Monster Hunter: World gets massive expansion, Monster Hunter World: Iceborne.
- Monster Hunter World Damage Dealer
- Monster Hunter World Damage Dealer Award
- Monster Hunter World Damage Dealt
In Monster Hunter World, you will be pitting yourself against ferocious and unforgiving monsters that will bite and claw at anything that disturbs their territory.
- Monster Hunter: World continues this tradition. Both game franchises have similar control and combat schemes and both games also punish lack of preparedness, impatience, and arrogance. Apart from that, what makes both game franchises difficult are their rosters of mean bosses of which there is no shortage of in Monster Hunter: World.
- Weapon sharpness is one of those features you don’t pay much attention to as you progress through Monster Hunter: World.It’s worth looking at for one reason — you can actually boost your.
- In Monster Hunter World, you will be pitting yourself against ferocious and unforgiving monsters that will bite and claw at anything that disturbs their territory. A good balance between defense, offense and movement the Sword and Shield sets itself apart from other weapons and wielding this weapon against any monster is a true test of skill.
- Calculate the HP of monster after someone joins when you have already done damage to the monster:(6) Monster HP after DMG taken = a-b (7) Ratio of monster remaining HP = (a-b)/a = 1 - b/a (8) Ratio of DMG dealt = b/a (9) Monster MAX HP after someone joins mid fight = z.a (10) Your DMG after someone joins mid fight = b (not z.b, you do not scale.
A good balance between defense, offense and movement the Sword and Shield sets itself apart from other weapons and wielding this weapon against any monster is a true test of skill and knowledge in battle.
The Sword and Shield provides a wide range of movements while using some of the aspects of other weapons, allowing several actions such as guarding, aerial, slashing and blunt attacks along with simple ranged attacks using the Slinger.
These builds are designed as Gladiators that hunt and fight against powerful beasts, all in the name of sport and survival, the Sword and Shield is certainly a perfect fit for these builds that tests the strength of the weapon along with the skills of the wielder in combat.
Also Read Below The Other Sword & Shield Guides
Note: If you are on Mobile device swipe table to the left to see the below full table information completely.
1) Provocatores Sword & Shield Build
A fighter focused on defense the Provocatores build uses multiple skills to maximize defense and also using the shield to block even major attacks, while being fearless against monsters’ roars and keeping balance against tremors that can shake most fighters.
With a focus on high defense and guarding, this build’s offensive capabilities rely on the weapon heavily where there is a need to use the right type of Sword and Shield against your target.
Armor Set
Info | Head | Torso | Arms | Waist | Legs |
Name | Bazel Helm B | Zorah Hide Y | Zorah Claws Y | Guild Cross Coil B | Ingot Greaves B |
Jewel Slot | 3-1-0 | 1-1-1 | 3-1-0 | 2-1-1 | 3-0-0 |
Vs. Fire | 3 | 4 | 4 | -4 | 2 |
Vs. Water | 1 | -3 | -3 | 4 | 3 |
Vs. Thunder | -4 | -1 | -1 | 1 | 0 |
Vs. Ice | -2 | -2 | -2 | -1 | 1 |
Vs. Dragon | -2 | -3 | -3 | -3 | 0 |
Base Defense | 58 | 72 | 72 | 64 | 50 |
Skills | Earplugs 2x | Tremor Resistance x2 | Earplugs x2 | Fortify x1 | Defense Boost x2 |
Charms
Defensive Charms
- Stun Charm III – Primary
- Vitality Charm III
- Blessing Charm III
Attack Charms
- Slugger III
- Venom Charm III
- Demolition Charm III
Decorations
- 5x Defense Jewel 1
- 1x Earplug Jewel 3
- 5x Ironwall Jewel 1
- 1x Shield Jewel 2
- 1x Footing Jewel 2
Skills
- Earplugs 5 /5
Skill Effect:Level 5: Nullifies weak and strong monster roars
Blocking off the roars of monsters is more of an offensive skill rather than defensive as monsters roar it can be a great opening to attack monsters.
