 150 = cap. How much damage depends on the monster's hitzone and is very simple to calculate. The Charge Blade (CB) features 2 modes. Attack Power or Raw Damage is a damage statistic in Monster Hunter World (MHW).Monsters also have raw damage, which is offset by the hunter's Defense stat. Archived. My question is on the calculation of the Elemental Damage Output for, say, a Light Bowgun. Simple question of how we deal damage in monster Hunter math Series so much and calculations. Thunder, Ice, and Monsters weak to them - Every element Explained Hunter is! 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  • Damage Type
  • Sharpness
  • Elemental Value

Monster Hunter: World - DPS Overlay. This mod displays the damage breakdown and DPS of your current team. During hunts, this mod displays the percent of total team damage done and the exponential moving average of DPS of each player. The Attack value of the Hunter is calculated from the Hunter's equipped weapon, offensive boosts (e.g. Being in DB's Archdemon Mode or having a HH attack buff), equipped skills, items, and Food skills. When damage is calculated, only True values are used, and the Displayed Attack value is adjusted down by the Display Multiplier.

Damage Type

When attacks strike a monster, two types of damage are dealt: Physical (Raw) damage, and Elemental damage (but only if the weapon has an Elemental attribute).

Some weapons have an abnormal status attribute instead of an Elemental attribute. These weapons will Physical damage and apply Status damage.

Physical damage includes Severing-type damage, Blunt-type damage, and Projectile-type damage. Elemental damage includes Fire, Water, Thunder, Ice, and Dragon. There are also other sources of damage such as Fixed damage and Status damage. All damage types are dealt independent of each other.

Severing

Severing (sometimes known as Cutting) damage is the primary damage type for the following weapons:

The following attacks also deal Severing damage:

  • Hunting Horn's Handle Poke
  • Bow's Melee Attack deals Severing damage
  • Some Kinsects deal Severing damage
  • Slicing shot from Bowguns

Tails can only be cut by Severing damage. This happens when sufficient Severing damage has been accumulated on the tail, which then severs it.

Used

Blunt

Blunt damage is the primary damage type for the following weapons:

The following attacks also deal Blunt damage:

  • Sword & Shield's shield-oriented attacks
    • Sword/Shield Combo
    • Shield Attack
    • Shield Bash
    • Hard Bash
    • Falling Bash
  • Lance's Shield Attack
  • Kinsects with Blunt attribute

Blunt weapons deal Exhaust status when they hit a monster. If they hit a monster's head, they deal Stun damage.

Projectile

Projectile damage is the primary damage type for the following weapons:

Gunlance's Shelling attacks deal Fixed damage instead of Projectile damage.

Elemental

Elemental Attributes:

  • Fire
  • Water
  • Thunder
  • Ice
  • Dragon

Blademaster weapons can have an Elemental attribute, a Status attribute, or neither. Some Dual Blades have two Elemental/Status attributes, one for each blade.

The Bow may have an Elemental attribute. The Bowguns do not have natural Elemental attributes, but they can load Elemental shots that effectively functions as dealing Elemental damage when it hits a monster.

Elemental damage is mainly affected by the weapon's Elemental value and the monster's Elemental Hitzone. Abnormal Status damage is not affected by the monster's Physical or Elemental Hitzone values. Blademaster weapons have a 1-in-3 chance per hit to apply Abnormal Status damage, while Gunner weapons always apply Abnormal Status damage.

If a monster has no weakness to a specific element on their Hitzone, then no Elemental damage is dealt. The Physical damage done by the weapon is not affected, as Elemental and Physical damage are calculated separately.

Status Attacks

Abnormal Status attributes:

  • Poison
  • Paralysis
  • Sleep
  • Blast

Blademaster weapons can have an Abnormal Status attribute instead of an Elemental attribute. Bows cannot have a natural Status attribute, but may equip Status Coatings to make fired arrows apply Status damage. Equipping Status Coatings will disable the Bow's Elemental attribute temporarily. The Bowguns do not have natural Abnormal Status attributes, but can load Status shots that apply Abnormal Status damage.

For Blademaster weapons, each time an attack lands, the attack has a 1-in-3 chance of applyingAbnormal Status damage. For Gunner weapons, a successful hit will always apply Abnormal Status damage.

