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Monster Hunter Wilds: Buff Effects, Stacking, Hidden Tips Ultimate Guide!If you want to shorten your hunting time in Monster Hunter Wilds, utilizing buffs is essential. This guide provides detailed information on the effects and stacking rules of various buffs, including items, meals, and skills, as well as efficient collection and usage methods. From increasing attack power to optimizing critical hit rate, don't miss out on key information every hunter should know.
1. ⚔️ Understanding Attack Power: Base Attack Power vs. Display Attack Power
· Attack power in Monster Hunter Wilds is expressed in two ways: 'Base Attack Power' and 'Display Attack Power'.
· Base Attack Power is the weapon's inherent attack power, meaning the original value before multiplying by the weapon's modifier. For example, the attack power of 220 for the Zosiah Long Sword falls into this category.
· Display Attack Power is the value obtained by multiplying the Base Attack Power by the modifier assigned to each weapon. For example, Long Swords have a modifier of 4.8, Sword & Shields 1.4, and Charge Blades 3.6.
· This Display Attack Power is similar to the damage numbers you actually see when hitting a monster.
· You can switch between Base Attack Power and Display Attack Power in the 'Weapon Attack Display Format' setting on page 4 of 'Game Settings' in the game options.
· Actual damage is calculated by adding various factors such as elemental damage, motion values, sharpness, skills, and buffs.
· Understanding subsequent buff values as additions to Base Attack Power will allow for a deeper comprehension.
· Base Attack Power is the weapon's inherent attack power, meaning the original value before multiplying by the weapon's modifier. For example, the attack power of 220 for the Zosiah Long Sword falls into this category.
· Display Attack Power is the value obtained by multiplying the Base Attack Power by the modifier assigned to each weapon. For example, Long Swords have a modifier of 4.8, Sword & Shields 1.4, and Charge Blades 3.6.
· This Display Attack Power is similar to the damage numbers you actually see when hitting a monster.
· You can switch between Base Attack Power and Display Attack Power in the 'Weapon Attack Display Format' setting on page 4 of 'Game Settings' in the game options.
· Actual damage is calculated by adding various factors such as elemental damage, motion values, sharpness, skills, and buffs.
· Understanding subsequent buff values as additions to Base Attack Power will allow for a deeper comprehension.
00:55 - 02:43
1. ⚔️ Understanding Attack Power: Base Attack Power vs. Display Attack Power
· Attack power in Monster Hunter Wilds is expressed in two ways: 'Base Attack Power' and 'Display Attack Power'.
· Base Attack Power is the weapon's inherent attack power, meaning the original value before multiplying by the weapon's modifier. For example, the attack power of 220 for the Zosiah Long Sword falls into this category.
· Display Attack Power is the value obtained by multiplying the Base Attack Power by the modifier assigned to each weapon. For example, Long Swords have a modifier of 4.8, Sword & Shields 1.4, and Charge Blades 3.6.
· This Display Attack Power is similar to the damage numbers you actually see when hitting a monster.
· You can switch between Base Attack Power and Display Attack Power in the 'Weapon Attack Display Format' setting on page 4 of 'Game Settings' in the game options.
· Actual damage is calculated by adding various factors such as elemental damage, motion values, sharpness, skills, and buffs.
· Understanding subsequent buff values as additions to Base Attack Power will allow for a deeper comprehension.
· Base Attack Power is the weapon's inherent attack power, meaning the original value before multiplying by the weapon's modifier. For example, the attack power of 220 for the Zosiah Long Sword falls into this category.
· Display Attack Power is the value obtained by multiplying the Base Attack Power by the modifier assigned to each weapon. For example, Long Swords have a modifier of 4.8, Sword & Shields 1.4, and Charge Blades 3.6.
· This Display Attack Power is similar to the damage numbers you actually see when hitting a monster.
· You can switch between Base Attack Power and Display Attack Power in the 'Weapon Attack Display Format' setting on page 4 of 'Game Settings' in the game options.
· Actual damage is calculated by adding various factors such as elemental damage, motion values, sharpness, skills, and buffs.
· Understanding subsequent buff values as additions to Base Attack Power will allow for a deeper comprehension.
