Weapons | Multiplier |
---|---|
GS/LS | 4.8 |
SnS/DS | 1.4 |
Hammer/Hunting Horn | 5.2 |
Lance/Gunlance | 2.3 |
Tonfa | 1.8 |
Switch Axe | 5.4 |
Bowgun/Bow | 1.2 |
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.
Type | Power | Arc | Power | Attribute | Stun |
---|---|---|---|---|---|
RpdLv1 | 12 | Wide | 18×7 hit | 0.7x | 3 |
RpdLv2 | 12・5 | Narrow | 16×5 hit | 0.7x | 2 |
RpdLv3 | 12・5・4 | Bomb | 15・None 19 | 0.2x | 30 |
RpdLv4 | 12・5・4・2 | Slicing | 12×7 hit | 0.7x | - |
SprLv1 | 4・5・4 | ||||
SprLv2 | 5・6・5 | ||||
SprLv3 | 4・5・5・5・4 | ||||
SprLv4 | 4・5・6・5・4 | ||||
PrcLv1 | 6×3 hit | ||||
PrcLv2 | 6×4 hit | ||||
PrcLv3 | 6×5 hit | ||||
PrcLv4 | 6×6 hit | ||||
Aura Arrow | 12×5x |
There are three types of bow arrows: rapid, spread, and pierce, each ranging from lv. 1 to lv. 4.
Rapid: 1 to 4 arrows are shot simultaneously at a point. The higher the firing level, the more arrows are shot.
Spread: Shoots multiple arrows in a radial pattern. The higher the spread level, the more arrows are released.
Pierce: Shoots arrows that pierce. The higher the pierce level, the greater the number of hits.
There are four types of bow arcs: Wide, Narrow, Bomb, and Slicing.
Wide: Arrows have higher attack power than usual
Narrow: higher than usual accumulation value of abnormal status
Bomb: high stun value and damage ignores part defense
Slicing: calculated by bullet quality, but attacks with the Slicing effect
The type of bow determines which type/level can be used.
The arrow power for each type is shown in the table on the left.
The base power is the weapon multiplier multiplied by the power of the arrow as a percentage.
Attaching a power coating to an arrow increases its power by 1.5 times.
(1.6 times for gou weapons, 1.7 times for gou weapons when Bow Demon is activated,
(1.7x for 2 or more parts of Tenran Armor and a HC weapon in the Gou/HC quests)
When an explosive coating is attached to an arrow, the stun value accumulates, calculated by the strike quality
Charge Stage | Basic Power Multiplier | Element Multiplier | Status Multiplier |
---|---|---|---|
1 | 0.4 x | 0.5 x | 0.5 x |
2 | 1.0 x | 0.75 x | 1.0 x |
3 | 1.5 x | 1.0 x | 1.0 x |
4 | 1.8 x | 1.125 x | 1.0 x |
Aura 4 | 1.0 x | 1.0 x | 1.0 x |
Aura 5 | 1.125 x | 1.1 x | 1.1 x |
Even with arrows of the same type/level, the base power will change depending on the charging stage.
The table on the left shows the basic power multiplier for each charge stage.
(Charge stage 4 can only be used when the Loading UP skill is activated.)
The power of arrows changes as time elapses after being fired, as shown in the diagram below.
Skill | Effect |
---|---|
Rapid UP | Power of rapid arrows 1.1x |
Pierce UP | Power of pierce arrows 1.1x |
Spread UP | Power of spread arrows 1.3x |
○Elemental Attack Up | Power up for each element |
Status Attack Up | If the attribute value of each coating is 1.125x |
The power and attribute values of arrows are increased when the skills shown in the left table are activated.
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; for negative values, the base power is multiplied by 0.75.
Attacking with a weapon with normal elements (Fire/Water/Thunder/Dragon/Ice) adds element damage in addition to normal damage.
