Monster Hunter World Parnthetical Dmg
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
Monster Hunter: World is an action role-playing game developed and published by Capcom.A part of the Monster Hunter series, it was released worldwide for PlayStation 4 and Xbox One in January 2018, with a Microsoft Windows version following in August 2018. Monster Hunter is a social series designed to be played with friends. Monster Hunter: World is no exception, and even added new social elements in the form of post-hunt emblems highlighting what.
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.
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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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Monster Hunter World was one of the most revolutionary titles in the series for many fans and newcomers alike; not only did the whole monster-searching system get revamped, but also a slew of weapon rebalancing was applied to make the weapons that much more accessible. Among these, the one weapon that changed the most from…
© Post 'min/max bow dmg' for game Monster Hunter World.
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Monster Hunter World Parenthetical Dmg Download
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The Great Sword (GS) is a slow, heavy weapon that sacrifices attack speed for attack strength. Learning how to use the GS effectively requires good positioning, anticipation, and understanding of the GS's attack timings.
Strength & Weakness
Strength | Weakness |
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Charge Slashes
The Great Sword can empower its slashes by charging them. The GS has 3 kinds of charged slashes: the Charged Slash, the Strong Charged Slash, and the True Charged Slash. Each charged slash has three different charge levels, Levels 1 to 3. Overcharging a charged slash will reduce its strength to Level 2.
Left to right: Level 1, Level 2, Level 3, and overcharged slash
The Hunter glows brighter when a charge level is gained. When the Hunter reaches Level 3, they will perform a quick squatting motion. This helps the player in timing the attack.
Left to right: Level 3 Charged Slash, Level 3 Strong Charged Slash, Level 3 True Charged Slash
If the player is hit, knocked away, evades, or stops the attack combo while charging a slash attack, the player will lose all the charge they've gained.
Combat Tips
- Due to its slow speed and attacks, reckless play with the GS will expose the player to danger.
- After an attack, the player can roll sideways or forward to recover quicker.
- Tackle () allows the player to brace for incoming attacks without knockback. Timing it in response to a monster's attack allows the player to continue their Charged Slash combo without interruptions.
- The Level 3 charged slash is performed by releasing at the right time. Overcharging will cause Level 3 charged slashes to revert to the power of a Level 2 charge, so timing is critical to maximize damage.
- Although Level 3 charged slashes are preferable, landing a Level 2 charged slash is still better than missing completely with a Level 3 charged slash.
- The GS's slow attack and large motion values makes its more suitable at dealing physical damage.
Movelist
In addition to the GS Charge Slashes above, the GS has a multitude of other attack chains. Mid-air attacks are done in the air, such as after hopping off a ledge, jumping off a vine, or climbing up a wall and jumping off.
Move | Button (+Condition) | Properties |
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Charged Slash | Draw Attack > Standing/Walking > | Can be charged (Hold ). Can be cancelled into a Tackle () while charging. Holding during Tackle will perform a Strong Charged Slash. Performing this without holding will change the attack to Overhead Slash. After release, it can be comboed into:
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Overhead Slash | Draw Attack > Standing/Walking > | Performing this while holding will change the attack to Charged Slash. After release, it can be comboed into:
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Strong Charged Slash | After a Charged Slash > Back+ After a Tackle from a Charged Slash > After a Tackle during Evade > | Can be charged (Hold ). Can be cancelled into a Tackle while charging. Holding during a Tackle will perform a True Charged Slash. After release, it can be comboed into:
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True Charged Slash | After a Strong Charged Slash > Back+ After a Tackle from a Strong Charged Slash > | Can be charged (Hold ). Can be cancelled into a Tackle while charging. Holding during a Tackle will perform a True Charged Slash. |
Wide Slash | During Evade > | Can be comboed into:
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Rising Slash | + | Can be comboed into:
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Evade | With weapon out | Reset current Charged Slash Level to a normal Charged Slash. Short window to combo into:
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Side Blow | After any Charged Slash > After a Jumping Wide Slash > | This attack combos into:
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Tackle | -- | Brace for incoming attacks to minimize flinching and damage taken. This attack combos into:
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Tackle | While charging a Charged Slash > During a Wide Slash > During an Evade > | Upgrade a Charged Slash to a Strong Charged Slash. Evadeing will reset the Charged Slash, and then the Tackle will upgrade to a Strong Charged Slash |
Tackle | While charging a Strong Charged Slash > | Upgrade a Strong Charged Slash to a True Charged Slash |
Tackle | While charging a True Charged Slash > | Maintain at a True Charged Slash |
Strong Wide Slash | After a Strong Charged Slash > After a Midair Charged Slash > After a Plunging Thrust > | This attack combos into:
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Jumping Wide Slash | Short window during a Tackle > | Reset to a normal Charged Slash Combo into a Side Blow |
Charged Rising Slash | While Sliding > | Hold while sliding to charge, release to attack. This attack can combo into a Plunging Thrust midair. When sliding stops, it turns into a normal Charged Slash. |
Plunging Thrust | Mid Air after a Charged Rising Slash > | Combo into a Strong Wide Slash (/) |
Midair Charged Slash | Mid Air > Mid Air Draw Attack > | Can be charged (Hold ). Releasing early or without a charge mid air will perform a Jumping Slash. This attack combos into a Strong Wide Slash (/) |
Guard | R2 | The player holds the sword out as a shield to block the attack, incurring a Sharpness loss. |
Motion Values
Section has been moved to the database.