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But you are correct, if I'm hitting the veil with Dual blades, it feels like I'm suddenly in slow motion mode.
My frames don't tank, but it's asif my character just slows down.
Nor did I have this issue prior the latest patch.
Why would the veil be considered soft, but the bare body, the part the veil defends and which takes more damage than the veil, is too "hard" for my attacks to show the hit stop if the intention of the effect is to show you hit a soft zone? Is there another monster and part I would be able to observe this specific effect on if what you say is true? I could test it. The point is to ascertain if this really is intentional design as it was in old-gen and used elsewhere in a consistent way, because I contend that it is not applied consistently if it IS intentional.
Sorry for awkward wording. I was saying they changed how hitstop worked. A good example monster is Zoh Shia of all things. Hit the back half of body or tail and there is next to no hitstop, if any at all. Hit the face or Gaismagorm arms and the hitstop will be there.
In every prior game hitstop was not on a per-hitzone basis. Wilds made it only activate on hitzones below a certain hzv relative to your sharpness. I don't think the threshold is the same as the damage number color change. Mind's Eye might have an effect as well.
Uth Duna's veil has an incredibly low hzv threshold, thus the exaggerated hitstop. As for why? I don't know, maybe it's to add some dynamic feel to the fight. Or to subvert expectations from how those part break scenarios usually work. Could also be some kind of unique effect to reflect the veil's nature as a defense mechanism. I'll do some investigation myself next time I play.