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 |
Magnet Spike | 1.2 |
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 the attack.
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.
Therefore, in terms of status, the amount of increase in attack power depends on the type of weapon.
Ex:Bloodred Drgn Sword (Weapon Multiplier:170) 170×4.8=816 Attack Power 816÷4.8=170
(In some cases, the statuses may not be accurately divisible back due to rounding differences when displaying statuses.
Ex:Ophion BladeLV5(Weapon Multiplier:154) 154×4.8=739.2=739 Attack Power 739÷4.8=153.96
The same weapon can have different power depending on how it is used to attack.
The weapon multiplier multiplied by the power of each action as a percentage is the base power.
The power of each action is described on a separate page. (Untranslated section of damage Calc)
Ex:Bloodred Drgn Sword In the case of a vertical slash (power: 28), the basic power is 170 x 28% = 47.6 = 47
Also, depending on the type of weapon, the power will be corrected.
Ex:Blackbelt Sword JumpSlash(Power:18) 150 x 18% x correction 125% = 33.75 = 33 is the base power
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.
If the hit rate is a positive value greater than 0%, the hit rate will fluctuate depending on the sharpness level.(後述:切れ味倍率)
Affinity rate on the status page is displayed as fixed, but it actually depends on the level of sharpness during a quest.
In addition, a crit will not be triggered when the sharpness level is 2 (yellow) or lower.
※Skill: When the plus value of the affinity rate is obtained by the expert skill, it will also be affected by the slashing ability level. (However, this does not apply when the positive value is obtained by starving wolf or SP compensation.
Ex:Bloodred Drgn Sword If a critical hit is made with a step-in slash
170×28%×1.25=59.5=59 is the base power
When attacking with weapons with normal elements (fire/water/lightning/dragon/ice), element damage is added in addition to normal damage.
Composite 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% | - |
Burning Zero | 125% | - | - | - | 125% |
Emperor's Roar | - | - | 150% | 50% | - |
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.
When a strengthening skill such as "Fire Attack" is activated, the element value will be increased.
Ex:Bloodred Drgn Sword 480 Dragon÷10=48 Dragon
When attacking with a weapon with an abnormal status attribute (poison, paralysis, sleep), there is a 1/3 chance of an attack with the abnormal attribute added.
The attribute values shown in the status are multiplied by 10 times the actual attribute values, and are calculated as 1/10 of the actual value when accumulating.
If the Status Attack Up skill is activated, the attribute value is multiplied by 1.125.
In the case of dual attributes (normal element + abnormal status), damage from the normal attribute is added even if the abnormal attribute is activated.
If the accumulation exceeds the resistance value, the monster will fall into the status condition.
When the condition is removed after a certain period of time, the monster becomes more resistant to that attribute, thus increasing its resistance value.
The accumulated value decreases over time.
When a monster is poisoned, the amount of poison accumulated returns to zero, but it will accumulate again if a poison attack is performed while the monster is poisoned.
The amount of accumulation stops at the current resistance value -1, but the amount of accumulation does not decrease during the poisoned state.
This accumulated amount remains unchanged even after the poison state is removed, so the monster can be continuously poisoned by performing a poison attack.
In the case of paralysis, no accumulation occurs even if a paralyzing attack is performed during paralysis. After the paralyzed state is over, the accumulation will start from 0 again.
Impact attacks cause the monster to accumulate a stun value, and when the resistance level is exceeded, the monster is stunned for a certain period of time.
Sharpness Level | Bounced Multiplier | Sharpness Multiplier | Element Multiplier | Ab Status Multiplier | Affinity Correction |
---|---|---|---|---|---|
Level 0 (Red) | 0.5x | 0.6x | 0.6x | 1.0x | Not Activated |
Level 1 (Orange) | 0.75x | 0.85x | 0.85x | 1.0x | Not Activated |
Level 2 (Yellow) | 1.0x | 1.1x | 1.1x | 1.0x | Not Activated |
Level 3 (Green) | 1.125x | 1.325x | 1.325x | 1.0x | - |
Level 4 (Blue) | 1.25x | 1.45x | 1.45x | 1.0x | +5% |
Level 5 (White) | 1.4x | 1.6x | 1.6x | 1.0x | +10% |
Level 6 (Purple) | 1.5x | 1.7x | 1.7x | 1.0x | +10% |
Level 7 (Cyan) | 1.6x | 1.8x | 1.8x | 1.0x | +10% |
A multiplier based on the weapon's sharpness level is added to the basic power and attributes.
The multipliers for each level are shown in the table on the left.
Ex:In the case of a vertical cut with a Bloodred Drgn Sword
170×28%×1.125=53.55=53
48 Dragon×1=48
Motion | Sharpness: yellow or lower Correction | Sharpness: Green or higher Correction |
---|---|---|
Beginning of Swing | 0.3x | 1.0x |
Normal Hit | 1.0x | 1.0x |
End of Swing | 0.5x | 1.0x |
The sharpness modifier value is the one that modifies the power depending on which motion of the attack action hits.
If the sharpness level is 2 (yellow) or less, as shown in the left table, the power will decrease at the beginning and end of the swing of the weapon.
If the sharpness level is 3 (green) or higher, any motion will be 1.0x.
(GS/LS Normal middle hit will be 1.05 instead of 1.0)
When you attack a monster, it will perform one of the following motions: "bounced," "normal," "slow motion," or "hit stop"
This motion is judged based on the hitzone values.
(A hit is not repelled because the damage dealt is low, it is repelled because it cut a hard part of the monster)
Formula:Part Value×Bounced Multiplier×Sharpness Modifier x Weapon Correction
Gauge | Bounce | Normal | Slow Motion | Hit Stop |
---|---|---|---|---|
Blue or Lower | 23 or less | 24+ | 45+ | 100+ |
White or Higher | 16 or less | 17+ | 31+ | 70+ |
Slow Motion, Number of frames generated at hit stop (30 frames = 1 second)
No. of Frames | Slow Motion | Hit Stop |
---|---|---|
GS | 6 | 10 |
LS | 2 | 3 |
LS: Kai blade Slash / Penetration 1 hit | 1 | 2 |
SnS | 2 | 4 |
DS | 1 | 3 |
DS(Demon Dance) | 2+1x8+1 | 3+1x8+3 |
DS(True Demon Dance) | 1x3,1*3 | 1x3,1*3 |
Hammer | 4 | 7 |
Hammer:rotate 1hit | 1 | 2 |
HH | 4 | 8 |
Lance | 2 | 5 |
Gunlance | 2 | 5 |
Bow(Arrow Cut) | 2 | 5 |
Bow(Shoriyuken) | Fixed 9+11+1x3+2 |
Events that occur while a hit stop is in progress.
・Natural recovery of HP, suspension of reduction due to terrain, poison, etc.
・Natural recovery of stamina, stop depletion by motion
・Stopped hunting horn song duration
・Stopped reduction of the effect time of items with timed effects
・No Damage
Ex:Slash Rathian's head with a green sharpness Bloodred Drgn Sword (weapon correction: 130%)
70×1.125×1.0×130%=102.375=102
Condition | Multiplier |
---|---|
During Paralysis | 1.1x |
Impersonating a Rock (Basarios) | 1.1x |
Pitfalls (Only between falling and starting to struggle) | 1.1x |
Sleep (first attack 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.
Ex:A vertical slash to the head of Rathian (total defense rate: 0.9) with a green sharpness Bloodred Drgn Sword
170×28%×1.125×70%=37.485=37
48 Dragon×35%=16.8=16
(37+16)×90%=47.7=47
47 total damage
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.