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I don't know the numbers, though.
Can you explain Attack Boost for me? I always end up skipping over it because the +21 Attack thiung seems so tiny in comparison to my 1000 Attack hammer...but I have a feeling I'm not looking at it right. I know damage scales down like 90% in relation to what you hit, or something..so maybe that's how Attack Boost works too? A 1000 damage hammer can expect 100 damage hits before any multipliers come into play, right? Give or take.
Does that technically mean that Attack Boost 7 would be adding 210 Attack to my hammer in terms of its printed, written attack? Like Attack Boost 7 + 1000 damage hammer would really be 1210 damage hammer, technically? If so, that's huge. Is there a cap?
It's about time I stop ignoring Attack Boost, I just want someone to explain to me why I should, besides the +5% Affinity. I know it HAS to be decent, every build I see seems to love it, and the decorations for it are very rare too.
Was a bit frustrated recently when I was trying to build into the Rathalos Sword and Shield, since I made an "iron clad" build with Level 5 Fire Attack in it, and wasted materials making a Blaze Charm III, then I realised you cap out the elemental bonus at Level 2 Fire Attack (with that particular weapon)
Really wish I understood the intricate number details better
Weakness exploit and affinity don't modify your raw, just your ability to crit when attacking weak points.
Handicraft raises weapon sharpness which modifies your final damage calcualtions.
Red Orange Yellow Green Blue White
0.50 0.75 1.00 1.0 1.20 1.32
So with this chart, if you do 1 damage after everything but before weapon sharpness, the following chart will tell you how much extra damage you gain or lose based on sharpness.
Attack modifiers are based on weapon speeds and motion values. It's actually rather complicated, but getting +4 Attack is generally always one of the first things you look for in any build that can crit.
If you want to actually read it all, there's quite a bit and it's all presented here.
https://mhworld.kiranico.com/guide/damage
Is it worth it in the end, or is it more of a niche novelty thing? In a perfect world it would simply reverse the damage values so eventually you'd hit Red Sharpness and gain 1.32 damage infinitely, or something...but I know that won't be the case at all.
I'll have a look. Thanks. Any way you could explain it in dumbass though, so I might understand?
The damage formulas on this game are unnecesarily convulted
What you see on the status page is not the actual attack of your hammer, every weapon base damage is multiplied for whatever reason by a hidden modifier, I can't remember the hammer one but is a very high one so I'm gonna assume it's a 5x, this means attack 7 that adds 21 damage actually adds 105 damage to your hammer, asumming you have a 1000 damage hammer this is roughly a 10% boost.
Mind you looking for attack 7 imo is severelly overrated, attack 4 is enough for the affinity, I rather have some extra survival or utility skills instead.
2 DIABLOS ARMOR (Only Bludgeoner active): B: 166 (912 ATT) / G: 157 (984 ATT) 7.89% ATT increase / Y: 157 (1032 ATT) 13.15% ATT+ / O: 120 (1056 ATT) 15.78% ATT+ / R: 80 (1056 ATT) (No bounce, for some reason)
4 DIABLOS ARMOR (Bludgeoner + Non-Elem Boost): B: 183 (1003) 9.97% ATT+ / G: 173 (1085) 18.96% ATT+ / Y: 173 (1138) 24.78% ATT+ /
Basically it just lets you drop down to yellow right before red sharpness before you're bouncing attacks too much and need to sharpen your weapon.
You say tomato..
Ya ya, kind of basic video game mechanics that. Fast light hits, slow heavy hits, death of a thousand cuts or death by arc of obliteration
Next time I play, I'll whip up an Attack Boost 7 set of armour, Dober should be a step in the right direction for that, maybe I'll have to upgrade the Attack Charm too etc, and I'll see how much of a difference having it versus not having it makes in the training room.
If it turns out to be super good though, that's more build stress for me
However the GS is the exception to this,
DO
NOT
GO
ELEMENTAL
WITH
GREAT SWORD
GS is all about that sweet, sweet true charge hit.
I don't understand how it works. I saw that Level 4 and Level 5 of the Fire Attack skill adds +100 and +5% or +10% respective, so I figured it would be huge elemental damage, but aparently not. So very confusing at all times. That's why I normally stick with raw.
I remember seeing 1008 hits with the Tier 8 Nerg Greatsword on the PS4, and that was without really caring about stuff like Critical Boost and Attack Boost and what have you. Greatsword is definitely all about the raw, for sure. I started on the hammer and thought that hit hard, then I moved on to the Greatsword and I was instantly enthralled by the damage increase, lol.
Example, CB. Most have decent elemental damage, however SAED (the big attack you can spam every 5 seconds or so if you're good) doesn't crit, so you're better off stacking as much raw and going with the Diablos weapon even though it has -30 affinity. And the Rocket Great Sword that's hopefully coming soon. Even though it CAN take all 5 levels of +Fire attack, it's only useful on Val, and even then it still falls behind the raw damage build.
Yeah, I'm starting to not be able to have any build without Weakness Exploit in it by default.
Sometime soon maybe when I get more decorations I might start looking into Affinity focused weapons like the Kulu hammer and such. I'm waiting for a Hero's Streamstone: Sword or Hammer to upgrade my Xeno weapon...not sure if I'll go with health regen or affinity. +25% affinity seems like it'd be fantastic with Weakness Exploit Level 3 and Attack Boost 4...but Health Regen might encourage me to stop using Mushroomancer for healing too. Decisions decisions.
I wonder if taking a Crushing Beak III to 35% Affinity and then using Weakness Exploit to make that 85% then squeezing the last 15% from somewhere (Max Might, Crit Eye, Attack Boost, I dunno) and then taking Teostra's Technique would be a viable strat or not.
Doesn't have to be a Crushing Beak III though, just any old Affinity focused weapon maybe.
Regen, ALWAYS regen. Nothing in the game increases your kill rate more than the regen augment outside of simply gitting gud. If you git gud, you won't be hit, then you don't need the regen augment and can go affinity/socket/raw
As far as hammers go, go the Parahammer build using the Girros hammer, it locks down the monster for more face bashing which leads to more knock outs, which in turn leads to more face bashing which feeds another paralyize, which in turn gives MORE face bashing for another KO, and you get the point.
For GS, you can LOL at the damage you take and go almost pure blind aggro with the regen augment, level 1 charge gets you like 20% of your health, level 2 is like 40-50%, and true charge will heal you almost completely.
Regen heals for 10% of the damage done, which is just dumb with the GS.
Edit: With my GS build on PS4, I run the Kulv Crit build with an extra resist stun jewel, as long as the monster can't do 2 OHKs back to back, I really don't move out of any attacks and just face tank everything because LOL I heal more than it does to me.