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How Is Dmg Calculated Mhw

  1. How Is Damage Calculated Mh World
  2. How Is Damage Calculation Mhw
  3. How Is Elemental Damage Calculated Mhw

Can be interesting when you doing arene run. Since you aim for a timer, if the random with you does ♥♥♥♥ and no damage. Also i'm ♥♥♥♥♥♥ when people join my quest and does absolutly nothing. Feb 01, 2018  Explaining Damage Numbers, Weapon Damage And How It Is All Calculated. Elemental damage is calculated slightly differently. Firstly, it is not effected by motion values. Meaning regardless of which specific move you do it is calculated the same. The numbers you see when you hit a monster is physical damage + elemental dmg.

The Great Sword (GS) is a slow, heavy weapon that sacrifices attack speed for attack strength. Learning how to use the GS effectively requires good positioning, anticipation, and understanding of the GS's attack timings.

Strength & Weakness

Raw Damage - also called Physical - is calculated separately from Elemental Damage and Status Effect buildup. The higher the Attack on your weapon the more Raw Damage you will deal to a monster. The higher the Attack on your weapon the more Raw Damage you will deal to a monster.

  1. Basically quick weapons and weapons that do multiple hits (like the bow) apply element damage with each hit which makes a difference, while a big slow weapon like the great sword isn't getting as many hits in, so the raw damage is better.
  2. Like all ailments, every time you hit a monster with blast you build a bit of blast damage up. Once you cross a certain threshold, the effect triggers (in this case, an explosion). Each time you do this, the threshold goes up; making it harder to do again. As for the damage, it's blast damage.
StrengthWeakness
  • High damage output per swing
  • Decent Reach
  • Can Block
  • Less dependent on Sharpness maintenance
  • Slow movement speed
  • Slow attack speed
  • Attack animations have long recovery times

Charge Slashes

The Great Sword can empower its slashes by charging them. The GS has 3 kinds of charged slashes: the Charged Slash, the Strong Charged Slash, and the True Charged Slash. Each charged slash has three different charge levels, Levels 1 to 3. Overcharging a charged slash will reduce its strength to Level 2.

Left to right: Level 1, Level 2, Level 3, and overcharged slash

The Hunter glows brighter when a charge level is gained. When the Hunter reaches Level 3, they will perform a quick squatting motion. This helps the player in timing the attack.

Left to right: Level 3 Charged Slash, Level 3 Strong Charged Slash, Level 3 True Charged Slash

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If the player is hit, knocked away, evades, or stops the attack combo while charging a slash attack, the player will lose all the charge they've gained.

Combat Tips

  • Due to its slow speed and attacks, reckless play with the GS will expose the player to danger.
  • After an attack, the player can roll sideways or forward to recover quicker.
  • Tackle () allows the player to brace for incoming attacks without knockback. Timing it in response to a monster's attack allows the player to continue their Charged Slash combo without interruptions.
  • The Level 3 charged slash is performed by releasing at the right time. Overcharging will cause Level 3 charged slashes to revert to the power of a Level 2 charge, so timing is critical to maximize damage.
  • Although Level 3 charged slashes are preferable, landing a Level 2 charged slash is still better than missing completely with a Level 3 charged slash.
  • The GS's slow attack and large motion values makes its more suitable at dealing physical damage.

Movelist

In addition to the GS Charge Slashes above, the GS has a multitude of other attack chains. Mid-air attacks are done in the air, such as after hopping off a ledge, jumping off a vine, or climbing up a wall and jumping off.

