Also while I did not do extensive testing on HBGs, from my limited testing these formulas/motion values appear to work with HBG as well. 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. These weapons will Physical damage and apply Status damage. When the Awakening Gauge becomes MAX, the sword will appear to be tinged with heat, and an additional explosion effect will occur for Sword Mode attacks. As one of the quickest and agile weapons in MHW it is also the only aerial weapon in the game that allows you to … The following factors influence damage calculations: The Attack value of the Hunter is calculated from the Hunter's equipped weapon, offensive boosts (e.g. Bow: Slinger imbued shots and aerial shots. LBG has some differences in its Critical Distance and effective ranges. Like all Weapons, it features a unique moveset and an upgrade path that branches out depending on the materials used.Please see Weapon Mechanics for details on the basics of your hunter tools.. Lightweight and easy to use, the sword & shield also boasts outstanding attack speed. Taken from this post, I've decided to compile all of the MVs into a single location. Depending on the distance from the monster and where the arrow was released, the damage may increase or decrease. General Now that we have finally reached our first round of Elemental Bows, we can talk about what makes Elemental Bows the best. SAED shortcuts Guard FAQ Guard Points Offensive Guard FAQ Motion Values Phial Damage Calculation #. There's an alternative move to simply attacking that you can do when the monster staggers. The MVs are otherwise the same, so I'll only translate those for repeat shot types. Excluding Hunting Horn buffs, Elemental Attack buffs from Skills and Food skills are capped at a sum of +20%. Our patch notes will tell you everything you need to know about what's been updated in Monster Hunter World: Iceborne! Left to right: Level 1, Level 2, Level 3. As you attack with Sword Mode, the Awakening Gauge will accumulate. This means it takes more Status damage must be accumulated before being able to inflict the monster with the same Ailment. All damage types are dealt independent of each other. Critical Distance will be described later. Some weapons have an abnormal status attribute instead of an Elemental attribute. The Bow may have an Elemental attribute. Glavenus bow is a monster of a bow, even competitive against the non-craftable meta bows. 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. Wound Monster When Staggering. After the monster recovers, its tolerance threshold for the Ailment increases. For example, a weapon with 20% Affinity will have a 20% chance of dealing a Critical Hit on an attack. Unlocking the app gives you also the option to change the app theme. Blunt damage is the primary damage type for the following weapons: The following attacks also deal Blunt damage: Blunt weapons deal Exhaust status when they hit a monster. Different colors provide different multipliers to the damage dealt by the player. Elemental damage includes Fire, Water, Thunder, Ice, and Dragon. hits + 54, Jump Thrust (Triangle while jumping): 24 (4U: 25), Jumping Overhead Smash (R2 while jumping): 43 (4U: 44), Jump Reload Slam (O while jumping): 43 (4U: 44), Jump Rising Slash (Triangle while sliding): 61, Wyvern's Fire (R2 + Triangle + O): 56 * 3 (4U: 40 + 12 Fire * 4), Aerial Full Burst (O while in the air with weapon unsheathed): 31 + 19 * number of hits, Axe: Rising Slash (Triangle > Triangle): 27 (4U: 28), Axe: Overhead Slash (Triangle > Triangle > Triangle): 43 (4U: 40), Axe: Step Slash (L^ + Triangle): 10 (4U: 19), Axe: Finishing Sweep (R2 during Hack 'n Slash): 23 + 71 + 36 (4U: 57), Axe: Jump Slash (Triangle while jumping): 40 (4U: 43), Axe: Jump Morph Slash (R2 while jumping): 43 (4U: 43), Axe: Jump Cleave (Triangle while sliding): 76, Sword: Overhead Slash (Triangle): 36 (4U: 30/36), Sword: Element Discharge (Triangle + O): 13 + 13 + 8 * 7(?) Ign: TheSoldier hr200 mhw, hr500 mhgen, hr800 mh4u. For the best build with this hammer, you