Monster Hunter Wilds

Monster Hunter Wilds

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AuraFlash Mar 7 @ 10:31am
Pro tip: Turn off the Weapon Coefficient
MH has a habit of grossly over bloating Attack power values of it's weapons compared to it's TRUE Power. If you want to see the True Attack Power Value of your weapons, you can go to options, first tab and on the 3rd page second from the bottom, you will see Weapon Attack Power Display. Turn this to Display Without Coefficient and now you can see it's Real attack power.
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Showing 16-30 of 30 comments
Originally posted by Scyris:
Originally posted by Scipo0419:
I think the main benefit is from skills like Attack Up. Attack Up lv1 says "+3 Attack" but if you have Coefficients on, the visual increase is much higher than +3, creating a sense of confusion if you're not aware that the numbers are artificially inflated.

Personally, I do compare weapons and it's nice to see that the SnS I'm using with 150 Attack and 140 Element is about as good as my 160 Attack and 120 element Switch Axe. Where with Coefficients on, the Switch Axe has +300 Attack over the SnS.

I think the coefficent has to do with the max amount of attack value it can hit with in its biggest attack maybe? In which case switch axe has some very hard hitting attacks. Maybe thats how it works? All the bigger heavier weapons tend to have a much higher coefficent since their top end damage "can" be higher with specific moves and I feel thats why its like this.
nah, its just a scale to help newer players understand what hits harder in a single hit. its got 0 relevance to its actual damage output.
Originally posted by NiamhNyx:
Originally posted by Scyris:

I think the coefficent has to do with the max amount of attack value it can hit with in its biggest attack maybe? In which case switch axe has some very hard hitting attacks. Maybe thats how it works? All the bigger heavier weapons tend to have a much higher coefficent since their top end damage "can" be higher with specific moves and I feel thats why its like this.
nah, its just a scale to help newer players understand what hits harder in a single hit. its got 0 relevance to its actual damage output.
It's this. They apply a coefficient based on some arbitrary value somewhat related to the motion values of the weapon (motion values are a whole other topic I won't get into unless someone is genuinely interested in). Which is why weapons with higher on average MVs have bigger numbers but then you have situations like specific SnS builds doing more single hit damage than Greatswords which makes people so confused.
Originally posted by AcidGoose:
Fairly new MH player here, so maybe I'm oversimplifying, but why does this matter? Are you comparing the damage from one weapon type, say a bow, with another, like a GS? Why would you do this? Of course these numbers wouldn't be comparable. If I compare two of the same weapon types, the "true attack power" shouldn't matter. Or am I missing something?

it really really really really really doesn't matter more than "more number better" no matter which version you use. Getting too caught up in the numbers of monster hunter is a way to ruin the fun lol.

but yeah as long as number go up then it doesn't really matter how the number go up
Knowing absolute values gives you no extra information than having coefficient on. All you care is the difference between weapons of the same class, and both values give you that. Comparing absolute attack values of different types of weapons is quite meaningless.
I'm so confused by this mechanic. The more I look it up, the more it looks like the "bloated" value is the more accurate one. The non-bloated value doesn't take into consideration anything other than the weapon's base stats, while the coeffiecent compensates for motion values? Wouldn't I WANT it to compensate for motion values?

Like I'm looking at weapon stats right now and I don't understand - if having coefficient off is the "true" damage, why would I use anything other than dual blades when they deal the same amount of damage as a great sword or hammer?
Last edited by Girth Control; Mar 7 @ 2:40pm
Originally posted by Girth Control:
I'm so confused by this mechanic. The more I look it up, the more it looks like the "bloated" value is the more accurate one. The non-bloated value doesn't take into consideration anything other than the weapon's base stats, while the coeffiecent compensates for motion values? Wouldn't I WANT it to compensate for motion values?

Like I'm looking at weapon stats right now and I don't understand - if having coefficient off is the "true" damage, why would I use anything other than dual blades when they deal the same amount of damage as a great sword or hammer?

a 700 Power switch axe....when it doesn't do 700 Damage at all? the issue is the coefficient DOESN'T compensate for motion values, it's a lie to you to make you feel "UNGA BUNGA WEAPON STRONG" when you don't know why it NEVER REACHES THAT VALUE!
Originally posted by Platapoop:
To this day I have no idea why capcom does this. Average people are going to assume that +attack skills give DBs and bows more value than on GS and hammer and what not.

