Attacking Monsters 【Bowgun】

● Weapon Multiplier

WeaponsMultiplier
GS/LS4.8
SnS/DS1.4
Hamer/Hunting Horn5.2
Lance/Gunlance2.3
Bowgun/Bow1.2

The weapon multiplier is a number that represents the inherent strength of the weapon and is the basis for calculating the damage to the monster from attacks.
The attack power shown in the status is this weapon multiplier multiplied by a certain factor.
The multipliers for each weapon are shown in the table to the left.
※The weapon multiplier can be obtained by dividing the attack power shown in the status by the multiplier shown on the left

Any increase in attack power due to food effects, item use, etc. will be added to this weapon multiplier by a fixed value.
Thus, in terms of status, the amount of increase in attack power depends on the type of weapon.

Ex:Grenade Launcher(Weapon Multiplier:90) 90×1.2=108 is the attack power 108÷1.2=90

● Shot Power

NormalHeavy[Compressed Reload]Heavy[Perfect Compression Reload]
Bullet NamePowerAttributeHitsNo. HeldReload ValueRecoil ValueInfoPowerAttributeStunImpactPowerAttributeStunImpact
LV1 Norm S6
158
1.9
0.353.1
0.310
LV2 Norm S12
19969
4.8
0.5207.3
0.520
LV3 Norm S12
ricochet99710
4.8
0.7107.2
0.710
LV1 Pierc S10
360610
5
0.7207
0.720
LV2 Pierc S9
450710
4.5
0.7206.2
0.720
LV3 Pierc S7
640811
3.5
1.4204.9
1.420
LV1 Pelet S5Water Properties:5360510
3Water Properties:2.50.654Water Properties:3.50.65
LV2 Pelet S5Water Properties:4460610
3Water Properties:20.654Water Properties:2.50.65
LV3 Pelet S5Water Properties:4560711
3Water Properties:20.654Water Properties:2.50.65
LV1 Crag S3After Impact
Explosion:30 Fire:40
19711Light
Stun: 5
Heavy
Stun:10
2After Impact
Explosion:24 Fire:20
2.5202After Impact
Explosion:30 Fire:20
2.520
LV2 Crag S3After Impact
Explosion:40 Fire:60
198122After Impact
Explosion:32火属性:30
2.5202After Impact
Explosion:40 Fire:30
2.520
LV3 Crag S3After Impact
Explosion:50 Fire:80
199132After Impact
Explosion:40火属性:40
2.5202After Impact
Explosion:50 Fire:40
2.520
LV1 Clust S6After Impact
Explosion:32 Fire:2×3
13813
--------
LV2 Clust S6After Impact
Explosion:32 Fire:2×4
13914
--------
LV3 Clust S6After Impact
Explosion:32 Fire:2×5
131014
--------
Flame S1Fire
Light:Weapon Multiplier×0.4
Heavy:Weapon Multiplier×0.5
160610
0.5Weapon Multiplier×0.32200.8Weapon Multiplier×0.4220
Water S1Water Properties
Light:Weapon Multiplier×0.2
Heavy:Weapon Multiplier×0.25
360610
0.5Weapon Multiplier×0.151.7200.8Weapon Multiplier×0.21.720
Thund S1Thunder Properties
Light:Weapon Multiplier×0.2
Heavy:Weapon Multiplier×0.27
360610
0.5Weapon Multiplier×0.171.7200.8Weapon Multiplier×0.2151.720
Freez S1Ice Properties
Light:Weapon Multiplier×0.2
Heavy:Weapon Multiplier×0.25
360610
0.5Weapon Multiplier×0.151.7200.8Weapon Multiplier×0.21.720
Dragon S1Dragon Properties
Light:75
Heavy:90
620913
0.57210200.5901020
LV1 Recov S0
-12711Recovery Amt:300
--0
--
LV2 Recov S0
-12913Recovery Amt:500
--0
--
LV1 Poisn S10Poison Accum:25112711
6Poison Accum:202.5-8Poison Accum:252.5-
LV2 Poisn S15Poison Accum:5018913
9Poison Accum:402.5-11Poison Accum:502.5-
LV1 Para S10Para Accum:25112711
6Para Accum:202.5-8Para Accum:252.5-
LV2 Para S15Para Accum:5018913
9Para Accum:402.5-11Para Accum:502.5-
LV1 Sleep S0Sleep Accum:25112711
0Sleep Accum:202.5-0Sleep Accum:252.5-
LV2 Sleep S0Sleep Accum:5018913
0Sleep Accum:402.5-0Sleep Accum:502.5-
Tranq S0Drowsy Accum:8018811
--------
Paint S0
199711Paint Effect--------
Demon S0
-5711Weapon Multiplier+3--------
Armor S0
-5711Def+6--------
Heat Bomb-fixed22+Fire10-1015Reload Speed
Recoil Reduction
Invalid
--------
Acid S1
151215Cutting Shot-10--------
Ice Acid S1
151215Ice-10--------
Dragon Acid S1
151215Dragon-10--------
Blast Shot[Start]0fixed(30+LV/2)+
(15+LV/4)×15
-512301 hit per second--------
Blast Shot[End]0fixed(36+LV/2)+
(18+LV/4)×15
-512301 hit per second--------
Dragon Blast Shot0fixed20 Dragon(60+LV)+
Dragon(120+LV/4)×15
-51230--------