will surely need those Handicraft armor skill. These videos go beyond just simple MHW tips and tricks, armed with the knowledge in this video you will have a deep … - Defenses and resists. In addition to lower damage, weaker Sharpness colors causes some weapons to lose functionality. When an attack makes a Critical Hit, additional damage is dealt. Looping Charge Step routine still remains a very powerful move for bow user. a Hitzone value of 0), then no Elemental damage is dealt, but Physical damage is not impacted. These can power up shots in close range or inflict a variety of status effects on the targeted monster. A Feeble Hit applies a -25% debuff to the weapon's Attack Value when calculating damage. Even when shot at the very end of the training stage, it connects, -13 explosive damage after 5 seconds of landing, -18 explosive damage after 5 seconds of landing, -21 explosive damage after 5 seconds of landing, -6 damage * 6 hits after 3 seconds of landing, -Short Distance: 11 damage * number of hits, -Critical Distance: 11 damage * number of hits, -Long Distance: 8 damage * number of hits, -Because of the curved trajectory, you must aim upward to shoot long distances. Gadgets, no weakness to a specific element on their Hitzone, True values are used, and the Displayed Attack value is adjusted down by the Display Multiplier, Temporarily immobilizes the monster and makes it take a bit more damage, Stun/KO the monster, which topples and immobilizes it, Drain the monster's stamina, making it tired, Triggers an explosion on a specific monster part, which deals damage, Guarding with GS or CB*, medium knockback, Yellow Sharpness. If you get what im saying. Weapon Sharpness is split into discrete colors (see below). When a weapon with an Elemental attribute lands an attack, the weapon will deal Elemental damage on top of the Physical damage it deals. In short, the elemental motion values for Bow were buffed in Iceborne. Combat, Damage Blade, Insect Applying Abnormal Status damage to a monster does not instantly activate it's effect. Hits register every 0.5 sec, instead of 0.72 sec. Just haven't seen a MHW compilation yet in a single, easy to read format, so here we go. These are all of the MHW Iceborne META Hammer builds. Sword: Rising Slash (Triangle): 12 (4U: 14), Sword: Return Stroke (Triangle > Triangle): 15 (4U: 17), Sword: Roundslash (Triangle > Triangle > Triangle): 28 (4U: 30), Sword: Dash Slash (Triangle + O): 20 (4U: 22), Sword: Charged Single Slash (O): 13 (4U: 16), Sword: Charged Double Slash (Hold and release O): 28 + 19 (4U: 30 + 20), Sword: Shield Attack (Triangle + O mid-combo): 13 + 9 (4U: 8 + 12), Sword: High Pressure Element Slash (Hold Triangle while charging during Element Enhancement): 75, Sword: Moving Slash (L in any direction + O): 25, Sword: Jump Slash (Triangle while jumping): 21 (4U: 35), Sword: Jump Morph Slash (R2 while jumping): 45 (4U: 47), Sword: Jump Rising Slash (Triangle while sliding): 46, Axe: Jump Slash (Triangle while jumping): 46 (4U: 47), Axe: Jump Morph Slash (R2 while jumping): 21 (4U: 35), Axe: Rising Slash (Triangle): 36 (4U: 40), Axe: Overhead Slash (Triangle > Triangle): 37 (4U: 40), Axe: Slam Attack (L^ + Triangle): 45 (4U: 47), Axe: Element Discharge 1 (With Phials: O when not Enhanced): 21 + 4 Explosion damage (4U: 26), Axe: Element Discharge 2 (With Phials: O > O when not Enhanced): 11 + 68 + 4*2 Explosion damage (4U: 18 + 80), Axe: Amped Element Discharge (With Phials: Triangle + O): 93 + 8*3 Explosion damage (4U: 90), Axe: Element Discharge 1 (Without Phials: O when not Enhanced): 21 (4U: 26), Axe: Element Discharge 2 (Without Phials: O > O when not Enhanced): 11 + 68 (4U: 18 + 80), Axe: Amped Element Discharge (Without Phials: Triangle + O): 93 (4U: 90), After Element Enhancement (idk what this is, but it's probably an old mechanic), Axe: Overhead Slash (Triangle > Triangle): 41, Axe: Element Discharge 1 (O with Phials): 22 + 4 Explosion damage, Axe: Element Discharge 2 (O > O with Phials): 11 + 74 + 4*2 Explosion damage, Axe: Amped Element