It's explained on the setting itself: The coefficient will show a number that's closer to how it feels.

For examble if a dual blade attacks 3 times faster than the GS, then you might expect the GS to have 3 times the dmg to balance it out. That's for example how other games do it and that's why capcom offers these kind of multipliers to have a similar feeling to the numbers.

Though if you stay within a single type of weapon, then it doesn't really matter what you're using and even if you do, you're probably just gonna build the weapons with higher rarities either way. Like it doesn't matter if you go from 185 to 195 or from 888 to 936, the result will be the same anyway.

Originally posted by AuraFlash:
a 700 Power switch axe....when it doesn't do 700 Damage at all? the issue is the coefficient DOESN'T compensate for motion values, it's a lie to you to make you feel "UNGA BUNGA WEAPON STRONG" when you don't know why it NEVER REACHES THAT VALUE!

Goes in the other direction as well though. I'm doing 430 dmg with true charge slashes on my greatsword with a power of 195. If the multiplied number doesn't make sense, then it's the same for the raw number as well, which is why this setting is completely useless either way, especially as long as they're not showing any calculations to begin with.

So unless you're a math nerd and do some actual calculations with the numbers, there's literally no benefit in switching it off (or on), but content creators still love handing this out as some kind of secret that makes you feel more like a pro-gamer without explaining why it's beneficial to know that in the first place.
Last edited by Maya-Neko; Mar 7 @ 4:06pm
Originally posted by Maya-Neko:
Originally posted by Platapoop:
To this day I have no idea why capcom does this. Average people are going to assume that +attack skills give DBs and bows more value than on GS and hammer and what not.

It's explained on the setting itself: The coefficient will show a number that's closer to how it feels.

For examble if a dual blade attacks 3 times faster than the GS, then you might expect the GS to have 3 times the dmg to balance it out. That's for example how other games do it and that's why capcom offers these kind of multipliers to have a similar feeling to the numbers.

Though if you stay within a single type of weapon, then it doesn't really matter what you're using and even if you do, you're probably just gonna build the weapons with higher rarities either way. Like it doesn't matter if you go from 185 to 195 or from 888 to 936, the result will be the same anyway.

Originally posted by AuraFlash:
a 700 Power switch axe....when it doesn't do 700 Damage at all? the issue is the coefficient DOESN'T compensate for motion values, it's a lie to you to make you feel "UNGA BUNGA WEAPON STRONG" when you don't know why it NEVER REACHES THAT VALUE!

Goes in the other direction as well though. I'm doing 430 dmg with true charge slashes on my greatsword with a power of 195. If the multiplied number doesn't make sense, then it's the same for the raw number as well, which is why this setting is completely useless either way, especially as long as they're not showing any calculations to begin with.

So unless you're a math nerd and do some actual calculations with the numbers, there's literally no benefit in switching it off (or on), but content creators still love handing this out as some kind of secret that makes you feel more like a pro-gamer without explaining why it's beneficial to know that in the first place.

Yea, its one of those things that's only useful if you make it useful for yourself. In most cases I don't think it will be useful for a lot of people as they aren't going to care about motion values.

The elemental bloat value however, needs to have an option to be removed in my opinion. People are claiming elemental crit isnt working because their 600 elemental weapon only gains like 7 damage on a crit, which means its actually working.

600 element is actually 60, and 7 more damage is actually a pretty decent chunk.
Originally posted by NiamhNyx:

Yea, its one of those things that's only useful if you make it useful for yourself. In most cases I don't think it will be useful for a lot of people as they aren't going to care about motion values.

The elemental bloat value however, needs to have an option to be removed in my opinion. People are claiming elemental crit isnt working because their 600 elemental weapon only gains like 7 damage on a crit, which means its actually working.