In the case of bowguns, the power varies depending on the bullet.
The base power is the weapon multiplier multiplied by the power of the bullet as a percentage.
Crag Shots explode after impact, while Clust Shots scatter their small bombs.
The explosion that occurs after landing is fixed damage and is not reduced by part values, but the fire attribute part is reduced by part values.
If the recovery shot hits a monster, it will not recover. (Damage 1 will be incurred.)

The power of heavy bowguns with compressed reloads, etc., depends on the number of bullets loaded.
 ※The impact damage is non-elemental and fixed, but the explosion damage after the impact of the Crag Shot changes depending on the number of bullets.

Ex:When shooting LV2 normal bullets with a grenade launcher 90×12%=10.8=10 is the base power

● Bullet Reload Speed

Reload Speed ValueMotion
4 or lessVery Fast (62)
5 ~ 7Normal (78)
8 or moreVery Slow (103)

The speed at which bullets are reloaded into the bow gun is divided into three stages as shown in the table on the left, depending on the result of the following formula.

   Reload Speed Value = Reload value of bullets - (Reload modifier for bowgun + modifier from loading speed skill)

The value in parentheses in the Motion column is the number of frames required to reload. (30 frames = 1 second)

Bowgun reload modifier
ReloadModified Value
Very Slow0
Slow1
Normal2
Fast3
Very Fast4
Modified value by loading speed skill
SkillModified Value
Reload Speed-1-1
No Skill0
Reload Speed+11
Reload Speed+22
Reload Speed+33
Ex:
Mega Kut-Ku Cannon (reload:Very Slow) で
When reloading LV2 Clust rounds
  No reload speed skill
    9-(0+0)=9 ⇒ Very Slow
  With Reload Speed +2 skill
    9-(0+2)=7 ⇒ Normal
Profusion (reload:Fast)
When reloading LV2 Clust rounds
  No reload speed skill
    9-(3+0)=6 ⇒ Normal
  With Reload Speed +2 skill
    9-(3+2)=4 ⇒ Very Fast

● recoil when fired

Recoil ValueMotion
0 ~ 8Smaller (26)
9 ~ 10Medium (56)
11 ~ 14Very Large (72)

The recoil generated when a bullet is fired is divided into three stages as shown in the table on the left, depending on the result of the following formula.

   Recoil Value = Recoil value of the bullet - (bowgun recoil modifier + recoil reduction skill modifier)

The value in parentheses in the Motion column is the number of frames required for the recoil to subside. (30 frames = 1 second)

Note that when the rapid fire skill is activated, the two modifiers are set to 0, and the recoil value of the bullet becomes the firing recoil value as it is.
Therefore, most bullets will recoil more than without the skill.

