Contents
Bow Mechanics
The Bow has many mechanics. I will outline them here.
Bow Mechanics: Charge Levels
The Bow is a charging weapon, similar to the Greatsword. As such, your damage comes from charging your shots. There are four different charge levels available for Bows. For many Bows, the armour skill Load Up is required to unlock all four charges. For some Bows, Load Up is required to unlock the third charge.
When you draw an arrow and hold it, a glow will start to gather on your Bow. When the glow flashes, it indicates that a new charge level has occurred. Charge Levels on the Bow are discrete levels.
Each Charge Level of the Bow is a damage multiplier on your raw and elemental damage. These multipliers are as follows [Src]:
Charge Level | Raw Multiplier | Elemental Multiplier | Poison Status Multiplier | Paralysis/Sleep Status Multiplier | Notes |
---|---|---|---|---|---|
Charge Level 1 | 0.4x | 0.7x | 0.5x | 0.5x | An effectively uncharged shot |
Charge Level 2 | 1.0x | 0.85x | 1.0x | 1.0x | |
Charge Level 3 | 1.5x | 1.0x | 1.5x | 1.3x | |
Charge Level 4 | 1.7x | 1.125x | 1.5x | 1.3x |
These values emphasise a few general points:
- Do not spray uncharged arrows. Uncharged arrows do not do a lot of damage. They will also drain your limited number of Power Coatings very quicly. Power Coatings contribute a 1.5x raw multiplier that should be used effectively and should not be wasted
- Charge your shots! They contribute to a large portion of your damage
Bow Mechanics: Primary Shot Types
Unlike the Bowguns, there are four core shot types for the Bow. These are the Pierce Shot, the Rapid Shot, the Spread Shot, and the Heavy Shot. I will run through the shot types in turn, then summarise this section with their motion values.
Pierce Shots
The Pierce Shot fires 1 arrow that pierces through a monster numerous times. This shot is often reserved for particularly long or large monsters where the arrow can pass through a monster many times. Such monsters include Deviljho, where you want to aim your arrow to the long profile of its body. As far as I understand, Pierce shots calculate critical distance on each hit it makes, so there is a chance that the last hit or two will not get the critical distance bonus if you are too far back from the monster. A Pierce Shot of Shot Level 4 or higher has their critical distance extended on the back end. What this means is that a higher Pierce Shot Level extends the distance in which your Pierce Shot can be in critical distance[Src]. It does not shorten the time between hits.
Pros:
- Effective at dealing elemental damage
- Effective over long distances
Cons:
- Ineffective against small monsters
- Ineffective at concentrating damage on weak hitzones for most monsters
Rapid Shots
The Rapid Shot fires multiple arrows that are stacked vertically. This shot is often used for close to medium ranged combat with the Bow. This is frequently considered the "bread and butter" skill of the Bow, and oftentimes the most used shot for many situations. This shot is reserved for monsters where they have specific hitzones that are particularly weak, because the vertically stacked arrangement of Rapid shots enable the concentration of damage on these weak hitzones. Such monsters include Zinogre (head), Rathian (head) and Nargacuga (head).
Pros:
- Very effective at dealing raw damage
- Very effective at concentrating damage on desired hitzones
Cons:
- Compared to the other shot types, less effective at dealing elemental damage and status application
Spread Shots
The Spread Shot fires multiple arrows that are arranged horizontally. This shot is sometimes used for applying elemental damage and status effects. Spread Shot have a strong raw component because SpreadUp is a 1.3x raw multiplier (it is a 1.1x raw multiplier for all other Bow shot types). Spread Bows are very strong against monsters with profiles enable numerous arrows to hit on a monster's weakspots, such as Teostra (tail), Shagaru Magala (head), and Gore Magala (head).
Pros:
- The good shot at applying elemental damage and status effects
- Does not require much precision; just aim at a monster and let your arrows loose
Cons:
- Requires being close to a monster (a little shy of being in melee range)
- Tricky to use against small monsters (e.g. Kut-Ku, Iodrome)
- Ineffective at concentrating damage on many monsters
Heavy Shots
Heavy Shots fire a single arrow that is good at breaking parts and has a fairly long critical distance [Src]. However, the Heavy Shot's arrow loses distance quickly and is best treated as an "artillery-fire" shot. May be good when paired with Aerial Style. This shot is tricky to use effectively but does have a decent motion value.
