Monster Hunter World 1000 Dmg
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Because i was tired of swapping and comparing gear in honeyhunterworld builder I decided to make a spreadsheet for the bow. https://docs.google.com/spreadsheets/d/1tL4V4XzRRlFkXRdpVL70NjaC3K7uqcVDi3uqoJRC2fk/edit#gid=0
Dual Blades ore weapons in Monster Hunter: World. Below players will find a list of the crafting materials and Zenny required to craft each of the ore-based Dual Blades in Monster Hunter World. For Monster Hunter: World on the PlayStation 4, a GameFAQs message board topic titled 'Damage numbers vs element on weapons?' At 100 health, instead of 714 dmg (with 500 defense) the monster has to deal a whopping 1250 dmg (with 900 defense) to cart you. As you defense almost doubles, the monster also has to deal almost double the dmg. There is a clear linear scaling and no diminishing return in absolute numbers.
It answers my question on whether Critical Eye+ or Spreadshot to put in T4 slots or Critical Eye or Spreadshot in T3 slots or if its worth it to get 1 silver sol essence instead of 70 element.
Dont get me wrong, I love honeyhunter and use its data of monster hit zone values and enrage multipliers, but it gets tiresome to swap out gear and compare the damage of each single move.
Here is some explanation on how to use this spreadsheet:
Due to rounding errors you may get a difference of 1 dmg per arrow. I summed up the dmg of every arrow in one specific shot since I'm only interested in the total average dmg of a shot and not of one arrow from the specific shot so keep that in mind.
- rawhzv (raw hitzone value), elehzv and enrage multiplier is found on honeyhunterworld or elsewhere for each specific monster. The pole has 80 raw, 30 elemental and 100 enrage, if you want to test it on the pole.
- traw is true raw. You can input your bloated raw you see in the character screen after you divide the number by 1.2. You may add more raw, if you have skills, that are not activated and thus dont shown in your character screen (for agitator 5 add another 20 to your unbloated screen value)
- tele is your elemental. Pretty much the same as traw, but there is no bloated value so input as seen on screen and add unactivated skills.
- Crit boost and crit ele are self explanatory.
- Force and spreadshot are skills. If you dont have the decos slotted in, just input 1. The multipliers are found on the left.
- crit is the same as traw, except I dont do percentage, but multipliers. 1 crit is 100% chance for a crit. 0.5 crit is 50% chance for a crit. If you want to know, how much one shot deals, if every arrow in this shot crits input 1. If you want to know how much a shot deals, if no arrow crits, input 0. Else you will get the average damage number of one shot.
- coatings also explain themselves. Multipliers are found on the left.
- below are some combos. DD means Dash Dance. R is rapid, Q quick and P Power. You can make your own combos to compare.
For examples I used Teostras head, enraged and tenderized. Example 1 uses 1 Spreadshot but only has 90% crit. Example 2 has 100% crit but no spreadshot. 10% more crit pretty much wins out in every combo.
And now some 'crazy' stuff. You can enter hypothetical values (not possible on builders)
Example 3 is a theoretical raw bow. To be about Equal to the elemental bow you need around 500 raw, which is not possible without some crazy amount of buffs and/or permanent use of power coatings. Example 4 is a raw bow with 425 raw, which is quite possible, but you have to use close coatings all the time. Each raw bow uses 2x Spreadshot and 2x Forceshot, so very very deco hungry.
If you want to change/improve it, feel free to download and do so. If there are any errors, let me know.
Edit:
Edited Zinogres head (tenderized and enraged) as example on how I would use the spreadsheet to compare different builds. As base I use a meta Safi bow build with 287 raw and 770 element. To get somwhere near the dmg output of this bow i would need a build with 410 raw and 1 more Spreadshot. If Zinorge gets charged though (elemental hitzone changes from 15 to 25 and raw hitzone only changes from 63 to 66), elemental bow outclasses the raw build by a ton.
Source: Original link
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© Post 'min/max bow dmg' for game Monster Hunter World.
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Attack Power or Raw Damage is a damage statistic in Monster Hunter World (MHW). Monsters also have raw damage, which is offset by the hunter's Defense stat.
For a more complete rundown on combat with Monsters, see Weapon Mechanics, Defense, and Elemental Resistances.
How Attack Power is Calculated
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.
Formula for Physical Damage displayed
Raw Base x Sharpness x Combo Move x
x Monster Part x Quest Difficulty x Rage Status
For example, hitting a Great Jagras' tail with a Wide Slash from the Buster Sword III, assuming Quest Difficulty and Rage status multipliers of 1.0 and no boost to Attack from Items or Skills, will yield:
100 (Raw Base)
x 1.2 (Sharpness multiplier for green-level sharpness - non-elemental)
x 0.26 (Combo Move multiplier for Great Sword's Wide Slash attack)
x 0.45 (Monster Part multiplier for Great Jagras' tail against Cut Damage)
= 12 damage (rounded down)
Raw Base or True Raw
The Attack value displayed on the Attack Status portion of the Equipment Info screen is a bloated value obtained by multiplying a weapon's Raw Base by a modifier specific to the weapon's type. Changes to Raw Base made by Skills such as Attack Boost or Items such as Demondrug are also subjected to this multiplier. The weapon type modifiers are as follows:
Hammer (x 5.2)
Great Sword (x 4.8)
Hunting Horn (x 4.2)
Charge Blade (x 3.6)
Switch Axe (x 3.5)
Long Sword (x 3.3)
Insect Glaive (x 3.1)
Lance (x 2.3)
Gunlance (x 2.3)
Heavy Bowgun (x 1.5) Mac os lion 10.5.2 dmg download.
Sword and Shield (x 1.4)
Dual Blades (x 1.4)
Light Bowgun (x 1.3)
Bow (x 1.2)
To calculate a weapon's Raw Base, simply divide its displayed Attack value (without boosts from Skills or Items) by its type-specific modifier.
Notes
While trying out weapons in the Training area, note that the Monster Part multiplier for the large training post is 0.8 for Physical damage and 0.3 for Elemental.
Refer to Sharpness, Weapons and Monsters for more information on these multipliers.
Refer to Affinity to see how it can affect displayed damage numbers.
Remember that Raw Damage is subdivided into three types: Cut, Blunt, and Ammo, and that Monster Body Parts have individual Body Part Multipliers for each.
Refer to Damage Types to see how different weapons may perform in combat.
Skills that Affect Attack Power
The following Skills boost Raw Base when granted by Armor or Charms:
Weapons with the Highest Attack Power
Great Sword - Anguish - (1104)
Sword & Shield - Fatal Bite (308)
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Hammer - Diablos Shatterer II, Devil's Crush (1196)
Lance - Great Demon Lance (713)
Switch Axe - Axe of Demons (805)
Insect Glaive - Tyrannis Glaive II (713)
Light Bowgun - Devil's Madness (299)
Long Sword - Reaver “Calamity” (759)
Dual Blades - Diablos Clubs II (322)
Hunting Horn - Deep Vero (984)
Gunlance - Insatiable Gunlance (529)
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Charge Blade - Diablos Tyrannis II (828)
Monster Hunter World 1000 Dmg 2017
Bow - Villainous Brace (276)
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Heavy Bowgun - Dark Devourer (345)