Blocking off the roars of monsters is more of an offensive skill rather than defensive as monsters roar it can be a great opening to attack monsters.
- Tremor Resistance 3/3
Skill Effect:Level 3: Nullifies minor and major ground tremors
Never getting staggered will keep you on the offensive since it takes a lot of stamina, tiring them out in a futile attempt to try and slam the ground and stagger you.
- Fortify 1/1
Skill Effect:Level 1: Increases attack by 10% and defense by 15% with each use
Being deep into the fight you may get knocked out once or twice in a hunt, actually more of a utility and efficiency skill that makes fainting and restocking yourself with buffs and health again a positive thing.
- Defense Boost 7/7
Skill Effect:Level 7: +10% Defense, Bonus +35 and +5 to All Elemental Resistances
Taking hits is your tactic in combat so you would need to be very tanky in this sense.
- Stun Resistance 3/3
Skill Effect:Level 3: Prevents Stun
Getting ragdolled and kicked around when you don’t expect it can mean death to any hunter so better have insurance that getting hit and taking hits wont get you stunned and killed.
- Guard Up 1/1
Skill Effect:Level 1: Allows you to guard against ordinarily unblockable attacks
Very important skill to have if you can block since it can save you from being in the epicenter or direct line of monsters’ heavy attacks.
- Guard 5/5
Skill Effect:Level 5: Massively decreases the impact of attacks and reduces stamina depletion by 50%
Taking advantage of the simple ability to block is very useful and can mean life and death in the hunt and this skill improves that blocking stance to be significantly more effective in its job taking the hits and surviving them.
Suggested Weapon Options
Datura Blossom III – (Pukei – Pukei Tree) – Poison
High poison status and High damage with a couple of Decoration slots and 3 augmentation slots which can provide much needed improvements to the damage output of the build itself.
Not only effective due to its high poison status it also provides 2-1-0 slots for decorations that are required to make sure all the decorations for the build are in its place.
Empress Edge “Styx” – (Lunastra Tree) – Blast
For some affinity and blast this weapon is great and has 2 high slots for decorations that cover the slot requirements, although it has an innate skill it’s not as effective for this build.
Pros and Cons
Pros
- Very High Defense.
- Able to block every attack except Cataclysmic Meteor.
- Takes little to no damage from blocked attacks.
Cons
- No attack boosting skills
- Low Health
- Requires a Weapon to have 2-1-0 slots to work with the build.
How to Use The Provocatores Sword & Shield Build?
This build relies on the power of your weapon for damage while being able to survive most incoming attacks.
Focus on being under monsters feet or tails to make sure every swing of your sword connects to flesh to build up damage and status procs.
If the monster is enraged try and connect with a charged slash to initiate an aerial slash to mount them and ground them, then focus on attacking weak spots like the head.
Remember to block incoming attacks, tire your opponent out and stand your ground, when the monster is tired go on the offensive.
2) Bestiarius Sword & Shield Build
The Bestiarius is focused on offense, much like beast fighters this build lets you be very aggressive against monsters and make them submit to your power.
As a critical build for the Sword and Shield that uses Punishing Draw and Critical Draw skills that provide burst damage along with using status effect weapons to control the battlefield.
