MONSTER HUNTER RISE

MONSTER HUNTER RISE

Statistiche:
Highest DPS weapon?
Which weapon has the highest DPS output? Great sword shenanigans are capable of astronomical damage numbers but I'm still unsure.
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I'm not absolutely sure, but elemental pierce ammo HBG with Dereliction/Adrenaline does obscene damage, but requires the monster to basically stand still most of the time.

Bow does boatloads of damage and has access to Dodgebolt which acts as a safety measure so being at 1 HP is less risky than on HBG.
Ultima modifica da Remi; 28 lug 2022, ore 12:43
i have been dual blades right thru the game - I have tried lots of other builds but they just don't satisfy me.. sure they can hit 400- 1000 in a couple of hits - but by the time they have waited for that perfect situation and actually hit the correct spot with all the preloaded charges and setup etc I have already spammed 100-150's several times while being super agile and aiming for whatever body part I want consistently
I have had pretty good experiences by just trying out different types of equipment and depending on builds I can now, after playing since 4U, say that nearly all weapons end up at very similar hunt-times.

There are a few outliers, like bringing specialized equipment, like elemental weaknesses, to certain fights. But that is because they are specialized.

I feel like it really comes down to how you play specifically because a fast hitting weapon might have a more consistently high damage output than burst hitters that don't connect all the time because the player isn't used to them or the monster moves too much.

I'm sorry that this sounds like a "non answer" but it really comes down to a lot of preferences of individual players and not all of them are strightly skill related, be it player skill or equipment skill.

Aaaaaaaaaaaanyways- Hammer has a lot of damage and is used in a bunch of speedruns because K.Os and their mobility make them excellent for sustained high dps.
Messaggio originale di MegakruemelGER:
sustained high dps.
thats the key.
i get my best times with lbg, just because you have a near 100% dmg uptime.
im usually a lance main, but have trouble to kill monsters in under 5 minutes, because you have to rely on counters and blocks.
with high hitters like great sword i take forever to kill stuff because i suck at hitting true charge slashes ;)
Ultima modifica da Misfit; 28 lug 2022, ore 10:51
As insane as GS seems to be, I doubt it can quite reach to the bowguns. It's probably the strongest melee weapon though. I have no idea how Bow is now, they nerfed the raw on charge attacks, but elemental is very strong in Sunbreak so I don't really know, I would assume it still probably continues to be among top weapons in Sunbreak.

But these are just assumptions and speculation with no data behind them.
Take this with a grain of salt as speedruns are not fully up and running the list for (speedruns aka everything goes perfect is)
HBG 1.29
BOW 1.16
GS 1.11
LBG 1.07
SA 1.04
DB 0.99
HH 0.98
LS 0.92
CB 0.91
IG 0.88
HM 0.87
SnS 0.85
LA 0.84
GL 0.8
(the closer to 1 the better the balance, 1 = average dps of all weapons)

This list will update quite a lot soon as speedruns just came about. and it not too many things submitted yet. You will find more info here thought https://www.mhrspeedrun.com/
Messaggio originale di MegakruemelGER:
I have had pretty good experiences by just trying out different types of equipment and depending on builds I can now, after playing since 4U, say that nearly all weapons end up at very similar hunt-times.

There are a few outliers, like bringing specialized equipment, like elemental weaknesses, to certain fights. But that is because they are specialized.

I feel like it really comes down to how you play specifically because a fast hitting weapon might have a more consistently high damage output than burst hitters that don't connect all the time because the player isn't used to them or the monster moves too much.

I'm sorry that this sounds like a "non answer" but it really comes down to a lot of preferences of individual players and not all of them are strightly skill related, be it player skill or equipment skill.

Aaaaaaaaaaaanyways- Hammer has a lot of damage and is used in a bunch of speedruns because K.Os and their mobility make them excellent for sustained high dps.

Your "non answer" was an excellent answer, this is why this game is interesting. Nothing is obvious.

I've seen some players exploiting sleep debuff into wake-up Strong Charge Slash that deals over 6-7k dmg. I have no idea if hammer also is capable to deal that kind of damage.
As previously stated, sustained damage and consistency is best for DPS, and it's like that for a lot of games. Greatswords have very big numbers (can get above 3k damage easily in Master), but a lot of the gameplay comes down to countering and positioning, so every second you're doing that, you're not pulling in damage.

Dual Blades are a lot faster and deal consistent dps until the stamina bar runs out or anytime you're dodging. A lot of people prefer Feral Demon Form over the standard. You lose out on the speed buff, but you damage the monster everytime you dodge, so dodging becomes a factor in dps.

Light bowgun is pretty much king in this regard. You're only stopping your dps to dodge and reload, most meta setups having very low reload times for the right ammo type. Being at range and having blademaster defences, it's almost an obvious pick once you have good idea of what every weapon does.

That said, I think DPS is mostly relevant to speedruns; most other weapons outside of the discussion tend to have better survivability and support traits.
Messaggio originale di Arhat:
Your "non answer" was an excellent answer, this is why this game is interesting. Nothing is obvious.

I've seen some players exploiting sleep debuff into wake-up Strong Charge Slash that deals over 6-7k dmg. I have no idea if hammer also is capable to deal that kind of damage.