Pros:
- Good at breaking monster parts
- A very extensive critical distance range
Cons:
- The arc of the Heavy Shot falls off heavily, making it very different compared to the other 3 Bow shots
The motion values associated with each of these shots has been outlined below [Src]:
Shot Level | Pierce | Rapid | Spread | Heavy |
---|---|---|---|---|
1 | 3 hits x 5 (15) | 12(12) | 4-5-4 (13) | 11 (11) |
2 | 4 hits x 4 (16) | 12-4 (16) | 5-6-5 (16) | 14 (14) |
3 | 5 hits x 4 (20) | 12-4-3 (19) | 4-5-5-5-4 (23) | 17 (17) |
4 | 5 hits x 4 (20) | 12-4-3-2 (21) | 4-5-6-5-4 (24) | 19 (19) |
5 | 5 hits x 4 (20) | 12-4-3-3 (22) | 5-5-6-5-5 (26) | 20 (20) |
Bow Mechanics: Critical Distance
Critical Distance refers the "sweet-spot" of a shot where its damage is increased. It is indicated by screen shakes in MHGen, which act as visual feedback to tell you if your shot was made at critical distance.
If you shoot too close or too far away, you lose the benefit of critical distance. Critical Distance is a 1.5x raw multiplier to your damage. The below table roughly sketches out how distance affects the raw damage dealt with the Bow [2]. These distances are measured in backhops and are meant to be general guidelines. Generally, two backhops is about one full evasion roll. Please use the visual feedback from screen shakes in MH: Generations as a better indication of hitting in critical distance. A graphical indication of these critical distances can be found here.
Shot Type | 1.0x Raw Multiplier | 1.5x Raw Multiplier | 1.0x Raw Multiplier | 0.8x Raw Multiplier | 0.5x Raw Multiplier |
---|---|---|---|---|---|
Pierce | 1-3 backhops | 3-6 backhops | 6-8 backhops | 8-9 backhops | 9-13 backhops |
Rapid | 1-3 backhops | 3-5 backhops | 5-6 backhops | 6-12 backhops | 12-15 backhops |
Spread | 1-3 backhops | 3-4 backhops | 4-5 backhops | 5-9 backhops | 9-12 backhops |
Heavy | 1-3 backhops | 3-15 backhops |
Take note is that while Pierce shots have a longer critical distance, the critical distance is applied on each hit arrows do. A Pierce shot can make three hits in critical distance and one hit outside of critical distance (the furthest hit from you). Ideally, you want to be a bit closer than the very furthest distance for Pierce shots.
Bow Mechanics: Coatings
Bow Coatings are an additional mechanic that Bows can benefit from. There are numerous coatings, and are listed as follows:
Coating Name | Stack | Coating Effect | Notes |
---|---|---|---|
Power Coating Level 1 | 50 | 1.35x Raw Multiplier [Src] | Raw damage coating boost |
Power Coating Level 2 | 50 | 1.50x Raw Multiplier [Src] | Raw damage coating boost |
Elemental Coating Level 1 | 20 | 1.35x Element Multiplier [Src] | Elemental damage coating boost. It is speculated that this also improves the efficiency of Bows with innate Blast status. |
Elemental Coating Level 2 | 20 | 1.50x Element Multiplier [Src] | Elemental damage coating boost. It is speculated that this also improves the efficiency of Bows with innate Blast status. |
Close Range Coating | 20 | Turns shorter than critical distance shots into critical distance shots[3] | Close Range Coating does not add additional shot damage[3]. It turns the melee attack of the Bow into the equivalent of a White Sharpness weapon |
Paint Coating | 99 | Applies a paintball effect to monsters when hit | Overides a Bow's innate element if used |
Paralysis Coating | 20 | Applies Paralysis Status | Overides a Bow's innate element if used |
Poison Coating | 20 | Applies Poison Status | Overides a Bow's innate element if used |
Sleep Coating | 20 | Applies Sleep Status | Overides a Bow's innate element if used |
Blast Coating | 20 | Applies Blast status | Overides a Bow's innate element if used. |
Exhaust Coating | 20 | Applies Exhaust/KO Status | Exhaust is a status effect that drains a monster's stamina pool. Like other status effects, applied Exhaust status must pass a threshold before the effect takes place. Exhaust coating hit on heads can KO [Src] |
In addition, Bows can have a "Coating Boost" effect. This is a 50% increased effectiveness of the coating. For Close Range Coating Boost (an effect exclusive to the Seregios Bows), it turns Close Range Coating into a 1.5x Raw multiplier [Src], making it the equivalent of Power Coating.