Armor Set
Info | Head | Torso | Arms | Waist | Dmg cs gocleverprestige. Legs |
Name | Odogaron Helm B | Drechen Mail a | Drechen Vambraces a | Odogaron Coil B | Xeno’Jiiva Spurs Y |
Jewel Slot | 3-0-0 | 3-0-0 | 2-2-0 | 2-0-0 | 1-1-2 |
Vs. Fire | 2 | -2 | -2 | 2 | -3 |
Vs. Water | 2 | -2 | -2 | 2 | 2 |
Vs. Thunder | -2 | 3 | 3 | -2 | 2 |
Vs. Ice | -3 | -2 | -2 | -3 | 2 |
Vs. Dragon | 2 | 4 | 4 | 2 | -4 |
Base Defense | 54 | 72 | 72 | 54 | 72 |
Skills | Bleeding Resistance x2, Odogaron Mastery 1/4 | Soul of the Dragoon 1/4, Critical Eye x2, Critical Boost 1 | Soul of the Dragoon 1/4, Critical Eye x2, Attack Boost x1 | Critical Eye x2, Odogaron Mastery 1/4 | Critical Boost x1 |
Charms
Defensive Charms
- Vitality Charm III
- Blessing Charm III
- Stun Charm III
Attack Charms
- KO charm III – Primary
- Attack Charm III
- Rider’s Charm
Decorations
- 1x Shield Jewel 2
- 3x Draw Jewel 2
- 1x Mind’s Eye Jewel 2
- 1x Critical Jewel 2
- 1x Expert Jewel 1
- 1x Suture Jewel 1
Skills
- Critical Eye 7/7 – Armor/Decoration
Skill Effect:Level 7: +40% Affinity
When it comes to damage builds critical overpowers direct damage increase skills.
- Critical Boost 3/3 – Armor/Decoration
Monster Hunter World Damage Dealer
Skill Effect:Level 3: Increases damage dealt by critical hits to 140%
Synergizes well with critical builds increasing damage significantly.
- Critical Draw 3/3 – Decoration
Skill Effect:Level 3: Draw attack affinity +100%
Ensuring a huge burst of damage for drawn attacks.
- Punishing Draw 2/2 – Odogaron Armor
Skill Effect:Level 1: Adds a stun effect to draw attacks and slightly increases attack power
Drawn attacks provide a burst damage mechanic for this build.
- Elemental Airborne 2/2 – Drachen Armor
Skill Effect:Level 1: Elemental damage increased for jumping attacks
Provides a way to deal maximum damage on re-entry from charged slash or from dropping off ledges and sliding down then Making arial slashes as part of your combo sets.
- Slugger 3/3 – Charm
Skill Effect:Level 3: Stun power +40%.
Using your shield to strike your target can stun them and this is a direct improvement to this ability.
- Mind’s Eye/Ballistics 1/1 – Decoration
Skill Effect:Level 1: Prevents attacks from being deflected
Deflected attacks can stagger and won’t deal much damage on monsters with this skill, this can ensure most of your strikes deal maximum damage without the risk of flinching.
- Guard Up 1/1 – Decoration
Skill Effect:Level 1: Allows you to guard against ordinarily unblockable attacks.
Just for a defensive skill to make sure that if you get trapped in the epicenter of powerful attacks you are able to have a chance of surviving them with this skill.
Stat Stick Skills
Effective although can be improved and can’t be removed from the armor set itself this can be tweaked to your personal preference with the build if you wish to modify and incorporate them in it.
- Attack Up 1/7 – Armor
Skill Effect:Level 1: Attack +3
Mostly a stat stick skill that can be improved by replacing the charm on the build to gain level 4 Attack Up: Attack +12 Affinity +5% with the attack charm III
- Bleeding Resistance 3/3 – Armor/Decoration
Skill Effect:Level 3: Prevents Bleeding
Not often used in fight but useful when facing off Monsters that can bleed you out.
Suggested Weapon Options
Malady’s Tabar (Great Girros)
Its passive Affinity and Paralysis works well with damage and control in fights that can improve success and is also great in a team to get in close and apply the status effect.
Eradication Vanguard (Nergigante)
For elder dragon fights with its high damage and some Elderseal this weapon is a good recommendation to use for this build.
Pros and Cons
Pros
- High Affinity for burst damage.
- Control and status effect build.
- Can survive against most attacks.
Cons
- Weakness against Fire and Ice damage.
- Minor Defensive Capabilities.
How to Use The Bestiarious Sword & Shield Build?
With this build you would need to make draw attacks to open your combos, to deal burst damage and gain the advantage in fights.
Your shield is mainly used to inflict KO status or even stagger monsters and although your shield can block all types of attacks, it takes in a lot more damage than other builds that use the shield.