Discharge (Triangle + O from Lv + Triangle with Phials): 102 + 10*3 Explosion damage, Axe: Super Amped Element Discharge (Triangle + O with Phials): 18 + 100 + 108 + 23*? Shoot (R2): 8. Furthermore, Sword Mode's damage will increase by approximately 1.08x, and the Element Discharge will change to "Mounting Element Discharge". MHW Iceborne Best Insect Glaive Builds [Top 7] The Insect Glaive is a peculiar beast or should I say insect of a weapon in Monster Hunter World. Sharpness describes how sharp a weapon is. Abnormal Status damage is not affected by the monster's Physical or Elemental Hitzone values. Sharper weapons deal more damage and are less likely to bounce when hitting tough body parts. The following motion values are the numbers at Critical Distance (the distance at which great damage can be dealt). User Info: LonelyGaruga Elemental damage is mainly affected by the weapon's Elemental value and the monster's Elemental Hitzone. Motion values are the percentage of your true attack power and your true attack power is the number after you divide by the weapon class' bloat mod. Resources, Environment If they hit a monster's head, they deal Stun damage. Larry Cummings Digital Product Development. This happens when sufficient Severing damage has been accumulated on the tail, which then severs it. MHW Iceborne Best Insect Glaive Builds [Top 7] The Insect Glaive is a peculiar beast or should I say insect of a weapon in Monster Hunter World. Bows cannot have a natural Status attribute, but may equip Status Coatings to make fired arrows apply Status damage. Charging the Hammer consumes stamina. -When fired: 9 + 9 + 11 + 11 + 13 + 13 + 14 + 14 + 16 + 16 + 19 * 40 hits, -The damage increases as you continue to fire, and the maximum damage is reached by the 11th shot, -Range is considerably longer than normal. -Quick Shot has a short shooting distance. Horn, Charge changed all Critical Element values to 135%, the same multiplier bow, SnS and DB have by default. Instead, monsters have an innate tolerance to Status Ailments. 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 is our Monster Hunter Math guide on How Damage is Calculated in MHW covering what Motion Values and Hitzone Values are. What if everybody could help? All weapon attacks have a Motion Value (MV), which determines what proportion of the Attack value is used in damage calculations. 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. Sword and Shield (片手剣 kata te ken, "paired hand and sword") is a weapon category in Monster Hunter World (MHW). The below table briefly illustrates the interaction between Affinity and the probability of making a Critical or Feeble Hit: Monsters are comprised of different body parts, and each part has has different weaknesses to Physical damage and Elemental damage. being in DB's Archdemon Mode or having a HH attack buff), equipped skills, items, and Food skills. Your MHW Bow Build has to consider Stamina Management & how stamina skills affect that. The higher the Hitzone value, the weaker it is. At the end of weapon swing. Being too close or too far (i.e. ** Doesn't lose sharpness when blocking roars, wind pressure, or tremors. There are 3 charge levels for the Hammer, and each level will perform a different attack when the charge is released. In short, the elemental motion values for Bow were buffed in Iceborne. Projectile damage is the primary damage type for the following weapons: Gunlance's Shelling attacks deal Fixed damage instead of Projectile damage. Blademaster weapons can have an Abnormal Status attribute instead of an Elemental attribute. ), Thrust (Attack Up) (L^ + Triangle): 11 + 10, Rising Slash (Attack Up): 15 + 14 + 15 (4U: 28 + 16 + 18), Backward Sweep (Attack Up): 15 + 19 (4U: 18 + 30), Double Slash (Attack Up): 15 + 14 + 28 (4U: 16 + 14 + 28), Sweep (Attack Up) (O): 18 + 21 (4U: 16 + 26), Slam (Attack Up) (O > O): 25 + 43 (4U: 24 + 38), Jumping Slash (Attack Up) (R2 + X > Triangle): 9 * Number of hits, Jumping Rush Slash (Attack Up) (R2 + X > O): 3 * Number of hits + 31. 