02:44 - 05:22
2. ✨ Wilds Buff Types and Stacking Rules
· Wilds features a variety of complex buffs, including skills, consumables, items, meals, Hunting Horns, and Palico buffs.
· Buffs are broadly categorized into multiplicative and additive types. For example, Attack Boost skills apply both multiplication and addition from Level 4 onwards.
· For Attack Boost Level 5, the Base Attack Power is first multiplied by 1.04, then +9 is added. When combined with other additive attack buffs, the additive portion does not get multiplied.
· Some buffs can stack, while others cannot. Buffs of the same category cannot be used simultaneously; in such cases, the stronger effect is temporarily chosen, and the duration reverts to the original buff once the later buff's effect ends.
· For example, if you use a Might Seed (Attack +10, 60 seconds) and then a Demondrug (Attack +25, 20 seconds), the +25 effect of Demondrug will apply for 20 seconds. After 20 seconds, the +10 effect of the Might Seed will resume for its remaining duration.
· Hunting Horn melody effects may vary in multiplier or duration depending on whether they stack.
· Buffs are broadly categorized into multiplicative and additive types. For example, Attack Boost skills apply both multiplication and addition from Level 4 onwards.
· For Attack Boost Level 5, the Base Attack Power is first multiplied by 1.04, then +9 is added. When combined with other additive attack buffs, the additive portion does not get multiplied.
· Some buffs can stack, while others cannot. Buffs of the same category cannot be used simultaneously; in such cases, the stronger effect is temporarily chosen, and the duration reverts to the original buff once the later buff's effect ends.
· For example, if you use a Might Seed (Attack +10, 60 seconds) and then a Demondrug (Attack +25, 20 seconds), the +25 effect of Demondrug will apply for 20 seconds. After 20 seconds, the +10 effect of the Might Seed will resume for its remaining duration.
· Hunting Horn melody effects may vary in multiplier or duration depending on whether they stack.
05:23 - 08:36
3. 📈 Attack Buff Efficiency Comparison: Skills vs. Items
· Based on a weapon with 220 attack power, when both Attack Boost Level 5 and Agitator Level 5 skills are active, the Base Attack Power becomes 220 × 1.04 + 9 + 20 = 257. This is a +37 buff effect compared to the original attack power.
· On the other hand, if you use all commonly used buff items: Might Seed (+10), Demondrug (+5), Demon Powder (+10), Powercharm (+5), and Gathering Hub Meal Attack Boost Level 5 (+6), you can expect a total attack increase of +36.
· This means you can achieve an effect almost equivalent to maximizing Attack Boost and Agitator skills using only items.
· For weapon skills, increasing critical hit rate, Critical Boost, and elemental damage often provide greater benefits than simply raising Base Attack Power. Since critical hit rate is difficult to supplement with items, it is more efficient to supplement Base Attack Power with buff items.
· Priority of Critical Hit Rate and Critical Boost is as follows.
· If your critical hit rate is around 40%, raising Critical Boost Level 1 yields a slightly higher expected value than raising Critical Eye by 4%.
· If your critical hit rate is 70% or higher, raising Critical Boost by 1 level results in a greater expected damage increase than raising critical hit rate by 4%.
· Therefore, once a certain critical hit rate is secured, prioritizing Critical Boost is efficient for most weapons.
· However, priorities may vary depending on weapon type or playstyle, such as Artillery for Gunlance or Elemental Attack Boost for high-element Charge Blade.
· On the other hand, if you use all commonly used buff items: Might Seed (+10), Demondrug (+5), Demon Powder (+10), Powercharm (+5), and Gathering Hub Meal Attack Boost Level 5 (+6), you can expect a total attack increase of +36.
· This means you can achieve an effect almost equivalent to maximizing Attack Boost and Agitator skills using only items.
· For weapon skills, increasing critical hit rate, Critical Boost, and elemental damage often provide greater benefits than simply raising Base Attack Power. Since critical hit rate is difficult to supplement with items, it is more efficient to supplement Base Attack Power with buff items.