Make passing strikes initiating a drawn slash followed by a short combo, then run and repeat until you can successfully knock them over or lure them into a trap to hack at them.
Use the terrain to your advantage, making drawn slashing attacks after wall running and jumping off short platforms to make full use of your capabilities.
3) Lanista Sword & Shield Build
Designed as a support role, the Lanista is focused on making sure allies are topped off with health and buffs while being able to endure damage like any other fighter on the battlefield that can go on the offensive while monsters are enraged.
High health and stamina to keep yourself alive so that your heals and buffs are provided to your team instead of healing yourself.
Armor Set
Info | Head | Torso | Arms | Waist | Legs |
Name | Guild Cross B | Brigade Suit B | Empress Vambraces Y | Empress Coil Y | Kulve Taroth’s Wrath Y |
Jewel Slot | 1-1-1 | 2-2-0 | 0-0-0 | 3-0-0 | 3-1-0 |
Vs. Fire | 0 | 1 | 3 | 3 | 4 |
Vs. Water | 0 | 0 | 1 | 1 | -2 |
Vs. Thunder | 0 | 2 | 1 | 1 | 3 |
Vs. Ice | 0 | 0 | -3 | -3 | -4 |
Vs. Dragon | 0 | 2 | -2 | -2 | -2 |
Base Defense | 68 | 52 | 70 | 70 | 72 |
Skills | Divine Blessing x2 | Divine Blessing x1 | Evade Extender 1x, Agitator x2, Lunastras Favor 1/4 | Evade Window x2, Health Boost x2, Lunastras Favor 1/4 | Agitator x2, Heat Guard x1 |
Charms
Defensive Charms
- Glutton Charm III – Primary
- Bulwark Charm
- Evasion Charm III
Attack Charms
- KO Charm III
- Rider’s Charm
- Any Status or Element Up Charm
Decorations
- 1x Challenger Jewel 2
- 5x Friendship Jewel 1
- 1x Vitality Jewel 1
- 1x Protection Jewel 1
- 2x Jumping Jewel 2
Skills
- Agitator 5/5 – Armor/Decoration
Skill Effect:Level 5: While active, grants Attack +20 and increases Affinity by 10%
Your only offensive skill that gives you a chance to deal damage if you don’t need to support.
- Stamina Cap Up 2/2 – Lunastra Armor
Skill Effect:Level 1: Increases stamina cap that allows you to have a maximum of 200 stamina
Dodging and Rolling then running around can be stamina draining in most fights when you need to focus on healing your team rather than healing yourself.
- Wide-Range 5/5 – Decoration
Skill Effect:Level 5: Items affect nearby allies in a much wider radius with full efficacy
Not much to be said with this skill when it comes to support if you play the role wide range is a must have.
- Divine Blessing 3/3 – Armor/Decoration
Skill Effect:Level 3: While active, reduces damage taken by 50%
Survivability is important to this build and this gives you statistically a 50% damage reduction.
- Health Boost 3/3 – Armor/Decoration
Skill Effect:Level 3: Health +50
A higher health pool ensures survivability in fights that deal massive amounts of damage.
- Evade Extender 3/3 – Armor/Decoration
Monster Hunter World Damage Dealer Award
Skill Effect:Level 3: Greatly extends evasion distance
Evading attacks greatly improves your survivability in hunts.
- Speed Eating 3/3 – Charm
Skill Effect:Level 3: Eat food and drink Items 64% faster, and quick use items 38% faster
Healing your team in critical points and ensuring your team’s survival is crucial to the success of the hunt.
- Evade Window 2/5 – Armor
Skill Effect:Level 2: Slightly increases invulnerability window
This works with the back step movement of the Sword and Shield.
- Heat Guard 1/1 – Armor
Skill Effect:Level 1: Nullifies Heat damage.
A few hunters get this skill but when it comes to fights in the elder’s recess or hunting most of the monsters that have fire blight this skill certainly is a must have.
