Contents
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.
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 |
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) |
|
30 seconds |
Blade Wire | Level 2 | Medium (500 points) |
|
60 seconds |
Blade Wire | Level 3 | Medium (670 points) |
|
90 seconds |
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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