How Is Damage Calculated Mhw

Applying Abnormal Status damage to a monster does not instantly activate it's effect. Instead, monsters have an innate tolerance to Status Ailments. To trigger a Status Ailment, enough Status damage must be dealt to a monster to overcome its tolerance threshold. Once a monster is affilicted with the Ailment, the accumulated Status damage is reset to 0 and additional Status damage cannot be dealt until the monster recovers. The only exception to this is Poison.

After the monster recovers, its tolerance threshold for the Ailment increases. This means it takes more Status damage must be accumulated before being able to inflict the monster with the same Ailment.

For all Ailments (except Blast), the accumulated Status damage disappears gradually due to the monster's tolerances. Overcoming this gradual decay is necessary to successfully trigger a Status Ailment on a monster.

IconStatusEffect(s)
PoisonSlowly drain the monster's health
ParalysisTemporarily immobilizes the monster and makes it take a bit more damage
SleepPut the monster to sleep
StunStun/KO the monster, which topples and immobilizes it
ExhaustedDrain the monster's stamina, making it tired
BlastTriggers an explosion on a specific monster part, which deals damage

Factors for Damage Calculation

The following factors influence damage calculations:

BM = Blademaster

FactorBM (Physical)BM (Elemental)Bowgun (Physical)Bowgun (Elemental)
Attack ValueOOOO
Motion ValueOO
SharpnessOO
Weapon AdjustmentOOOO
Sharpness AdjustmentO
Critical HitOO
Monster HitzoneOOOO
Elemental ValueOO
Projectile AdjustmentO
Critical DistanceO
Rapid Fire AdjustmentOO

Attack Value

The Attack value of the Hunter is calculated from the Hunter's equipped weapon, offensive boosts (e.g. being in DB's Archdemon Mode or having a HH attack buff), equipped skills, items, and Food skills. When damage is calculated, only True values are used, and the Displayed Attack value is adjusted down by the Display Multiplier.

Motion Values

All weapon attacks have a Motion Value (MV), which determines what proportion of the Attack value is used in damage calculations. For example, a weaker move with 40 MV uses applies 40% of the Attack Value in calculating damage, while a stronger move with 80 MV applies 80% of the Attack Value in calculating damage.

In general, slow weapons make up for their slower attacks with larger MVs, and fast weapons make up for their faster attacks with smaller MVs.

Sharpness

Sharpness describes how sharp a weapon is. Sharper weapons deal more damage and are less likely to bounce when hitting tough body parts.

Weapon Sharpness is split into discrete colors (see below). Different colors provide different multipliers to the damage dealt by the player.

SharpnessIconPhysicalElemental
Redx0.50x0.25
Orangex0.75x0.50
Yellowx1.00x0.75
Greenx1.05x1.00
Bluex1.20x1.0625
Whitex1.32x1.125

In addition to lower damage, weaker Sharpness colors causes some weapons to lose functionality. For example, at Orange Sharpness, the Gunlance's shells will deal less damage, the Switch Axe may bounce while in Sword mode, and the Dual Blades will not complete its full Blade Dance animation. At Red Sharpness, the Gunlance cannot shell.

Sharpness Gauge and Consumption

Each weapon can only make a specific amount of hits in a specific sharpness color before it dulls and and the sharpness color is lowered. Sharpness is consumed when a player lands an attack, but some shield attacks from the SnS and Lance do not deplete Sharpness.

Although most attacks deplete Sharpness by one per hit, some weapons have attacks that deplete Sharpness faster:

AttackSharpness Cost
Normal Attacks Landing1
Normal Attacks Bounced2
Guarding with GS or CB*, small knockback1**
Guarding with GS or CB*, medium knockback2**
Guarding with GS or CB*, large knockback10**
Gunlance Shell, Normal2
Gunlance Shell, Long2
Gunlance Shell, Spread3
Gunlance's Wyvern Fire10
Gunlance's Burst FireShell Count x Shell Cost

*Charge Blade with Elemental Boost doesn't lose Sharpness when guarding.** Doesn't lose sharpness when blocking roars, wind pressure, or tremors.

Sharpness can be restored by sharpening the weapon with a Whetstone.