600 element is actually 60, and 7 more damage is actually a pretty decent chunk.

this, i'd actually would like to know how much actual element/status i'm inflicting per attack/prock
Originally posted by AcidGoose:
Fairly new MH player here, so maybe I'm oversimplifying, but why does this matter? Are you comparing the damage from one weapon type, say a bow, with another, like a GS? Why would you do this? Of course these numbers wouldn't be comparable. If I compare two of the same weapon types, the "true attack power" shouldn't matter. Or am I missing something?

It's kinda like comparing the Imperial system with the Metric system. If you want to try out a different weapon type, say you're a GS player and you want to try Hammer, it'd be nice to see which Hammer has a similar attack value to your GS. This is why you would compare the damage from one weapon type with another. I pick GS and Hammer as examples because they're the big hitter weapons that you don't worry about elements too much on but even though GS can put out the highest single strike damage in the game the Hammer is shown with a higher coefficient. Also, if you're trying out a new weapon seeing the true attack value instead of a value with coefficient helps with comparing one weapon to another of the same type since you would already know what is "high" and what is "low". With coefficients turned on 1000 attack could be quite high for one weapon type but very low for another. With coefficients turned off you already know that 100 is low and 200 is high within the same weapon type and if you look at another weapon type it's the same thing. It's just another layer of confusion taken away.

The other reason you would turn coefficients off would be to accurately see attack modifiers. Attack boost says "+3, +5, +7," etc. However, those boosts are shown without coefficients regardless of your settings. So for a GS with 1000 attack with coefficients, a +7 attack would show up as 1034 attack and a +7 on a 1000 attack Hammer would show up as 1036. With coefficients turned off a +7 on a 200 attack weapon is 207 no matter what weapon type it is.

And honestly, the coefficient values for each weapon are pretty nonsensical. Heavy Bowgun is a slow and hard-hitting weapon but its coefficient value is 1.5 while Dual Blades, a fast and light weapon, has a coefficient value of 1.4. Meanwhile, GS has a value of 4.8 and Hammer is 5.2.

Of course, all of these points except the attack modifiers matter only if you want to try out more than one weapon. If you use GS and only GS and you never ever want to use anything other than GS then with or without coefficients it doesn't matter too much.
Six3rdy Mar 22 @ 9:10am 
Originally posted by AcidGoose:
Fairly new MH player here, so maybe I'm oversimplifying, but why does this matter? Are you comparing the damage from one weapon type, say a bow, with another, like a GS? Why would you do this? Of course these numbers wouldn't be comparable. If I compare two of the same weapon types, the "true attack power" shouldn't matter. Or am I missing something?


Yo. Forgive me for being late af on this. Lol. This is my absolute first time responding on Steam Community. :D

This question is definitely valid, but there IS use for this. I prefer to see the true raw myself, but both are useful imo. The true raw is the "raw material" (pun VERY much intended) that your weapon of choice turns into big damage; the way in which it does so depends on the weapon. So it's good to know.

On the other hand, it IS fairly common sense to guess that a GS does more damage per hit than a Bow, but the bloated values shine by giving you a rough estimation of that gap. Some folks can find this useful for conceptualizing. But I believe that when you understand the different motion values of each weapon, you won't need the bloat value as much. Though I won't judge someone for using the bloat values if that's what helps them make the most of their experience.

When you made this post, you hit the bullseye whether you knew it or not, lol; the true raw is VERY helpful for comparing both within weapon groups and across weapon groups. That's where true raw shines, because it's good for both, whereas the bloat helps mainly in the latter. The across-weapon-group comparison is useful because if you wanna shift from GS to Bow or Lance or DB, you can have a sense of if you're "going backwards" in damage.

A 180 on a GS is different from a 180 on a Bow, but a GS and Bow that both do 180 are around the same league. And a Bow with 170 isn't a major step down from your 180 GS. You can use this info to make a more informed decision on what Bow you wanna get when/if you transition from GS, for example.

Plus, the true raw is easier to compare weapons within a group to see if a high raw weapon (i.e., 200) with green sharpness is worth over a moderately high weapon (180 or 190) with blue sharpness or higher. Just google the sharpness multipliers and multiply the raw by it, or make the weapon and try it out in the training area, or even on a hunt. (Granted sharpness doesn't just affect damage, but feel as well. But you get the idea.)