Compound elements include multiple elements in one weapon. ○ element strengthening skills are applied to each.
compound element | Fire | Water | Thunder | Dragon | Ice |
---|---|---|---|---|---|
Blaze | 70% | - | - | 70% | - |
Light | 70% | - | 70% | - | - |
Thunder Pole | - | - | 70% | 70% | - |
Tenshou | 30% | 100% | 70% | - | - |
Okiko | 80% | - | - | 40% | 80% |
Black Flame | 50% | - | - | 150% | - |
Music | - | 100% | - | - | 100% |
Darkness | - | - | - | 80% | 80% |
Crimson Demon | 150% | - | - | 50% | - |
Wind | - | - | 80% | - | 80% |
Sound | - | 100% | - | 100% | - |
The element value shown in the status is the actual element value multiplied by 10, which is 1/10 of the actual element value when calculating the damage.
Therefore, the amount of element damage is the displayed element value ÷ 10 × charge multiplier.
Type | Status Coating | +1 | +2 | +3 | Explosive Coating | Impact Coating Stun |
---|---|---|---|---|---|---|
RpdLv1 | 13 | 14 | 17 | 19 | 70 | 3-4 |
RpdLv2 | 7×2 applied | 8 | 9 | 10 | 40×2 applied | 3-4 |
RpdLv3 | 5×3 applied | 5 | 6 | 7 | 32×3 applied | 3-4 |
RpdLv4 | 4×4 applied | 4 | 5 | 6 | 28×4 applied | 3-4 |
SprLv1 | 5×3 applied | 5 | 6 | 7 | 26×3 applied | 3-4 |
SprLv2 | 6×3 applied | 6 | 7 | 9 | 32×3 applied | 3-4 |
SprLv3 | 5×5 applied | 5 | 6 | 7 | 22×5 applied | 3-4 |
SprLv4 | 5×5 applied | 5 | 6 | 7 | 24×5 applied | 3-4 |
PrcLv1 | 5×3 hit | 5 | 6 | 7 | 28×3 hit | 3-4 |
PrcLv2 | 4×4 hit | 4 | 5 | 6 | 28×4 hit | 3-4 |
PrcLv3 | 4×5 hit | 4 | 5 | 6 | 28×5 hit | 3-4 |
PrcLv4 | 4×6 hit | 4 | 5 | 6 | 28×6 hit | 3-4 |
Aura Arrow | 25 | 37×5x 55×5x(State of Fire) | 20 | |||
Wide | 2×7 hit | 3 | 4 | 5 | 26×7 hit | |
Narrow | 6×5 hit | 7 | 8 | 9 | 28×5 hit | |
Bomb | - | - | - | - | 50・100 | |
Slicing | 2×7 hit | 3 | 4 | 5 | 24×7 hit |
If you attach a status attribute (poison, paralysis, sleep) coating to an arrow, you can shoot an arrow with the status attribute added.
When the status attribute coating is attached, the normal element attached to the bow is nullified.
Attribute values are shown in the table on the left. If you shoot multiple arrows, an attribute value will be added to each one.
Unlike melee weapons, it is always triggered.
The attribute value of the status coating is multiplied by 1.125 when the condition attack enhancement skill is activated.
In addition, the attribute value is halved only at the accumulation stage 1. In the case of Poison Coatings, it will be 1.5 times higher than charge level 3.
In the case of explosive coatings, the damage is unattributed and deals a fixed value of damage.
In the case of an impact coating, the stun value is halved for charge 1.
Depending on the distance, the stun value varies from 0.7x, 1.0x, and 0.8x.
Described Elsewhere
Bow hit effects vary depending on the change in power after firing.
The effect becomes smaller in the order of 1.5x ⇒ 1.0x ⇒ 0.8x ⇒ 0.5x.
(Since it is not affected by the damage dealt, even parts that receive little damage may have a large effect.)
Condition | Multiplier |
---|---|
Paralized | 1.1x |
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)
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.
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.