Weapon Adjustment

Certain attacks have inherent damage bonuses:

WeaponAttack NamePhysical BonusElemental Bonus
SnSCharged Slash+XXL
Dual BladesDemon Mode+M
Dual BladesWhen both blade strike at the same time-L
Great SwordCharged Slash Lv1+S
Great SwordCharged Slash Lv2+M
Great SwordCharged Slash Lv3+XL
Great SwordStrong Charged Slash Lv1+XXL
Great SwordStrong Charged Slash Lv2+XXL
Great SwordStrong Charged Slash Lv3+XXL
Long SwordWhite Spirit Gauge+XS
Long SwordYellow Spirit Gauge+S
Long SwordRed Spirit Gauge+M
LanceDash Attack-XXL
GunlanceCharged Shot (Normal/Long)+M
GunlanceCharged Shot (Spread)+XL
GunlanceBurst Fire (Normal)+S
GunlanceBurst Fire (Spread)-S
GunlanceWyvern Fire (Long)+M
Switch AxePower Phial+M
Switch AxeElemental Phial+L
Charge BladeElemental Phial+XXL
Charge BladeElemental Boost (Axe Mode)+M
Insect GlaiveRed+White+M
Insect GlaiveRed+White+Orange+M
BowPower Phial+XL
BowElemental Phial+XL
BowMelee Attack-XXL
BowCharge Lv 1-XXL-L
BowCharge Lv 2- M
BowCharge Lv 3+XL
BowCharge Lv 4+XXL+M
BowArc Shot-L-L
BowgunNormal+L

Sharpness Adjustment

Some moves modify Sharpness, which affects both damage output and the liklihood to bounce.

WeaponConditionSharpness Adjustment
Blademaster weaponYellow Sharpness. At the start of weapon swing-XL
Blademaster weaponYellow Sharpness. At the end of weapon swing-L
All Melee AttackHave the buff from Demon shot+S
Sword & ShieldAll Attack+XS
Great SwordAll Charged Attack, Lv 1+S
Great SwordAll Charged Attack, Lv 2+M
Great SwordAll Charged Attack, Lv 3+L
Great SwordHit with the middle of the blade+XS
Long SwordMax Spirit Gauge+S
Long SwordHit with the middle of the blade+XS
Lance*Damage based on Blunt Hitzone-L
BowMelee Attack with Close Range Coating+ L
Damage calculator mhgu

* Lance/Hitzone Selection

Critical Hits and Feeble Hits

When an attack makes a Critical Hit, additional damage is dealt. When an attack makes a Feeble Hit, damage is reduced.

Critical Hits occur when a weapon has a positive Affinity value. Positive Affinity refers to the probability of making a Critical Hit on an attack. For example, a weapon with 20% Affinity will have a 20% chance of dealing a Critical Hit on an attack. Higher Affinity values will increase the likelihood of dealing a Critical Hit. A successful Critical Hit applies a +25% bonus to the weapon's Attack Value when calculating damage.

How

Feeble Hits occur when a weapon has a negative Affinity value. Negative Affinity refers to the probability of making a Feeble Hit on an attack. For example, a weapon with -20% affinity has a 20% chance of dealing a Feeble Hit. Lower negative Affinity Values increase the likelihood of dealing Feeble Hits. A Feeble Hit applies a -25% debuff to the weapon's Attack Value when calculating damage.

The below table briefly illustrates the interaction between Affinity and the probability of making a Critical or Feeble Hit:

AffinityProbabilityDamage Multiplier
60%60%x1.25
20%20%x1.25
0%0%x1.0
-20%20%x0.75
-60%60%x0.75

Some skills influence Affinity values:

Skill/Food SkillEffects
Critical Eye 1+1%

Monster Hitzone

How Is Dmg Calculated Mhw

Monsters are comprised of different body parts, and each part has has different weaknesses to Physical damage and Elemental damage. The Physical weakness of a Hitzone does not affect it's Elemental weakness, and vice versa. If a Hitzone is not weak to a specific Element (i.e. a Hitzone value of 0), then no Elemental damage is dealt, but Physical damage is not impacted.

