Monster Hunter: World

Monster Hunter: World

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MarcusEvonblade 2019 年 5 月 12 日 上午 2:21
EXPLAIN HOW DMG WORKS?
Can anyone explain how weapon dmg works? Me and my friend keep getting vastly different dmg numbers. Ex i use the great bonesword 3 which claims bout 600 dmg yet he uses the pulsar strong arm which is 300 ish dmg and he still does more than me.Shouldnt the weapon meant to be stronger be more consistant? I keep getting 6 and 8 with the sometimes 60-160 on anajaths while he constantly does 60-150
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正在显示第 1 - 13 条,共 13 条留言
Nine 2019 年 5 月 12 日 上午 2:41 
The damage value on weapons is a bit deceptive. The value listed is actually bloated based on the weapon type. To get the true raw damage of your weapon you have to take the corresponding bloat value:
-Great Sword 4.8
-Gunlance 2.3
-Long Sword 3.3
-Switch Axe 3.5
-Sword & Shield 1.4
-Charge Blade 3.6
-Dual Blades 1.4
-Insect Glaive 3.1
-Hammer 5.2
-Light Bowgun 1.3
-Hunting Horn 4.2
-Heavy Bowgun 1.5
-Lance 2.3
-Bow 1.2
and divide your attack value by the bloat value.

The next part is weapon attack motion values. Every attack you do with your weapon has a motion value which acts as a damage multiplier to your true raw. Slower weapons like greatsword will typicially have very high motion values whereas weapons like dual blades will have low motion values. Bloat values sort of act as a way of representing motion values on the weapon itself, but it arguably serves to be more confusing than helpful.

You also have weapon sharpness which acts as another damage multiplier. At lower sharpness levels your damage will drastically decrease and your attacks will even bounce off of harder parts of the monster. If you are seeing a noticeable decline in damage, it likely means that you need to sharpen your weapon.

There is also monster hitzone values which acts as an additional damage multiplier based on the part of the monster you are hitting and the damage type of your weapon (Sever, blunt, shot and elemental).

There are several other mechanics that affect damage directly or indirectly, such as affinity which acts as crit chance or skills like master's touch or razer sharp which prolong weapon sharpness, but that stuff tends to be a little more obvious.
Bill Goldi 2019 年 5 月 12 日 上午 2:58 
引用自 Nine
The damage value on weapons is a bit deceptive. The value listed is actually bloated based on the weapon type. To get the true raw damage of your weapon you have to take the corresponding bloat value:
-Great Sword 4.8
-Gunlance 2.3
-Long Sword 3.3
-Switch Axe 3.5
-Sword & Shield 1.4
-Charge Blade 3.6
-Dual Blades 1.4
-Insect Glaive 3.1
-Hammer 5.2
-Light Bowgun 1.3
-Hunting Horn 4.2
-Heavy Bowgun 1.5
-Lance 2.3
-Bow 1.2
and divide your attack value by the bloat value.

The next part is weapon attack motion values. Every attack you do with your weapon has a motion value which acts as a damage multiplier to your true raw. Slower weapons like greatsword will typicially have very high motion values whereas weapons like dual blades will have low motion values. Bloat values sort of act as a way of representing motion values on the weapon itself, but it arguably serves to be more confusing than helpful.

You also have weapon sharpness which acts as another damage multiplier. At lower sharpness levels your damage will drastically decrease and your attacks will even bounce off of harder parts of the monster. If you are seeing a noticeable decline in damage, it likely means that you need to sharpen your weapon.

There is also monster hitzone values which acts as an additional damage multiplier based on the part of the monster you are hitting and the damage type of your weapon (Sever, blunt, shot and elemental).

There are several other mechanics that affect damage directly or indirectly, such as affinity which acts as crit chance or skills like master's touch or razer sharp which prolong weapon sharpness, but that stuff tends to be a little more obvious.

Wait wait, so it mean the number that stated on the monitor when we hit it even tough it look weak for example BOW hit 10 or 20 dmg on screen while LS can hit 30 or 50 onscreen when we hit same monster and same spot doesnt mean that the bow is weaker than LS??
Nine 2019 年 5 月 12 日 上午 3:11 
引用自 XtremenyX
Wait wait, so it mean the number that stated on the monitor when we hit it even tough it look weak for example BOW hit 10 or 20 dmg on screen while LS can hit 30 or 50 onscreen when we hit same monster and same spot doesnt mean that the bow is weaker than LS??
In the example you gave, sure but you don't really operate in a vacuum like that. Bows shoot multiple projectiles and attacks faster than longsword, so determining the damage needs to factor that in. Ranged weapons also have the benefit of having far more attack openings than melee weapons do, so your damage will generally be more consistent. Also a part on a monster that is vulnerable to sever damage like from a longsword is not necessarily vulnerable to shot damage from bows.