Bowgun recoil modifier
RecoilModified Value
Very Large0
Large1
Medium2
Small3
Modified by recoil reduction skill
SkillModified Value
No Skill0
Recoil Reduction+12
Recoil Reduction+24
Ex:
Mega Kut-Ku Cannon (Recoil:Medium)
When firing LV2 poison bullets
  No recoil reduction skill
    13-(2+0)=11 ⇒ Very Large
  With Recoil Reduction +1 skill
    13-(2+2)= 9 ⇒ Medium
Supreme Lao-Shan Cannon (Recoil:Small)
When firing LV2 poison bullets
  No recoil reduction skill
    13-(3+0)=10 ⇒ Medium
  With Recoil Reduction +1 skill
    13-(3+2)= 8 ⇒ Smaller

Reload Speed/Recoil List

Bullet NameBullet
Reload Value
Bowgun reload modifier + reload speed skill modifierBullet
Recoil Value
Bowgun recoil modifier + recoil reduction skill modifier
-101234560123456
LV1 Norm S5NormalVery Fast8Small
LV2 Norm S6NormalVery Fast9MediumSmall
LV3 Norm S7Very SlowNormalVery Fast10MediumSmall
LV1 Pierc S6NormalVery Fast10MediumSmall
LV2 Pierc S7Very SlowNormalVery Fast10MediumSmall
LV3 Pierc S8Very SlowNormalVery Fast11largeMediumSmall
LV1 Pelet S5NormalVery Fast10MediumSmall
LV2 Pelet S6NormalVery Fast10MediumSmall
LV3 Pelet S7Very SlowNormalVery Fast11largeMediumSmall
LV1 Crag S7Very SlowNormalVery Fast11largeMediumSmall
LV2 Crag S8Very SlowNormalVery Fast12largeMediumSmall
LV3 Crag S9Very SlowNormalVery Fast13largeMediumSmall
LV1 Clust S8Very SlowNormalVery Fast13largeMediumSmall
LV2 Clust S9Very SlowNormalVery Fast14largeMediumSmall
LV3 Clust S10Very SlowNormalVery Fast14largeMediumSmall
Flame S6NormalVery Fast10MediumSmall
Water S6NormalVery Fast10MediumSmall
Thund S6NormalVery Fast10MediumSmall
Freez S6NormalVery Fast10MediumSmall
Dragon S9Very SlowNormalVery Fast13largeMediumSmall
LV1 Recov S7Very SlowNormalVery Fast11largeMediumSmall
LV2 Recov S9Very SlowNormalVery Fast13largeMediumSmall
LV1 Poisn S7Very SlowNormalVery Fast11largeMediumSmall
LV2 Poisn S9Very SlowNormalVery Fast13largeMediumSmall
LV1 Para S7Very SlowNormalVery Fast11largeMediumSmall
LV2 Para S9Very SlowNormalVery Fast13largeMediumSmall
LV1 Sleep S7Very SlowNormalVery Fast11largeMediumSmall
LV2 Sleep S9Very SlowNormalVery Fast13largeMediumSmall
Tranq S8Very SlowNormalVery Fast11largeMediumSmall
Paint S7Very SlowNormalVery Fast11largeMediumSmall
Demon S7Very SlowNormalVery Fast11largeMediumSmall
Armor S7Very SlowNormalVery Fast11largeMediumSmall

● Basic power modification by distance

The basic power of the Norm S, Pierc S, and Crag S varies with the distance after firing.

