1. Introduction and Video Overview
Monster Hunter is a game where you hunt monsters, gather materials, and craft equipment.
The stats of the equipment are complex, making it difficult to intuitively know which equipment is good.
Especially for beginners or casual players, it is difficult to acquire information, and even if they find information, it is difficult to understand the principles.
With the upcoming update at the end of May featuring existing 8☆ monsters and balance patches, this provides information on attack power and damage to make the game more enjoyable.
2. Damage Calculation Formula
Physical Damage Calculation Formula: (Base Attack Power x Multiplicative Modifier + Additive Modifier) x Sharpness Multiplier x (Ranged Weapon: Distance Multiplier) x Critical Hit Multiplier x Motion Multiplier x Monster Hit Zone Multiplier
Elemental Damage Calculation Formula: (Elemental Attack Power x Multiplicative Modifier + Additive Modifier) / 10 x Elemental Critical Hit Multiplier x Elemental Motion Multiplier x Monster Elemental Hit Zone
Bowguns vary depending on ammo type, optimal distance, and rapid fire/chase shot, but the basics are the same.
Motion multipliers and hit zone multipliers are applied the same for the same weapon type, so you don't need to worry too much about them.
3. Base Attack Power
The value displayed on the weapon itself.
In Wilds' default settings, it is displayed as the base attack power multiplied by the weapon coefficient (for the purpose of preventing confusion).
To check the accurate base attack power, it is recommended to change the 'Weapon Attack Power Display Format' to 'Display without using coefficients' in the options.
The multiplicative modifier for physical damage is manifested by weapon-specific performance (Long Sword Spirit Gauge, Dual Blades Demon Mode, Bow Power/Close-Range Coating, Hunting Horn Self-Improvement Melody, Insect Glaive Extract Buff) or some skills (Resentment, Rush, Offensive Guard).
The additive modifier is manifested by most attack skills, item/meal buffs.
4. Elemental Attack Power
The value displayed on the weapon itself.
Multiplicative and additive modifiers are applied, and both are applied according to the level when using individual elemental enhancement skills.
Like attack power, the modified value is displayed directly in the status, making it easy to check.
There is no weapon coefficient for elemental values, but since the elemental coefficient 10 is multiplied, you should not blindly trust the displayed value.
5. Sharpness Multiplier
The damage multiplier varies depending on the sharpness color.
White sharpness is the highest, and when comparing white and blue, there is a 12% difference in physical damage and an 8.75% difference in elemental damage.
Depending on the weapon setup, Razor Sharp/Master's Touch is adopted to maintain white sharpness.
In Wilds, you can use whetstones while monsters are moving and while riding a Secrete, so you don't need to focus too much on maintaining sharpness.
6. Critical Hit Multiplier
In Wilds, the damage multiplier upon a critical hit is 25% by default, and increases up to 40% depending on the level when adopting the Critical Boost skill.
Critical hit rate is the probability of a critical hit occurring, and is added to the predetermined damage multiplier upon a critical hit as a multiplicative operation.
Reverse critical hits are subtracted.
It is important to secure a high critical hit rate because it is meaningless if a critical hit does not occur.
The expected value of a critical hit setup is critical hit damage multiplier x critical hit rate.
Weapons with few hits, like the Great Sword, have a large fluctuation in damage dealing ability depending on luck.
Since critical hit rate is a probability, it is less efficient compared to increasing attack power if the values are the same.
It is easier to obtain critical hit rate through skills than attack power.
If a critical hit rate is attached when restoring an Arte weapon, the specs are lower than the attack power.
7. Motion Multiplier
An important factor in determining the one-shot damage for each weapon type.
Motion multipliers are subdivided by weapon type and action.
Attack power motion multipliers are mostly low values, and elemental value motion multipliers are mostly 100% or higher.
Dual Blades have a low elemental multiplier because of the high number of hits.
Due to hit zone issues, elemental values are not very popular in Wilds' melee weapon types.
Once you become familiar with the weapon, you will understand which attacks deal good damage, so you don't need to memorize the motion multiplier.
8. Monster Hit Zones
The concept of monster defense.
Physical damage is classified into three types: severing, blunt, and shot.
The higher the value, the more the hunter's attack damage is not reduced and is fully applied.
It is set for each monster part, so you don't need to memorize it.
It is enough to know that if a white number appears when you hit it roughly, the hit zone is bad, and if a yellow number appears and the attack sound effect is loud, the hit zone is good.
Use the Mind's Eye skill if it is difficult to aim for weaknesses.
In the case of high-rank monsters, the effectiveness of elemental weapons is reduced because almost all elemental hit zones except for weaknesses are low.
Since you can create elemental weapons with the same specs as non-elemental weapons through Arte restoration, crafted elemental weapons are often discarded.
9. Damage Calculation Example
Explains an actual damage calculation example using a non-elemental weapon (Middle Iron Sword Procyon) and a fire elemental weapon (Melt).
Calculates the expected damage considering each weapon's attack power, critical hit rate, and skill effects, and verifies it by comparing it with the damage actually observed in the game.
Enhances understanding of damage-related values through the calculation process.
10. Introduction to Damage Calculators
Introduction to damage calculators for Wilds.
Korean version: Excel file created by Jo Sherlock (available for download on Naver blog).
Japanese version: Damage simulator at kuroyonhon.com (Google Translate can be used).
Explains the features and usage of each calculator and provides links.
11. Conclusion
If you have any missed parts, your own tips, or feedback, please let me know in the comments.
Hope the video helps and concludes.