Weapons with low motion values and fast attacks like bows and dual blades are also best used with elemental damage rather than raw damage, which the vast majority of weapons prefer to use. This is because elemental damage isn't affected by motion values, so it always deals consistent damage. Elemental bow builds in particular have some of the fastest speedrun times in the game.
最后由 Nine 编辑于; 2019 年 5 月 12 日 上午 3:13
Procrastinating Gamer 2019 年 5 月 12 日 上午 3:15 
引用自 XtremenyX
Wait wait, so it mean the number that stated on the monitor when we hit it even tough it look weak for example BOW hit 10 or 20 dmg on screen while LS can hit 30 or 50 onscreen when we hit same monster and same spot doesnt mean that the bow is weaker than LS??
In just damage numbers, maybe. But the bow can hit monsters in situations where the longsword can't (like against monsters that like to stay airborne, like Rathalos) - the longsword user also has to watch out for and evade attacks more frequently than the bow user, who may be out of the monster's reach at times, allowing the bow to continue dealing damage when a longsword user would have to back off.

By the same measure you're going by, a greatsword is the strongest weapon in the game since it can do the most damage per-hit. But it only gets those attacks off intermittently because of the long windup and they can end up missing or be forced to cancel in order to avoid an attack. The damage numbers that pop up during the fight only tell part of the story.
MarcusEvonblade 2019 年 5 月 12 日 上午 3:18 
Ps is it just me or are ranged weapons not actually ranged? Like you still have to be pretty close to do decent dmg
Procrastinating Gamer 2019 年 5 月 12 日 上午 3:25 
引用自 MarcusEvonblade
Ps is it just me or are ranged weapons not actually ranged? Like you still have to be pretty close to do decent dmg
That's a stylistic choice - and for the sake of gameplay so that the player is still at risk of the monster's attacks. If they made those weapons have more realistic ranges, it would just make using them a massive game of keepaway. If the player isn't at risk, where's the challenge? And, if the ranges were realistic, why would you ever use a melee weapon over a ranged one?
Zygozium 2019 年 5 月 12 日 上午 5:52 
https://www.youtube.com/watch?v=C0cznOqcSdA&list=PLqLOcmRN4Przwkhp3u_1PMCutzMBY3J0K
https://www.youtube.com/watch?v=77ZsO3X-nrE&list=PLqLOcmRN4Przwkhp3u_1PMCutzMBY3J0K&index=2
https://www.youtube.com/watch?v=6l_Bzy2c3xc&list=PLqLOcmRN4Przwkhp3u_1PMCutzMBY3J0K&index=3

These are the Monster Hunter Math Guys and they have a series on how damage is calculated. Three videos that dissect the bloat values, Effective vs. true raw, hit zone values, and elemental damage.
最后由 Zygozium 编辑于; 2019 年 5 月 12 日 上午 5:54
Katitoff 2019 年 5 月 12 日 上午 5:59 
There is a crapload of math behind damage calculations in MH series, so stick to the rule of thumb, which is, if 2 weapons are of same rarity and of same element, in equal gear should be doing comparable DPS.

It doesn't matter that bow does 30 damage and GS 500 when you can just pepper spray that damage constantly and GS can get a hit only once in a while on opening.
Bill Goldi 2019 年 5 月 12 日 上午 6:12 
引用自 Katitoff
There is a crapload of math behind damage calculations in MH series, so stick to the rule of thumb, which is, if 2 weapons are of same rarity and of same element, in equal gear should be doing comparable DPS.

It doesn't matter that bow does 30 damage and GS 500 when you can just pepper spray that damage constantly and GS can get a hit only once in a while on opening.

Ah i see. In the end, the consistent in landing hits that matter not EFR
最后由 Bill Goldi 编辑于; 2019 年 5 月 12 日 上午 6:12
MasalaMouth 2019 年 5 月 12 日 上午 6:46 
MH Math Guys.
Corrodias 2019 年 5 月 12 日 下午 2:05 
引用自 MarcusEvonblade
Ps is it just me or are ranged weapons not actually ranged? Like you still have to be pretty close to do decent dmg
Yes, absolutely, that is the case and is intentional. The only playstyle that's able to do good damage without ever getting remotely close to the monster is sticky/cluster HBG, which is less of a weapon and more of a force of nature, whose primary challenge is not annoying teammates with badly-placed clusters.
最后由 Corrodias 编辑于; 2019 年 5 月 12 日 下午 2:06
Tregrenos 2019 年 5 月 12 日 下午 3:25 
I point my Gunlance at something and it hurts them... I want to make this seem more in-depth, but once I start the boom I just don't stop till doom!

https://www.youtube.com/watch?v=YfjTZLxekig

Gunlance!
Smug Kot 2019 年 5 月 12 日 下午 3:30 
To be honest MH has one the most ♥♥♥♥♥♥ ways to tell the player about how much dmg one actually does, its not only AR but a ♥♥♥♥ ton of other stuff.
最后由 Smug Kot 编辑于; 2019 年 5 月 12 日 下午 3:30
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发帖日期: 2019 年 5 月 12 日 上午 2:21
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