Suggested Weapon Options
Empress Edge “Blaze” (Lunastra)
This weapon is a great support weapon due to its passive skill Guts that prevents you from fainting from an attack that would otherwise kill you.
Baan Claw III – (Radobaan)
When your team needs a breather on the action to sharpen their tools or craft and pick up supplies from base camp this is the tool for the job to knock out monsters for some time.
Pros and Cons
Pros
- High Health
- HIgh Stamina
- Fast Healing
Cons
- Unable to block some attacks
- Low Elemental Defense
How to Use The Lanista Sword & Shield Build?
You would want to focus on your team’s health bars and keep them topped off with health, keeping them alive to ensure that all of you get the maximum offered bounty.
When you don’t need to top off your team’s health, you can engage the monster while they are enraged to take advantage of your Agitator skill.
Use your shield to wait for an attack, then make your counter attack once they are close to you,
Once you get enmity your team can take advantage of this opening to reposition and sharpen or even reload their gear while you keep the monster busy.
Verdict
The builds were created to reflect a gladiator theme, since it’s common for gladiators to fight huge beasts while using a Sword and Shield where these builds draw inspiration from.
The Sword and Shield is a great weapon to master, and is a great introduction to melee weapons in general when learning how to position yourself in fights and timing your strikes against your target.
The builds focus on the best types of skills for the Sword and Shield and can be mixed and matched for different play styles or skill levels.
If you have mastered the Sword and Shield or found yourself in a position that you want to feel powerful much like the gladiators that faced monstrous beasts, then may these armaments send you forth to glory in your hunt.
Monster Hunter World Damage Dealt
- Damage Type
- Sharpness
- Elemental Value
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.
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.
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.
Icon | Status | Effect(s) |
---|---|---|
Poison | Slowly drain the monster's health | |
Paralysis | Temporarily immobilizes the monster and makes it take a bit more damage | |
Sleep | Put the monster to sleep | |
Stun | Stun/KO the monster, which topples and immobilizes it | |
Exhausted | Drain the monster's stamina, making it tired | |
Blast | Triggers an explosion on a specific monster part, which deals damage |
Factors for Damage Calculation
The following factors influence damage calculations:
BM = Blademaster
Factor | BM (Physical) | BM (Elemental) | Bowgun (Physical) | Bowgun (Elemental) |
---|---|---|---|---|
Attack Value | O | O | O | O |
Motion Value | O | O | ||
Sharpness | O | O | ||
Weapon Adjustment | O | O | O | O |
Sharpness Adjustment | O | |||
Critical Hit | O | O | ||
Monster Hitzone | O | O | O | O |
Elemental Value | O | O | ||
Projectile Adjustment | O | |||
Critical Distance | O | |||
Rapid Fire Adjustment | O | O |
Attack Value
Create bootable usb macos high sierra dmg. 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.