65/70/60 and 60/65/50. This page is a collection of armor sets including decorations for Charge Blade in MHW Iceborne. I have not done testing, nor can I verify the values for these attacks. For Gunner weapons, a successful hit will always apply Abnormal Status damage. Spirit Blade I (R2 with no Spirit Gauge): 15, Spirit Blade I (R2 with Spirit Gauge): 27, Spirit Blade II (R2 R2 with Spirit Gauge): 33, Spirit Blade III (R2 after Spirit Blade II): 13 + 15 + 35, Spirit Roundhouse (R2 after Spirit Blade III or Spirit Insight): 42, Step Spirit Blade (R2 after Fade Slash or Left/Right Fade Slash): 30, Spirit Helm Breaker (Triangle after Spirit Thrust with White Gauge): 11 + 11 + 11 + 11 + 11 + 10 + 10, Spirit Helm Breaker (Triangle after Spirit Thrust with Yellow Gauge): 18 + 18 + 18 + 16 + 16 + 16 + 16, Spirit Helm Breaker (Triangle after Spirit Thrust with Red Gauge): 30 + 30 + 30 + 30 + 28 + 28 + 28, Jump Spirit Blade (R2 in the air with no Spirit Gauge): 18, Jump Spirit Blade (R2 in the air with Spirit Gauge): 33, Jump Rising Slash (Triangle while sliding): 25, Aerial Spirit Blade (R2 while sliding): 51, Left/Right Fade Slash (Left/Right L + Triangle + O): 23, Double Slash Return (Triangle > Triangle): 10 + 10, Rotation Slash (Triangle > Triangle > Triangle): 10 + 11 + 11, Rising Slash (Triangle after Draw Slash): 9 (When Demonized, 9), Demonized Reverse Slash (Triangle when Demonized): 13, Demonized Double Slash (Triangle > Triangle when Demonized): 15 + 9, Demonized 6-Step Slash (Triangle > Triangle > Triangle when Demonized): 10 + 10 + 10 + 10 + 16 + 16, Demon Dance (Triangle + O when Demonized): 18 + 18 + 6 + 6 + 10 + 10 + 10 + 10 + 10 + 10 + 11 + 11 + 13 + 13 + 8 + 21, Demon Rush Slash (O during Arch Demon): 5 + 5 + 4 + 4 + 9 + 9, Demon Continuous Slash (Triangle + O during Arch Demon): 10 + 10 + 8 + 8 + 4 + 18 + 18, Left Rotation Slash (O after Rush Slash): 16 + 8 + 5, Right Rotation Slash (O after Rush Slash): 16 + 8 + 5, Aerial Rotation Demon Dance ("X while facing a cliff while Demonized", think this is the "roll on a monster" move): 11 * number of hits, Rotating Demon Dance Finish (Triangle while in the air during Aerial Rotation Demon Dance): 21 + 21 + 11, Sword & Shield Combo (Triangle > Triangle > Triangle): 11 + 20, Climbing Slash (automatic after Charge Slash): 34, Fall Bash (O after Climbing Slash): 44 + 39, Turning Slash (L in any direction + Triangle mid-combo): 17, Thrust (Triangle after Turning Slash): 22, Jump Rush Slash (Triangle + O while sliding): 16, Falling Thrust (Triangle after Climbing Slash...I think): 15 * 2 hits, Tackle (Triangle while evading, O > O, O while charging): 26, Charge II Tackle (O while in a level II charge): 35, Charge III Tackle (O while in a level III charge): 48, Diving Cleave (O after level II Tackle): 85, Diving Cleave (O after level III Tackle): 110, Charge Slash II (longer press than I): 70, Charge Slash III (longer press than II): 90, Charge Slash (Triangle held too long): 70, Strong Charge Slash I (long L + Triangle press): 65, Strong Charge Slash II (longer L + Triangle press than I): 82, Strong Charge Slash III (longer L + Triangle press than II): 96, Strong Charge Slash (L + Triangle held too long): 82, Strong Cleave I (O after Strong Charge Slash I): 60 (*1), Strong Cleave II (O after Strong Charge Slash II): 65 (*1), Strong Cleave III (O after Strong Charge Slash III): 79 (*1), Strong Cleave (O after overcharged Strong Slash): 65 (*1), True Charge Slash I (long L + Triangle press): 20 + 182, True Charge Slash II (longer L + Triangle press than I): 20 + 182, True Charge Slash III (longer L + Triangle press than II): 21 + 210, True Charge Slash (L + Triangle held too long): 20 + 182, Jump Slash (Triangle while in the air): 69, Jump Charge Slash I (long Triangle press while in the air): 69, Jump Charge Slash II (longer Triangle press in the air than I): 85, Jump Charge Slash III (longer Triangle press in the air than II): 104, Rising Charge Slash I (Triangle while sliding): 48, Rising Charge Slash II (longer Triangle press while sliding than