  Normal bullets change 1.5x ⇒ 1.0x ⇒ 0.8x ⇒ 0.5x after firing
 Pierce bullets and Clust bullets change after firing: 1.0x ⇒ 1.5x ⇒ 1.0x ⇒ 0.8x ⇒ 0.5x
 *1.7x instead of 1.5x for heavy bowguns

The graph below shows changes in power over time. Depending on the bow gun and processing level, etc.
There is a difference in bullet velocity, so the graph below is corrected for bullet velocity.
The faster the bullet speed, the more the graph is compressed horizontally, and the slower it is, the more it expands.
By the way, many heavy bowguns shoot faster than light bowguns.

Due to the correction, when viewed in terms of time, the faster the bullet speed, the shorter the time period during which high power is exerted,
From a distance perspective, the distance at which high power is exerted is almost the same regardless of the bowgun or processing level.
Therefore, as long as you know the distance, you can use any bowgun to demonstrate high power at the same distance.

Except for the three bullets listed above, the basic power does not change with distance.
The power of a pellet S does not change with distance, but the number of hits does.
The various attribute bullets also do not change their attribute values with distance.

減衰

● Basic power/attribute value correction by skill

SkillEffect
Normal S UPNormal bullets are 1.1 times more powerful
Pierce S UPPierce bullets are 1.1 times more powerful
Clust S UPClust bullets are 1.3 times more powerful
SniperAuto-Reload and +5 to weakness value within critical distance
○Elemental Attack UpIncreases the power of each elemental bullet
Status Attack UpThe attribute value of the status bullet is 1.125x

When the skills shown in the left table are activated, the power and attribute values of the bullets are increased.

● Affinity Rate

Affinity rate is the probability of a critical hit when attacking.
On a critical hit, if the affinity rate is greater than 0%, the base power is multiplied by 1.25; if it is a negative value, the base power is multiplied by 0.75.

● Hit Effects

The bowgun's hit effect varies depending on the change in power after firing.
The effect becomes smaller in the order of 1.5x ⇒ 1.0x ⇒ 0.8x ⇒ 0.5x.
  ※1.7x instead of 1.5x for Heavy Bowgun
(Since it is not affected by the damage dealt, even parts that receive little damage may have a large effect.)

● Increased damage dealt

ConditionMultiplier
Paralized1.1x
Impersonating a Rock (Basarios)1.1x
Pitfall (Only from the time they fall
to the time they start struggling)
1.1x
Sleep (First Shot Only)3.0x

If you attack a monster in a certain state, the damage dealt will increase as shown on the left table.
(Only non-element damage increases, element damage does not change)
When caught in a shock trap, it is not paralyzed but shocked, so it does not increase.
If you put it in a pitfall in an undiscovered state, the effect time will be extended by about 1.7 times. In addition, when angry, it will be about 0.7 times. (Priority is given to undiscovered cases)
(Rajang always stays at 6 seconds even if he is asleep when you lay down the trap)
If the monster is weak and sleeping, it is the same as when put to sleep. But, the monster's HP is gradually recovering.
(except for Espinas' status at the beginning of the quest)

● Damage reduction due to part values and overall defense rate

Monsters have a set part value, which reduces damage.
Normal damage and element damage are each reduced by the part value.
In addition, monsters have an overall defense rate that is separate from their part values, which reduces the total damage value.
Furthermore, there are monsters whose overall defense rate is corrected when they become enraged.

Ex:When a normal bullet LV2 hits the head of Rathian (overall defense rate: 0.9) at a critical distance with a grenade launcher
   90×6%×1.5×50%=4.05=4
   4×90%=3.6=3 Damage

● Increased player attack power

There are many ways to increase a player's offensive power, but they can be broadly divided into three groups.
  1:Activation of skills that increase attack power, possession of items that increase attack power (Powercharm, Powertalon)
  2:Up due to food effects, use of demon drug and mega demon drug
  3:Use of power seeds, power pills, and demon flute

Group 1 will not lose potency even if you run out during a quest.
Group 2 is effective all the time during the quest, but loses its effectiveness when you faint.
Group 3 loses potency after a certain amount of time.

Groups 2 and 3 do not overlap in their respective effects within the group. In the event of overlap, the one with the greater effect takes precedence regardless of the order.