· Priority of Critical Hit Rate and Critical Boost is as follows.
| Critical Hit Rate | Expected Value Increase from Critical Eye Lv.1 (Critical Hit Rate +4%) | Expected Value Increase from Critical Boost Lv.1 (Critical Damage +3%) |
|---|---|---|
| 0% | 1.01 | 1.00 |
| 40% | 1.012 | 1.0125 |
| 70% (Critical Boost Lv.3 Standard) | 1.252 | 1.259 |
· If your critical hit rate is around 40%, raising Critical Boost Level 1 yields a slightly higher expected value than raising Critical Eye by 4%.
· If your critical hit rate is 70% or higher, raising Critical Boost by 1 level results in a greater expected damage increase than raising critical hit rate by 4%.
· Therefore, once a certain critical hit rate is secured, prioritizing Critical Boost is efficient for most weapons.
· However, priorities may vary depending on weapon type or playstyle, such as Artillery for Gunlance or Elemental Attack Boost for high-element Charge Blade.
08:37 - 14:43
4. 💰 Efficient Buff Item Collection Methods
· Recommended everyday buff items are Demondrug, Might Seed, and Demon Powder.
· Mega Demondrug or Armorskin have strong effects but short durations (20 seconds) or aren't significantly different from regular Demondrug, so they are used restrictively in specific situations (e.g., wake-up attacks).
Item Collection Methods
· Mega Demondrug or Armorskin have strong effects but short durations (20 seconds) or aren't significantly different from regular Demondrug, so they are used restrictively in specific situations (e.g., wake-up attacks).
Item Collection Methods
| Category | Details |
|---|---|
| Collection Requests | · Request items from NPCs. · Up to 16 slots are filled approximately every 50 minutes of real-world time (1 day in Wilds), so it's important to remember to collect them even during quests. · Savard: Fixed Might Seeds. · Raisha: Might Seeds, Painful Bugs, Mandragoras, etc., to supplement lacking materials. · Momomukuri: Mandragoras (prioritize 2 stars or more). · Mutaba: Thunderbugs (when using Shock Traps, Thunder Ammo). · Apar: Parashroom Extract (when frequently using Demondrug, Life Powder). · Honey: All NPCs can collect, so assign last. |
| Log Rolling Challenge | · You can obtain Nutrients Extract, a crafting material for Mega Demondrug, Max Potions, etc., with maximum efficiency. · Max Potions, traps, meal vouchers, etc., can also be acquired. · Instead of playing daily, it's more efficient to save and use your challenge tickets on days with 'good layouts' that make high scores easy, such as when 70-point pins are lined up at the front. |
| Desert Base Camp Supply Ship | · Prioritize exchanging for Log Rolling Challenge Tickets (max 10). · Mega Demondrug, Max Potions, etc., can also be acquired in small quantities (2-4). · Cycle: Repeats 3 days present, 3 days absent (150 minutes real-world time cycle). You can time your visit to the supply ship by resting 3 times. · Supply Request: Request 'Medicine-type items' when you need medicinal items, and 'General Goods-type items' when you need challenge tickets. |
| Powercharm/Powertalon | · These items grant an Attack +6 effect just by being in your inventory. · You can obtain them by talking to the Guard of the Defense Force Equipment in 'Shu' at Hunter Rank 32 or higher, accepting a side mission, and clearing it. · In the past, there was a bug where two Powercharms could be obtained under certain conditions, but this has been fixed, and only one can be carried now. · Always check your Item Loadouts as they are often forgotten when switching. |
14:44 - 19:18
5. 💡 On-Site Procurement and Other Buff Utilization Tips
· On-Quest Local Procurement: While it might seem inefficient, it can be very useful in certain quests.
· For example, in the Large Arshbelt event quest, you can quickly obtain 4 Might Seeds near the hidden side cave camp exit and along the way.
· In the Arch-Tempered Nargacuga quest, there are 2 Might Seeds and Parashrooms in Area 15, on the way to the initial location in Area 17, allowing you to craft Demon Powder on the spot.
· Be careful not to make a wasted trip, as there are no Might Seeds in the Desert, Outskirts, or Fire Forest.
· Skill 'Item Prolonger': If you use buff items while this skill is equipped at the base, the effect duration is extended by up to 1.5 times.