I): 73, Rising Charge Slash III (longer Triangle press while sliding than II): 100, Falling Thrust I (Triangle after Rising Charge Slash I): 14 * 3 hits (*2), Falling Thrust II (Triangle after Rising Charge Slash II): 21 * 3 hits (*2), Falling Thrust III (Triangle after Rising Charge Slash III): 26 * 3 hits (*2), Unsheathe Attack (Triangle when sheathed): 20 (4U: 20), Return Swing (Triangle after Unsheathe Attack): 16, Ground Smash II (Triangle > Triangle): 22 (4U: 20), Upswing (Triangle > Triangle > Triangle): 86 (4U: 90), Aerial Unsheathe Attack (Triangle in the air): 36 (4U: 42), Aerial Attack (Charge Lv 1) (Long R2 press in the air): 62 (4U: 65), Aerial Attack (Charge Lv 2) (Longer R2 press in the air than Lv 1): 66 (4U: 70), Aerial Attack (Charge Lv 3) (Longer R2 press in the air than Lv 2): 79 (4U: 80), Strike Finish (O > O > O > O > O): 28 + 28 + 100, Rising Smash (Charge Lv 1) (R2): 19 (4U: 25), Charge Return Swing (R2 > R2): 25 (4U: 20), Charge Return Swing (R2 > R2 during Power Store): 58, Uppercut Smash (Charge Lv 2) (R2 hold and release): 38 (4U: 40), Superpound (Charge Lv 3) (R2 full charge and release): 15 + 76 (4U: 15 + 76), Spinning Bludgeon (release R2 after full charge): 28 + 19 + 19 + 19 + 19 + 19 (4U: 20 + 10 + 10 + 10 + 10 + 10), Spinning Side Swing (Triangle immediately after Spinning Bludgeon): 15 (4U: unsure), Spinning Bludgeon Hook (Triangle after Spinning Bludgeon): 56 (4U: 60), Spinning Bludgeon Slam (nothing after Spinning Bludgeon): 32 (4U: 40), Spinning Bludgeon Upswing (Triangle after 3-4 spins of Spinning Bludgeon): 86 (4U: 90), Strong Charge Strike (Superpound during Power Store): 16 + 16 + 91, Strong Charge Upper (Uppercut Smash during Power Store): 48, Aerial Spinning Bludgeon (Slide while holding R2 and release): 30 * number of hits + 100, Backward Slam (Triangle + O): 35 (4U: 45), Superpound (L^ + Triangle + O): 15 + 40 (4U: 15 + 45), Jumping Slam (Triangle in the air): 19 (4U: 36), Continuous Recital Attack I (R2 after Recital): 35 + 28 + 35 + 28 (*3), Continuous Recital Attack II (L^ + R2 after Recital): 35 + 28 + 29 + 31 + 28 (*3), Continuous Recital Attack III (L<- + R2 after Recital): 35 + 28 + 35 + 28 (*3), Continuous Recital Attack IV (L-> + R2 after Recital): 35 + 28 + 35 + 28 (*3), Continuous Recital Attack V (Lv + R2 after Recital): 35 + 28 + 35 + 28 + 31 + 28 (*3), Jump Strong Slam (Triangle while sliding): 56, Unsheathe Thrust (L + Triangle while unsheathed): 21, Mid Thrust II (Triangle > Triangle): 21 (4U: 20), Mid Thrust III (Triangle > Triangle > Triangle): 29 (4U: 27), Jumping Thrust (Triangle in the air): 32 (4U: 30), Guard Thrust (Triangle during Guard): 21 (4U: 20), Cancelled Counter-thrust (R2 + O quick release): 23 (4U: 22), Charged Counter-thrust (hold R2 + O): 42 (4U: 50), Shield Attack (R2 + L^ + Triangle): 14 (4U: 14), Dive Thrust (R2 + L^ + Triangle): 9 + 9 + 9, Dash Attack (Triangle + O): 11 * Number of hits (4U: 16 * Number of hits), Accelerated Dash Attack (after Dashing for a while): 13 * Number of hits), Finishing Blow (Triangle during Dash Attack): 52 (4U: 50), Two-Step Finishing Blow (Triangle during Accelerated Dash Attack): 26 + 53, Reverse Attack (Lv + Triangle during Dash Attack): 51 (4U: 50), Accelerated Reverse Attack (Lv + Triangle during Accelerated Dash Attack): 54, Dash Jump Thrust (X + Triangle during Dash Attack): 25 * Number of hits (4U: 25 * Number of hits), Dash Jump Finishing Blow (Triangle during Dash Jump Thrust): 30 (4U: 50), Accelerated Dash Jump Thrust (X + Triangle during Accelerated Dash Attack): 26 * Number of hits, Accelerated Dash Jump Finishing Blow (Triangle during Accelerated Dash Jump Thrust): 58, Mid Thrust III (Triangle > Triangle > Triangle): 24, High Thrust I (R2 + Triangle): 18 (4U: 18), High Thrust II (R2 + Triangle > Triangle): 18, High Thrust III (R2 + Triangle > Triangle > Triangle): 18, Slam Attack (Triangle after Rising Slash or Dash Thrust): 48 (4U: 40), Wyvern Stake Cannon (Triangle or O after Cleave, O > O > O): 28 + 4 + 8 * 10(?) 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