The higher the Hitzone value, the weaker it is. For example, if a monster's head has Hitzone values of 20/50/40 (corresponding to the Severing, Blunt, and Projectile damage types respectively), then Severing-type attacks deal 20% of its damage, Blunt-type attacks deal 50% of its damage, and Projectile-type attacks deal 40% of its damage.

A Hitzone is generally considered vulnerable when its Physical Hitzone value is 45 or higher or when its Elemental Hitzone value is 20 or higher.

Elemental Value

When a weapon with an Elemental attribute lands an attack, the weapon will deal Elemental damage on top of the Physical damage it deals. Player-dealt Elemental damage does not inflict Elemental Blights on monsters.

Damage Calculator Mhgu

Unlike Physical damage, Elemental damage is not affected by Motion Values. However, some weapons may confer a bonus to its Elemental damage on specific attack moves. In general, faster hitting weapons are better suited at dealing Elemental damage because they make multiple hits in the same time it takes a slower hitting weapon to make one hit.

How Is Dmg Calculated Mhw Used

Excluding Hunting Horn buffs, Elemental Attack buffs from Skills and Food skills are capped at a sum of +20%.

How Is Dmg Calculated Mhw Mean

Elemental Crit Skill Adjustment

WeaponElemental Adjustment
Great Sword+M
Long Sword+L
Sword & Shield+XL
Dual Blades+XL
Hammer+L
Hunting Horn+L
Lance+L
Gunlance+L
Switch Axe+L
Charge Blade+L
Insect Glaive+L
Light Bowgun+XL
Heavy Bowgun+XL
Bow+XL

Projectile Adjustment

Skill/Food SkillAffected ProjectilesAdjustment
Normal UpNormal, Rapid+S
Pierce UpPierce+S
Spread UpSpread Ammo+M
Spread UpSpread Arrow+L

Critical Distance

For Gunner Weapons, Critical Distance (or Critical Range) refers to the distance at which a fired shot deals maximal damage. If the player is in Critical Distance, the aiming reticle will look like this:

Generally, being too close or too far away from the target will put the player outside of Critical Distance. Being too close or too far (i.e. outside of Critical Distance) will reduce the damage done by player Projectiles.

Critical Distance does not affect Affinity or Critical Hits.

Rapid Fire Adjustment

The Light Bowgun is capable of Rapid Fire, where the LBG shoots multiple shots in a single burst at the cost of 1 ammo. Each individual shot fired from Rapid Fire is weaker than a single shot of the same ammo type, but if most Rapid Fire shots land, their combined damage will exceed the damage done by firing just a single shot.

Rapid Fire TypeAdjustment
Lv 1 Normal x5-M
Lv 2 Normal x3-M
Lv 2 Normal x4-L
Lv 1 Pierce x3-L
Lv 2 Pierce x3-L
Lv 1 Pellet x3-M
Lv 2 Pellet x2-M
Lv 1 Sticky x2-L
Lv 2 Sticky x3-L
Lv 1 Sticky x2-L
Lv 2 Sticky x3-L
Lv 1 Crag x2-L
Lv 1 Fire x3-L
Lv 1 Fire x4-XL
Lv 1 Water x3-L
Lv 1 Thunder x3-L
Lv 1 Ice x3-L
Lv 1 Dragon x2-XL
Lv 1 Slicing x2-S
Lv 2 Slicing x2-S

How Is Elemental Damage Calculation Mhw

Fixed Damage

Fixed damage is dealt directly to the monster and does not have a damage calculation. This means that Fixed damage attacks are not mitigated by the monster's Hitzone values or affected by the player's Attack value.

Some sources of Fixed damage, such as Gunlance shelling and Wyvern Fire, and Bowgun Sticky shot and Crag shot, also deal additional Fire damage. This additional Fire damage will be impacted by damage calculations.

CategoryDamage SourceDamage Dealt
SlingerStone1
SlingerKnife20
SlingerParalysis Knife5
SlingerPoison Knife5
SlingerSleeping Knife5
ItemSmall Barrel Bomb20
ItemBarrel Bomb80
ItemBarrel Bomb G150
GunlanceShelling
various other itemstbd
Charge BladePhial Burst - Counter3
Charge BladePhial Burst - ED5
Charge BladePhial Burst - AED10
Charge BladePhial Burst - SAED25
Bowguntbd