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报告翻译问题
-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??
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.
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.
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.
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
https://www.youtube.com/watch?v=YfjTZLxekig
Gunlance!