[MHGen] Damage Calculation & Motion Values

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Bow Damage Calculation

There are numerous components in the formula to calculate the damage a Bow does, split into Raw and Elemental components. Most of these formulas and values are from MH4U. As far as we know, none of these has changed in MH: Generations.

Bow Damage Calculation: Raw Damage

The basic gist of the raw damage formula is as follows:

True Raw x Affinity x Shot-Type Up Modifier x Charge Level Modifier x Distance Modifier x Coating Modifier x Motion Value x Hitzone x [Defense Modifiers]

Breaking down the formula, as follows:

  • True Raw: The raw of the Bow
  • Affinity: The chance of doing a critical hit for 25% more damage. The quick way of calculating affinity is using (1 + ( x * 0.25)), where x is the affinity on the weapon in decimal form
  • Shot-Type Up Modifier: The Raw Multiplier from NormalUp, SpreadUp, PierceUp, or HeavyUp armour skills
  • Charge Level Modifier: The Raw Multiplier from the Charge Level of the shot fired
  • Distance Modifier: The Raw Multiplier from distance
  • Coating Modifier: The Raw Multiplier from using Level 1 Power Coating (1.35) or Level 2 Power Coating (1.50)
  • Motion Value: The Motion Value associated with the shot
  • Hitzone: The area of a monster that is being hit
  • Defense Modifiers: These are modifiers on the monster that vary based on rank. These values are not very well understood for every monster and every situation; practically we don't consider these in damage calculations for comparison reasons, but do note that they are there.

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Bow Damage Calculation: Elemental Damage

The basic gist of the elemental formula is as follows:

True Element x Affinity x Charge Level Modifier x Coating Modifier x Number of Hits x [Defense Modifiers]

Breaking down the formula, as follows:

  • True Element: The elemental value of the weapon. Included in this value are [Insert Element] Up skills and the Elemental Attack Up armour skill
  • Affinity: Applicable only if the CritElement skill is active. Otherwise, this value is "1".
  • Charge Level Modifier: The Element Modifier of the shot fired
  • Coating Level Modifier: The Element Modifier conveyed from using a Level 1 Element Coat (1.35) or Level 2 Element Coat (1.50)
  • Number of Hits: The number of total hits in the shot. For Rapid, Spread, and Heavy shots, each arrow counts as a one hit. For Pierce shots, each hit of a Pierce shot will count as its own separate hit (and thus applies elemental damage)
  • Defense Modifiers: These are modifiers on the monster that vary based on rank. These values are not very well understood for every monster and every situation; practically we don't consider these in damage calculations for comparison reasons, but do note that they are there.

To recap, charge level modifiers:

Charge Level Raw Multiplier Elemental Multiplier Poison Status Multiplier Paralysis/Sleep Status Multiplier
Charge Level 1 0.4x 0.7x 0.5x 0.5x
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

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Motion Values

Here are the motion values associated with each shot. These are percentage values. Numbers in parentheses is the sum of the motion values [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)

Here are the motion values associated with the Arc shots. All of these are percentage values, except for KO Status, which is the actual value applied.

Arc Shot Type Arrow Pellet Arrow Status Pellet Status KO Status
Wide 6 5 hits x 7 4 5 hits x 4 5 hits x 3
Focus 6 5 hits x 7 4 5 hits x 4 5 hits x 4
Blast 6 35 13 13 0 (arrow) / 20 (explosion)

Here are the motion values associated the the Hunter Arts. All of these values are percentage values [source].

Hunter Art Hunter Art level Hunter Art Gauge Length Motion Value (sum) Duration
Triple Volley Level 1 Medium (580 points) 3 hits x 7, 3 hits x 7, 5 hits x 15; total: 127 N/A
Triple Volley Level 2 Medium (670 points) 3 hits x 10, 3 hits x 10, 5 hits x 20; total: 160 N/A
Triple Volley Level 3 Medium (750 points) 3 hits x 14, 3 hits x 14, 5 hits x 23; total: 199 N/A
Blade Wire Level 1 Small (420 points)
  • Charge 1: 3 hits x 4 (12)
  • Charge 2: 3 hits x 5 (15)
  • Charge 3: 3 hits x 6 (18)
  • Charge 4: 3 hits x 7 (21)
30 seconds
Blade Wire Level 2 Medium (500 points)
  • Charge 1: 3 hits x 4 (12)
  • Charge 2: 3 hits x 5 (15)
  • Charge 3: 3 hits x 6 (18)
  • Charge 4: 3 hits x 7 (21)
60 seconds
Blade Wire Level 3 Medium (670 points)
  • Charge 1: 3 hits x 4 (12)
  • Charge 2: 3 hits x 5 (15)
  • Charge 3: 3 hits x 6 (18)
  • Charge 4: 3 hits x 7 (21)
90 seconds

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Status Coat Values

These are static values [Src 1, Src 2] that are affected by Charge Levels. Total in parentheses.

Shot Level Pierce Status Rapid Status Spread Status Heavy Status
1 3 hits x 5 (15) 13 (13) 5-5-5 (15) 14 (14)
2 4 hits x 4 (16) 7-7 (14) 6-6-6 (18) 15 (15)
3 5 hits x 4 (20) 5-5-5 (15) 4-4-4-4-4 (20) 16 (16)
4 5 hits x 4 (20) 4-4-4-4 (16) 4-4-4-4-4 (20) 17 (17)
5 5 hits x 4 (20) 4-4-4-4 (16) 4-4-4-4-4 (20) 18 (18)

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Guide Contents


MHGen Bow Guide Contents

  1. Introduction
  2. Gameplay
  3. Bow Mechanics
  4. Hunter Styles & Hunter Arts
  5. Armour Skills
  6. Damage Calculation and Motion Values
  7. Adept-Bow Specific Gameplay

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