As a guy that has 10 different hammer loadouts with endgame gear, no, it cant......HOWEVER....while your not slugging for the highest number possible you still crunk good numbers constantly along with KO's, you can even go a step further and do a para hammer for borderline endless dps thats in my personal experience grants overall slightly less uptime than a counter spamming LS, dual blades, lance, or a light bowgun.

For actual highest dps its very subjective to player skill with said weapon, my best being hammer, charge blade, and dual blades, while my friend is longsword, bow, and switch axe

Note thats my experience, not true for everyone.
it varies slightly per monster but its pretty consistently one of the ranged weapons that tend to win out on "you forgot to balance this weapon" dps in recent mon hun games. the final boss lbg seems to be the winner for being the broken weapon since it out performs with most of the relevant ammo types allowing you to stay with a pretty consistent build. it kind of took the role of the zin hbg cheese from iceborne.

for the other weapons it depends on what glitch / gimmick sneaks under the radar. cant say for sunbreak but world had ledge slamming gunlance, corpse pile swax, impact bow, and other busted gimmicks.
Weapon dps depend on the monster you pair it against, but generally the differences between speed runs are so small and are min-maxed over hundreds of runs that they should mean nothing to you. So pick what you want. However there are some things in regards to comfort, usability, accessibility to versatile wireskills.

Most weapons saw improvements to their kit in sunbreak and are strong choices;
LBG, HBG, SA, CB, DB, LS, GS, SnS, Bow

Weapons that didn't improve on existing mechanics with sunbreak and instead diversified making some existing aspects of it's move-sets redundant, leaving it in the dust;

IG - Received some additional changes with Sunbreak, but it completely conflicts with how you used the weapon in base rise and changes are not even an improvement on what IG already did.
GL - Suffers from lack of choice with shell type and static damage as updates go out and will continue to fall further and further behind as Monster HP inflates.
HM - It falls behind as every other slow weapon got some reactive counter, mobility or big hit which Hammer didn't receive.
HH - Same problem with HM, as a solo weapon it's a terrible choice but makes up for it's shortcomings with sharpness regen/loss melody if you take it in a party.
LA - Continues to have the same problems as it's previous incarnations which it's users tend to either ferociously defend and hate.

You can do fine with any weapon, the majority of weapons will feel comfortable and rewarding to use but those 5 need extra greasing and effort due to having less in their kit to handle multiple types of scenarios.
Messaggio originale di Prince-Nyan:
Weapon dps depend on the monster you pair it against, but generally the differences between speed runs are so small and are min-maxed over hundreds of runs that they should mean nothing to you. So pick what you want. However there are some things in regards to comfort, usability, accessibility to versatile wireskills.

Most weapons saw improvements to their kit in sunbreak and are strong choices;
LBG, HBG, SA, CB, DB, LS, GS, SnS, Bow

Weapons that didn't improve on existing mechanics with sunbreak and instead diversified making some existing aspects of it's move-sets redundant, leaving it in the dust;

IG - Received some additional changes with Sunbreak, but it completely conflicts with how you used the weapon in base rise and changes are not even an improvement on what IG already did.
GL - Suffers from lack of choice with shell type and static damage as updates go out and will continue to fall further and further behind as Monster HP inflates.
HM - It falls behind as every other slow weapon got some reactive counter, mobility or big hit which Hammer didn't receive.
HH - Same problem with HM, as a solo weapon it's a terrible choice but makes up for it's shortcomings with sharpness regen/loss melody if you take it in a party.
LA - Continues to have the same problems as it's previous incarnations which it's users tend to either ferociously defend and hate.

You can do fine with any weapon, the majority of weapons will feel comfortable and rewarding to use but those 5 need extra greasing and effort due to having less in their kit to handle multiple types of scenarios.


Hammer def got more moves, and it got improved counter. HH got some big damage increase if used correctly
Rajang and magnamalo are the best weapons
Messaggio originale di Wookiee:


Hammer def got more moves, and it got improved counter. HH got some big damage increase if used correctly
Hammer did get an improved counter, but it's not something you can react into and not able to weave into, unless you're standing idle and baiting it which at that point, you're not attacking just so a part of your kit is useful.
Messaggio originale di Wookiee:
Messaggio originale di Prince-Nyan:
HM - It falls behind as every other slow weapon got some reactive counter, mobility or big hit which Hammer didn't receive.


Hammer def got more moves, and it got improved counter.

Hes both right and wrong in this case, while the counter IS good, it can also only come out at specific times so most people ignore it even exists, hes also ignoring the huge dps potential of regular KOs, topples, trips....breaks...the list of things hammer does by just existing. Most people ignore that benefit due to nearly every big hitter having a counter nowadays. Hes also ignoring the rapid and easy to get KO's from combining impact burst and courage mode.

Hes right in the fact it dosen't appear to have the huge love other weapons got cause it didnt get any huge damage or flashy moves with sunbreak though honestly it dosent need them. Everyone just stacks counters with all but longsword being able to do more by ignoring they have a counter and having a hammer on their team to just provide free dps.

Imo hammer is the highest skill ceiling second to only charge blade cause your ALWAYS dancing with the teeth, closer range than anything but dual blades and sns but lacking any of the reactive counters or insta dodge/block anything else has. Everything else is just "oh the monster is attacking, time to counter" on the fly at almost any time. Once you know the monsters move set intimately watching one is a glorious dance that ends in BONK!!! and the monster forgetting how to stand up for most of the hunt.
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Data di pubblicazione: 28 lug 2022, ore 10:18
Messaggi: 21