Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Attack gives you a certain raw damage on any hit.
So the logic says that if you can achieve the same damage without crits as you would with full affinity you should go for attack boost instead.
However boosting affinity is in general way easier than boosting attack (at least to a level that could be compared with crits), so people tend to aim for a certain affinity first before increasing their attack.
This varies depending on weapons - in general, it's worth investing on attack for hard hitting weapons because the already high base raw damage compensates for the lack of crits, while for fast hitting elemental weapons like bows or dual blades you might want to max out crits instead since they rely on the higher elemental crit multiplier.
If you go for DPS based on affinity, you also need crit boost and don't bother with crit boost unless have 70% or more affinity for it to be worth it.
Mix of both is most optimal, that and going for weak spots with tenderizer jewels.
raw damage have minus affinity. but have big damage.
the calculation of monster hunter confusing.
even if crit is RNG per hit, over a whole hunt it is very reliable.
Att up is a flat damage added and crit is percentage based -> that mean crit>att for hard hitting tiers like jho or diablos /// and att>crit for soft hitting tiers
only true raw matter so there is no difference between fast hitting weapon and hard hitting weapon type OVER A WHOLE HUNT ( I aggre not critting with a GS suck)
The only exception is CB and SA for their shock phials, *also bowgun w/ cluster, wyvern fire and sticky ammo* it scale on raw and does not crit
I recommand going with Maximum might+Weakness exploit (+80% crit) ; Peak performance+lifesteal augment ; Handicdraft for white sharp
Dragonking Eyepatch α
Kushala Cista β
Kaiser Vambraces β
Vaal Hazak Coil β
Death Stench Heel β
-----------------
Mighty Charm II
-----------------
2x Peak Performance Jewel
3x Recovery Speed Jewel
1x Maximum Might Jewel
Crit is effectively worth .025x your weapons attack per %. So if your hammer does 300 dmg, a crit gem will add 22.5 dmg (300*.025*3)
Also crits are 25% extra damage, not 2.5%. So you have to multiply by 0.25.
https://trog.zone/hunter-helper/
Just keep in mind that it assumes 100% uptime of things such as peak performance and agitator so you'll need to apply a bit of common sense to figure out what's best for you.
raw atk also increate ur damage but the true damage deal is go throught difference math for each weapon so delend on weapon it isnt worth unlet for some build that cant crit like HGB clusterand sticky then u have no choice but take atk booste for raw damage
also it is easy to get 100% crit rate again weakspot with many weapon late game
also when combo crit rate with something like teo 3 piece bonus then ur melee build ll never need to sharpen ur weapon for whole fight = more dps concentrate
in the end affinty for crit rate or raw atk is total depend on ur liking and build just test them both and pick ur favor
for medium speed and slow weapons you want to tailor your damage around white sharpness, elementless, and affinity, put flat attack in the back of your mind.
so unless you're using SnS / DB / and i think IG, every other weapon wants to build around affinity.
10% affinity, is worth about 2.5% bonus damage all the time, with no other considerations, getting +3 attack (level 1 of attack jewel 1) comes out to about a 2.2% bonus all the time. (this is pending weapon and motion values etc).
so ultimately unless you're min maxing, dont worry about either and just slap on as much as you can get. but if you're getting nitty gritty than affinity + crit boost is the way to go.
your tier 1 slots that generally have no damage boost available.... besides crit chance and raw attack, attack wins out heavily against t1 slots and they're your go to "dump" (but lets be real here you dont have 6+ attack jewels laying around)
and of course, affinity post 100 is all worthless dead stats, so dont do that. weakness exploit is typically enough on its own, and your team should be rotating 4 crit boosters for another bonus 50% all the time netting you 100% with a 0 affinity weapon.
bullshiet, 25% extra damage for each hit can easy do more damage if the weapon has decent raw.