Sharpness | Icon | Physical | Elemental |
---|---|---|---|
Red | x0.50 | x0.25 | |
Orange | x0.75 | x0.50 | |
Yellow | x1.00 | x0.75 | |
Green | x1.05 | x1.00 | |
Blue | x1.20 | x1.0625 | |
White | x1.32 | x1.125 |
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:
Attack | Sharpness Cost |
---|---|
Normal Attacks Landing | 1 |
Normal Attacks Bounced | 2 |
Guarding with GS or CB*, small knockback | 1** |
Guarding with GS or CB*, medium knockback | 2** |
Guarding with GS or CB*, large knockback | 10** |
Gunlance Shell, Normal | 2 |
Gunlance Shell, Long | 2 |
Gunlance Shell, Spread | 3 |
Gunlance's Wyvern Fire | 10 |
Gunlance's Burst Fire | Shell 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:
Weapon | Attack Name | Physical Bonus | Elemental Bonus |
---|---|---|---|
SnS | Charged Slash | +XXL | |
Dual Blades | Demon Mode | +M | |
Dual Blades | When both blade strike at the same time | -L | |
Great Sword | Charged Slash Lv1 | +S | |
Great Sword | Charged Slash Lv2 | +M | |
Great Sword | Charged Slash Lv3 | +XL | |
Great Sword | Strong Charged Slash Lv1 | +XXL | |
Great Sword | Strong Charged Slash Lv2 | +XXL | |
Great Sword | Strong Charged Slash Lv3 | +XXL | |
Long Sword | White Spirit Gauge | +XS | |
Long Sword | Yellow Spirit Gauge | +S | |
Long Sword | Red Spirit Gauge | +M | |
Lance | Dash Attack | -XXL | |
Gunlance | Charged Shot (Normal/Long) | +M | |
Gunlance | Charged Shot (Spread) | +XL | |
Gunlance | Burst Fire (Normal) | +S | |
Gunlance | Burst Fire (Spread) | -S | |
Gunlance | Wyvern Fire (Long) | +M | |
Switch Axe | Power Phial | +M | |
Switch Axe | Elemental Phial | +L | |
Charge Blade | Elemental Phial | +XXL | |
Charge Blade | Elemental Boost (Axe Mode) | +M | |
Insect Glaive | Red+White | +M | |
Insect Glaive | Red+White+Orange | +M | |
Bow | Power Phial | +XL | |
Bow | Elemental Phial | +XL | |
Bow | Melee Attack | -XXL | |
Bow | Charge Lv 1 | -XXL | -L |
Bow | Charge Lv 2 | - M | |
Bow | Charge Lv 3 | +XL | |
Bow | Charge Lv 4 | +XXL | +M |
Bow | Arc Shot | -L | -L |
Bowgun | Normal | +L |
Sharpness Adjustment
Some moves modify Sharpness, which affects both damage output and the liklihood to bounce.
Weapon | Condition | Sharpness Adjustment |
---|---|---|
Blademaster weapon | Yellow Sharpness. At the start of weapon swing | -XL |
Blademaster weapon | Yellow Sharpness. At the end of weapon swing | -L |
All Melee Attack | Have the buff from Demon shot | +S |
Sword & Shield | All Attack | +XS |
Great Sword | All Charged Attack, Lv 1 | +S |
Great Sword | All Charged Attack, Lv 2 | +M |
Great Sword | All Charged Attack, Lv 3 | +L |
Great Sword | Hit with the middle of the blade | +XS |
Long Sword | Max Spirit Gauge | +S |
Long Sword | Hit with the middle of the blade | +XS |
Lance* | Damage based on Blunt Hitzone | -L |
Bow | Melee Attack with Close Range Coating | + L |
* 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.
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:
Affinity | Probability | Damage 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 Skill | Effects |
---|---|
Critical Eye 1 | +1% |
Monster Hitzone
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.
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.
Excluding Hunting Horn buffs, Elemental Attack buffs from Skills and Food skills are capped at a sum of +20%.
Elemental Crit Skill Adjustment
Weapon | Elemental 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 Skill | Affected Projectiles | Adjustment |
---|---|---|
Normal Up | Normal, Rapid | +S |
Pierce Up | Pierce | +S |
Spread Up | Spread Ammo | +M |
Spread Up | Spread 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 Type | Adjustment |
---|---|
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 |
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.
Category | Damage Source | Damage Dealt |
---|---|---|
Slinger | Stone | 1 |
Slinger | Knife | 20 |
Slinger | Paralysis Knife | 5 |
Slinger | Poison Knife | 5 |
Slinger | Sleeping Knife | 5 |
Item | Small Barrel Bomb | 20 |
Item | Barrel Bomb | 80 |
Item | Barrel Bomb G | 150 |
Gunlance | Shelling | |
various other items | tbd | |
Charge Blade | Phial Burst - Counter | 3 |
Charge Blade | Phial Burst - ED | 5 |
Charge Blade | Phial Burst - AED | 10 |
Charge Blade | Phial Burst - SAED | 25 |
Bowgun | tbd |