· This effect persists even after changing equipment, making it very useful for long hunts or repeated farming.
· It also applies to Mega Armorskin (Defense +25), so it's good to use them together.
· Diva's Song Buff: Listening to the Diva's song randomly boosts your stats.
· Effects: One of the following will activate: Health +50, Stamina +25, Attack +7, Defense +15, or increased Red Gauge recovery speed.
· Only one of these buffs applies, and if you don't like it, you can listen to the song again to overwrite it with a different buff.
· Days when the Diva sings are marked on the map, so refer to it and make use of it.
· Utilizing Hunting Horn 'Galahad': This is a strategy to gain buffs by using the Hunting Horn as a sub-weapon.
· Before encountering a monster, equip the Hunting Horn 'Galahad', play the 'Attack Up (L)' melody and 'All Melody Effects Extended' to buff yourself and your surroundings, then switch back to your main weapon to maintain only the horn's effects.
· Galahad is recommended because, in addition to 'Attack Up (L)', it has 'All Melody Effects Extended' and comes with the 'Horn Maestro Level 2' skill built into the weapon itself, allowing you to extend effect durations without decorations.
· Attack Up (L) provides 1.1x attack power for 150 seconds, and 'All Melody Effects Extended' adds an additional +20 seconds.
· Other horns also have unique and useful melody effects (e.g., Goss Harag Horn - Attack/Defense Up (L), Counter Bille - Elemental Attack Boost 1.1x, Gore Magala Horn - Critical Hit Rate 15% UP and Super Armor (L)), so you can choose a sub-horn to match your main weapon or hunting style.
· However, the 'Self-Improvement' effect disappears if you switch horns, and it may be difficult to use in battles where both main and sub-weapons must be utilized, such as against Omega or Gogmazios.
· For example, in the Large Arshbelt event quest, you can quickly obtain 4 Might Seeds near the hidden side cave camp exit and along the way.
· In the Arch-Tempered Nargacuga quest, there are 2 Might Seeds and Parashrooms in Area 15, on the way to the initial location in Area 17, allowing you to craft Demon Powder on the spot.
· Be careful not to make a wasted trip, as there are no Might Seeds in the Desert, Outskirts, or Fire Forest.
· Skill 'Item Prolonger': If you use buff items while this skill is equipped at the base, the effect duration is extended by up to 1.5 times.
· This effect persists even after changing equipment, making it very useful for long hunts or repeated farming.
· It also applies to Mega Armorskin (Defense +25), so it's good to use them together.
· Diva's Song Buff: Listening to the Diva's song randomly boosts your stats.
· Effects: One of the following will activate: Health +50, Stamina +25, Attack +7, Defense +15, or increased Red Gauge recovery speed.
· Only one of these buffs applies, and if you don't like it, you can listen to the song again to overwrite it with a different buff.
· Days when the Diva sings are marked on the map, so refer to it and make use of it.
· Utilizing Hunting Horn 'Galahad': This is a strategy to gain buffs by using the Hunting Horn as a sub-weapon.
· Before encountering a monster, equip the Hunting Horn 'Galahad', play the 'Attack Up (L)' melody and 'All Melody Effects Extended' to buff yourself and your surroundings, then switch back to your main weapon to maintain only the horn's effects.
· Galahad is recommended because, in addition to 'Attack Up (L)', it has 'All Melody Effects Extended' and comes with the 'Horn Maestro Level 2' skill built into the weapon itself, allowing you to extend effect durations without decorations.
· Attack Up (L) provides 1.1x attack power for 150 seconds, and 'All Melody Effects Extended' adds an additional +20 seconds.
· Other horns also have unique and useful melody effects (e.g., Goss Harag Horn - Attack/Defense Up (L), Counter Bille - Elemental Attack Boost 1.1x, Gore Magala Horn - Critical Hit Rate 15% UP and Super Armor (L)), so you can choose a sub-horn to match your main weapon or hunting style.
· However, the 'Self-Improvement' effect disappears if you switch horns, and it may be difficult to use in battles where both main and sub-weapons must be utilized, such as against Omega or Gogmazios.