MoveButton (+Condition)Properties
Charged SlashDraw Attack >
Standing/Walking >
Can be charged (Hold ).
Can be cancelled into a Tackle () while charging. Holding during Tackle will perform a Strong Charged Slash.
Performing this without holding will change the attack to Overhead Slash.
After release, it can be comboed into:
  • Side Blow
  • Rising Slash +
  • Wide Slash
  • Strong Charged Slash Back+
Overhead SlashDraw Attack >
Standing/Walking >
Performing this while holding will change the attack to Charged Slash.
After release, it can be comboed into:
  • Side Blow
  • Rising Slash +
  • Wide Slash
  • Strong Charged Slash Back+
Strong Charged SlashAfter a Charged Slash > Back+
After a Tackle from a Charged Slash >
After a Tackle during Evade >
Can be charged (Hold ).
Can be cancelled into a Tackle while charging. Holding during a Tackle will perform a True Charged Slash.
After release, it can be comboed into:
  • Side Blow
  • Rising Slash +
  • Strong Wide Slash
  • True Charged Slash Back+
True Charged SlashAfter a Strong Charged Slash > Back+
After a Tackle from a Strong Charged Slash >
Can be charged (Hold ).
Can be cancelled into a Tackle while charging. Holding during a Tackle will perform a True Charged Slash.
Wide Slash
During Evade >
Can be comboed into:
  • Tackle
  • Charged Slash
  • Rising Slash +
Rising Slash+Can be comboed into:
  • Wide Slash
  • (Strong) Charged Slash
If a Rising Slash is comboed from a Strong Charged Slash, then a Strong Charged Slash can be comboed after
EvadeWith weapon out Reset current Charged Slash Level to a normal Charged Slash.
Short window to combo into:
  • Tackle
  • Wide Slash
Side BlowAfter any Charged Slash >
After a Jumping Wide Slash >
This attack combos into:
  • Rising Slash +
  • Wide Slash
  • (strong) Charged Slash
Tackle--Brace for incoming attacks to minimize flinching and damage taken. This attack combos into:
  • (current) Charged Slash
  • Jumping Wide Slash
  • Side Blow R2+
TackleWhile charging a Charged Slash >
During a Wide Slash >
During an Evade >
Upgrade a Charged Slash to a Strong Charged Slash.
Evadeing will reset the Charged Slash, and then the Tackle will upgrade to a Strong Charged Slash
TackleWhile charging a Strong Charged Slash > Upgrade a Strong Charged Slash to a True Charged Slash
TackleWhile charging a True Charged Slash > Maintain at a True Charged Slash
Strong Wide SlashAfter a Strong Charged Slash >
After a Midair Charged Slash >
After a Plunging Thrust >
This attack combos into:
  • Strong Charged Slash
  • Wide Slash
Jumping Wide SlashShort window during a Tackle > Reset to a normal Charged Slash
Combo into a Side Blow
Charged Rising SlashWhile Sliding > Hold while sliding to charge, release to attack. This attack can combo into a Plunging Thrust midair. When sliding stops, it turns into a normal Charged Slash.
Plunging ThrustMid Air after a Charged Rising Slash > Combo into a Strong Wide Slash (/)
Midair Charged SlashMid Air >
Mid Air Draw Attack >
Can be charged (Hold ). Releasing early or without a charge mid air will perform a Jumping Slash.
This attack combos into a Strong Wide Slash (/)
GuardR2The player holds the sword out as a shield to block the attack, incurring a Sharpness loss.

Motion Values

MoveDamage TypeMotion ValueStunExhaust
Charged Slash Lv1Sever48--
Charged Slash Lv2Sever70 77--
Charged Slash Lv3Sever91 105--
Charged Slash Lv4Sever70 77--
Overhead SlashSever48--
Strong Charged Slash Lv1Sever65--
Strong Charged Slash Lv2Sever82 90--
Strong Charged Slash Lv3Sever97 115--
Strong Charged Slash Lv4Sever82 90--
True Charged Slash Lv1Sever15+165--
True Charged Slash Lv2Sever20+182--
True Charged Slash Lv3Sever22+211--
True Charged Slash Lv4Sever20+182--
Wide SlashSever26--
Rising SlashSever38--
Side BlowBlunt162015
Tackle Lv1Blunt263020
Tackle Lv2Blunt354025
Tackle Lv3Blunt485530
Jumping Wide Slash Lv1Sever71--
Jumping Wide Slash Lv2Sever85--
Jumping Wide Slash Lv3Blunt110--
Jumping SlashSever70--
Midair Charged Slash Lv1Sever70--
Midair Charged Slash Lv2Sever92--
Midair Charged Slash Lv3Sever106--
Strong Wide Slash Lv1Sever59--
Strong Wide Slash Lv2Sever66--
Strong Wide Slash Lv3Sever78--
Charged Rising Slash Lv1Sever48--
Charged Rising Slash Lv2Sever72--
Charged Rising Slash Lv3Sever98--
Plunging Thrust Lv1Sever16--
Plunging Thrust Lv2Sever22--
Plunging Thrust Lv3Sever27--
  • 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.

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:

How Is Damage Calculated Mh World

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

* 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:

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

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

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

How Is Damage Calculation Mhw

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:

How Is Elemental Damage Calculated Mhw

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.

The male MMCX connectors uses the Red/Blue colorcoding to act as L/R markings. Thuesday customs dmg audio.

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

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