Monster Hunter: World

Monster Hunter: World

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Greywolf Aug 24, 2018 @ 7:34pm
reliable way to gauge a monsters health?
Besides limping when the monster is nearly finished, is it possible to see what level a monsters health is at before they start limping or get any indication of what their health might be?
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Showing 1-15 of 17 comments
Rogue Aug 24, 2018 @ 7:35pm 
The EKG heart monitor at the bottom left, a skull icon on the monster icon on minimap, limping action.
zero Aug 24, 2018 @ 7:35pm 
they drop red parts when you beat on them, first 1 is half..ish? second one is when within capture range, other then that no real obvious tells besides limping
[HI5]Turbine Aug 24, 2018 @ 7:37pm 
Originally posted by zero:
they drop red parts when you beat on them, first 1 is half..ish? second one is when within capture range, other then that no real obvious tells besides limping
It is just broken part that can be used as ammo for slinger.
zero Aug 24, 2018 @ 7:38pm 
Originally posted by HI5Turbine:
Originally posted by zero:
they drop red parts when you beat on them, first 1 is half..ish? second one is when within capture range, other then that no real obvious tells besides limping
It is just broken part that can be used as ammo for slinger.
that drop at specific health%'s, which makes it an easy way to get captures long before they run
Azael Ijima δ Aug 24, 2018 @ 7:38pm 
Yep no real indicator except knowing their average health.
And even with that, i believe HP of monsters of the same specie can vary in function of their size, so, meh.
I just know that they usually flee and go somewhere else when their health reach a certain point, something like 1/4, 2/4, 3/4 then limping and going to sleep i guess.
Frosty Aug 24, 2018 @ 8:12pm 
The EKG sort of helps, but sometimes it goes "almost flat" even before the monster starts limping/showing a skull. Can't say I have tried to capture a monster at that point (sorta don't want to waste the shock trap and have to recraft if it fails).
Captainn Aug 24, 2018 @ 8:14pm 
Textures change after you damage a part enough. Other than that, people have already said it
Greywolf Aug 24, 2018 @ 8:23pm 
Originally posted by Frosty:
The EKG sort of helps, but sometimes it goes "almost flat" even before the monster starts limping/showing a skull. Can't say I have tried to capture a monster at that point (sorta don't want to waste the shock trap and have to recraft if it fails).

Yeah I can't really tell what the EKG is supposed to be keeping track of? Because sometimes it will be almost flat then jump back up to a higher pulse.

Do monsters heal in any way during a hunt?
Juno Brier Aug 24, 2018 @ 8:26pm 
The most reliable way to gauge a monsters health is with this simple question:

"is the monster dead yet?"
If the answer is no, its health is still too high and you should hit it more.
DantE Aug 24, 2018 @ 8:28pm 
they drop slinger ammo at 30%, 20% and 10%. you can trap most monsters at around 25% and they start fleeing at around 19%.

this was true for anything but jyuratodus for me, or i just suck at spotting his slinger ammo, but he drops the first one really early, dunno, figure it out and come back to me ;)
Last edited by DantE; Aug 24, 2018 @ 8:30pm
Jynn Aug 24, 2018 @ 8:34pm 
Originally posted by Greywolf:
Originally posted by Frosty:
The EKG sort of helps, but sometimes it goes "almost flat" even before the monster starts limping/showing a skull. Can't say I have tried to capture a monster at that point (sorta don't want to waste the shock trap and have to recraft if it fails).

Yeah I can't really tell what the EKG is supposed to be keeping track of? Because sometimes it will be almost flat then jump back up to a higher pulse.

Do monsters heal in any way during a hunt?

it drops to the higher pulse when they are Enraged. Once that runs out, it'll go back to the flat lining

i've captured monsters with a almost flat line but no skull on mini map, just FYI, so it is possible. Bsically if it's nearly flat lining and limping, you can try to capture it. But you can wait for the skull on the mini map if you want to be really sure
Hare+Guu! Aug 24, 2018 @ 9:42pm 
If they suddenly keel over in quick succession, that means they're gonna die in a couple of hits. Best to stop attacking and use a trap then.

Another way is if they suddenly start running back to the place where they just ran away from. This happens when you do so much dps that their normal run away hp threshold is ignored and it switches to a time based one. They only realize that they went down enough hp when they get to the next area and starts running back immediately without even limping. For example: You try to hunt Diablos in his lair, he runs away, you sharpen and as you run out, he comes charging back in. That means he's gonna die soon.
Last edited by Hare+Guu!; Aug 24, 2018 @ 9:44pm
VIOR ~ Aug 24, 2018 @ 9:50pm 
for me, the easiest way is to collect target monster traces. open ur world map and see at the bottom left corner if the gauge is full, ur scoutflies will mark the dying monster with skull icon on the map
D's Journal Aug 24, 2018 @ 9:51pm 
limping is the best way to know.
the flatline thing is iffy
Sygmaelle Aug 24, 2018 @ 9:51pm 
Originally posted by Greywolf:
Besides limping when the monster is nearly finished, is it possible to see what level a monsters health is at before they start limping or get any indication of what their health might be?

ekg monitor and the pod the monster is dropping. at the 2nd red pod (red material) hes at very low health
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Date Posted: Aug 24, 2018 @ 7:34pm
Posts: 17