If a Bow has an element or status component to it, Status Coatings (Para, Sleep, Blast, Exhaust, Poison, Paint) will override the element or Blast component of the Bow.
If you load a Status Coating, the Bow's melee attacks will gain that coating's effect.
For a list of the values associated with status coats, check the damage calculation portion of this guide.
Bow Mechanics: Secondary Shot (Arc/Power)
The Arc Shot and Power Shot of the Bow are shots I consider "secondary shots". They are shots that you use depending on the situation, and are not the primary shot type(s) that you use during a hunt.
The secondary shots are not meant to be spammed or used instead of your primary shot. They are best used to supplement your options when using the Bow, and should not take the place of using the primary shots outlined earlier.
Arc Shots
The Arc Shot from MH4U returns in MHGen. They are split into three different forms, the Focus Arc Shot, the Wide Arc Shot, and the Blast Arc Shot. All of these Secondary Shots are affected by Coating. Generally, the Arc Shot is useful for hitting monsters that have moved far away due to a charge, or are in positions where normal shots are unable to hit easily. They can be used to hit particular points of a monster that are harder to hit, such as the backs of Ukanlos and Akantor. They can be used against roaring monsters (once again, Ukanlos and Akantor) that clip you with a roar if you get too close.
In MHGen, only Guild style and Striker Style have access to Arc Shot.
All arc shots are affected by Charge Level, Coating, and Critical Distance (values unknown right now; use screen shakes for indication). Arc Shots are not affected by ShotTypeUp skills. Blast Arc Shots are not affected by Bombardier or Felyne Pyro as they are actually a motion value of damage, not an explosion.
Arc Shot Type | Notes |
---|---|
Focus | The Focus Arc Shot fires an arrow into the air that lands over a small area with pellets. Each pellet can deal some KO damage if it on a monster's head, and can also apply status effects of the coating. |
Wide | The Wide Arc Shot is similar to the Focus one, except the pellets fall over a larger area. Better for larger monsters. |
Blast | The Blast Arc Shot fires an arrow into the air that falls as an arrow. When the arrow hits the ground, it explodes. A monster can be hit twice by this arc shot, once from the falling arrow, and once from the explosion that occurs when it hits the ground. |
Power Shots
The Power Shot returns in MHGen. The Power Shot is an additional shot that is fired under certain circumstances. To use Power Shot, tap "A" on a Bow that has Power Shot enabled. Power Shot consumes additional stamina and has specific characteristics to it.
In MHGen, only the Guild Style and Adept Style can fire a Power Shot.
The Power Shot can be fired in one of two ways:
- Tap "A" after releasing your first charged shot to immediately fire a second volley that is +1 Charge Level to the first shot that was released (Guild Style & Adept Style)
- Tap "A" without firing your currently held charged shot. Doing so will skip the charged shot you have held, but will instead fire a volley of arrows that is +1 Charge level to the charged shot level (Adept Style only)
In general, Power Shot follows the below characteristics. Do note that Power Shots are shot-type agnostic; Charge Levels will determine what type of shot (Rapid/Pierce/Spread) that the Power Shot will fire. For example, if you have a Bow with a Rapid as its Charge Level 3 and Pierce with its Charge Level 4, if you do a Power Shot on your Charge Level 3 shot, the Power Shot will be a Pierce Shot.
- It will fire a shot that is +1 Charge Level to the currently charged shot regardless of whether the currently charged shot had been fired or not
- If the currently charged shot is the highest Charge Level on the Bow, the Power Shot will identical qualities to the currently charged shot
For example, the Teostra Bow has 4 Charge Levels with Load Up. Under the above characteristics, the following occurs in Adept Style. For Guild Style, only the first 3 bullets apply:
- If your first shot is a Charge Level 2 shot, your Power Shot will be the Charge Level 3 shot
- If your first shot is a Charge Level 3 shot, your Power Shot will be the Charge Level 4 shot
- If your first shot is a Charge Level 4 shot, your Power Shot will be the Chargee Level 4 shot
- If you currently have a Charge Level 2 shot held, you can skip firing this shot and tap "A" to fire a Power Shot. This Power Shot will be a Charge Level 3 shot.
- If you currently have a Charge Level 3 shot held, you can skip firing this shot and tap "A" to fire a Power Shot. This Power Shot will be a Charge Level 4 shot.
- If you currently have a Charge Level 4 shot held, you can skip firing this shot and tap "A" to fire a Power Shot. This Power Shot will be a Charge Level 4 shot.
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