Hope my Ted talk helped. Lol. I'm bad at being concise, but I felt I had to develop the point a bit to put the answer in the right perspective.
Six3rdy Mar 22 @ 9:48am 
Originally posted by Girth Control:
I'm so confused by this mechanic. The more I look it up, the more it looks like the "bloated" value is the more accurate one. The non-bloated value doesn't take into consideration anything other than the weapon's base stats, while the coeffiecent compensates for motion values? Wouldn't I WANT it to compensate for motion values?

Like I'm looking at weapon stats right now and I don't understand - if having coefficient off is the "true" damage, why would I use anything other than dual blades when they deal the same amount of damage as a great sword or hammer?


Yo. Wanted to say that I put up a longish post that kinda explains this one a lil' bit just now. But to your question, I see where you're coming from, but the importance of the true raw comes from the math (the mateematicks, if you will) behind Monster Hunter damage calculation.

The formula is essentially (forgive the complete bastardization of it, math guys; it's a necessary sacrifice):

(Weapon Motion Value) X (True Raw) X (Everything else that IS relevant but not rn.........respectfully) = DAMAGEEEEUUUAAGHHH!!!!!

The differences between the damage each weapon group does per hit is accounted for in the Weapon Motion Value, or MV for short. Each weapon has a general MV, and all of em are different. This is why the GS does more damage per hit than others like DB or Bow; its MV is bigger.

So the weapons DO do the "same amount of damage," but because of the motion values (in part), each weapon has a different way of getting there. The DB is death by a thousand cuts, literally; but the GS or Hammer is "hit em hard multiple times." Lance and LS are in between to a degree. This is where your choice of weapon comes in; how you want to bomboclatt da monstah is up to your tastes.

The MV is just a mathematical way of saying, "Different weapons of different sizes do different damage per hit."

Now back to the plot. The true raw setting takes for granted that you're keeping the "different weapons hit differently" fact in the back of your head, and the reward for using the true raw is that it's easier to compare weapons with than the bloat. The bloat tells you a rough overall damage that your weapon will do, and it compares it to other weapon classes via sheer size alone. And bloat is never useless imo, so let no one judge you.

But what about a weapon with a high damage number but blue or even green sharpness? Is it worth the buy? Is Hope Edge III really that much better than Hope Edge IV, when the iron weapon tree has something that beats em both but isn't as sharp? What attack number is too low when everything is bloated? Is the status effect that comes with the Lala Barina weapon worth the buy with an attack of 120, when 140 or 150 has more beef to it?

If I wanna move from LS to DB or Bow, how will I know if I'm going backwards in tier relative to where I'm at now? The bloat tells me that a GS does more damage than a bow, but if I see a 300-ish number on a Bow or DB, then is that good?

The last two paragraphs are questions that are easier to answer with the True Raw. Hence, the general emphasis on it. The bloat value is never useless, but the true raw is easier to compare within AND between weapon groups, and develop a feel for what number you need. (Example: Using a 150 weapon and playing it how I should, I took down a Rathian in 15-ish minutes. So I can conclude that 150 is a good number, and anything higher is better.)

Sorry for the dissertation. I felt I needed to develop the point to really drive it home.
Last edited by Six3rdy; Mar 22 @ 9:51am
Catalyst Mar 22 @ 9:55am 
no, i don't think i will
This does not change your killing time, though
Six3rdy Mar 22 @ 9:59am 
Originally posted by Gill:
I have a very important question: Can my ego handle it?

This IS an important question. Lol.

Id say yes. (he he, get it? "id?" he he....he he.)

Every weapon is capable of having Big D (as in Damage) energy. Lol. The bloat value is just a different way of stating it. True raw vs bloat is like "potato potOTo," but saying "potato" makes things clearer.

The damage you deal stays the same no matter how you classify it (and I mean this as a compliment, to be clear). Your ego will be fine. Lol.
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Date Posted: Mar 7 @ 10:31am
Posts: 30