Monster Hunter: World

Monster Hunter: World

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Kayeser Jun 17, 2020 @ 3:17am
Players Are Hitting the Wrong Monster Parts in Multiplayer
KO = stun status
KD = knockdown from damage to certain part

As a hammer user, the head is the obvious and best choice to focus in most cases because I can do a KO and KD/dunk. There are cases like Zinogre where I can only KO the head and will need to attack the arms for a KD.

I notice that some ranged weapon users will tenderize and aim only for the wings on monsters like Gold, Silver, Namielle, Velkhana, etc. because it's easier. It would behoove you to know that it can't be downed like that. It’s much better if you position with the team and in front of the monster to hit the head; no more standing far and behind the monster. Much more disappointing is when melee users purposely don't hit right spot even though a lot of their damage comes from KOs and KDs.
Originally posted by Tetsu:
Originally posted by Mean Man (Alfons):
Not gonna lie, I've played this game, no, this entire series for around 1500 hours and I still don't know how knockdown tresholds really work, other than Stun
It depends on the monster, but most of the time trips are caused via leg damage. All elders besides Luna trip via head damage, usually every second head flinch (except Kushala, who trips on every single head flinch).

Luna trips from leg damage, with all 4 legs sharing 1 part value. So you can spend 60% of progress on the back left leg, 20% on the front right leg, 20% on the back right leg and it'll all make progress towards the trip.

Zin/Stygian/Odo trips from leg damage. While the head is a better hitzone, it's infinitely more valuable to focus the legs and keep them tripped as often as possible. The less time they spend moving around the arena and the less time you have to spend dodging their attacks, the more time you're saving overall in your hunts. Zin and Stygian can only trip via front leg damage (both their right and left legs share a part value. They also trip every second threshold) while Odo/Ebony Odo can be tripped from both front legs and back legs.

Flying monsters CAN be tripped via leg damage, and both legs share part values, but it's usually better to dunk by dealing head flinches while they fly. Dunks also reward you with a longer down time than if you had leg tripped them. The metal raths also have insanely high values to make progress towards a leg based trip (I think it's something like every 4th leg flinch is a trip).

All brute wyverns can be tripped via leg damage, but it's a very short duration for every single brute wyvern. Jho/S. Jho have a special flinch state where they'll recoil back after you hit them, before doing a dragging bite towards you. If you time your attack to trade with them as they're in this animation (or dodge and hit them before they finish it) you'll knock them back for a very long down state. Glav, Anja and Fulgur also have their special powered up states which places a damage meter on their head. Deal enough damage while they're in their special states and they'll fall down for a longer period than a leg trip would have offered.

Rajang/Furious Jang can be tripped via head damage, left arm damage and right arm damage.

Brachy can be tripped via head damage only, every second flinch, but breaking his arms will make him "reload" his arm slime more often which gives you opportunities to hit the head. Raging Brachy trips via left arm break, right arm break, head break, and can be tripped via leg damage once all of those breaks are expended.

Tigrex/B. Tigrex/Barrioth/Narga all trip via "leg" damage (their weird wing arms specifically). Barrioth can also be tripped by the first head break. Narga can be tripped via head flinches, but they take so long that you can spend the entire fight focusing only the head and get maybe 2 head trips before it dies.

There are a few others, like crystalburst Uragaan when he's rolling, hitting Radobaan when he's rolling with your weapon or some type of slinger pod that DOESN'T force a flinch (stones, redpits, even kinsects). Dealing damage to Coral Pukei's tail when it's filled with water, dealing head damage when that's "hydrated" even though it's really hard to tell when the head can be tripped.

I've missed some but it's a pain to list off every single thing for each monster.
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Showing 1-11 of 11 comments
Remi (Banned) Jun 17, 2020 @ 3:33am 
The vast majority won't bother to learn about hitzone values or knockdown tresholds. If you want to play with tryhards there are a lot of communities I believe, but randoms will always be randoms and attack the lowest possible hitzone just because. What puzzles me is that with damage numbers you'd think they would notice at some point, but apparently not.
Last edited by Remi; Jun 17, 2020 @ 3:33am
Washing Machine Jun 17, 2020 @ 3:38am 
Hol up, is this a hammer thread telling me to hit the head?

I think you've misunderstood something here OP, the way it works is the hammer princess shrieks at the rest of the team for not attacking bad hitzone value tail already-cut trunk on an unelectrified Zinogre, because the head is exclusively designed only for the hammer player.
Fat Pigeon Jun 17, 2020 @ 3:48am 
Actually the wings of Gold Rathian are her second best hitzone for range players directly after a broken head, so i can understand why some attack her there.

Originally posted by Washing Machine:
Hol up, is this a hammer thread telling me to hit the head?

I think you've misunderstood something here OP, the way it works is the hammer princess shrieks at the rest of the team for not attacking bad hitzone value tail already-cut trunk on an unelectrified Zinogre, because the head is exclusively designed only for the hammer player.
Yeah, iam a bit speechless,
normally hammer mains blame all other for camping THEIR hitzone, but he is right that a good team should work together with status appliement and attack the best hvz.
BOWSER Jun 17, 2020 @ 4:13am 
Oh ♥♥♥♥♥♥♥ well
~KeNnEtH~ Jun 17, 2020 @ 4:44am 
Originally posted by Washing Machine:
Hol up, is this a hammer thread telling me to hit the head?

I think you've misunderstood something here OP, the way it works is the hammer princess shrieks at the rest of the team for not attacking bad hitzone value tail already-cut trunk on an unelectrified Zinogre, because the head is exclusively designed only for the hammer player.
It seems this post is a rarity 12.
Shinshe Jun 17, 2020 @ 4:53am 
The right way only blunt dmg hits head thats hammer and hunting horn all the rest shouldnt attack head but with randoms that never happens play solo better :D
Grisnir Jun 17, 2020 @ 4:57am 
Originally posted by ~KeNnEtH~:
Originally posted by Washing Machine:
Hol up, is this a hammer thread telling me to hit the head?

I think you've misunderstood something here OP, the way it works is the hammer princess shrieks at the rest of the team for not attacking bad hitzone value tail already-cut trunk on an unelectrified Zinogre, because the head is exclusively designed only for the hammer player.
It seems this post is a rarity 12.

Maybe it's one of those rare Hammer Bros that's found the almighty power of FLINCH FREE
Meat Man (Alfons) Jun 17, 2020 @ 5:00am 
Not gonna lie, I've played this game, no, this entire series for around 1500 hours and I still don't know how knockdown tresholds really work, other than Stun
Aelin Galathynius Jun 17, 2020 @ 5:22am 
Originally posted by Mean Man (Alfons):
Not gonna lie, I've played this game, no, this entire series for around 1500 hours and I still don't know how knockdown tresholds really work, other than Stun

Hit the head for KO
HIt the legs for trip.

Think of it like breaking parts. You have to do X amount of damage to a part to break it, This also applies to trips and flinches.

Say a monsters legs have 1000hp. The left and right sides are independent. If you do 999 damage to its left legs and 999 damage to its right legs then the next hit to either leg will trip it.
Assuming you don't hit the other leg while it's downed, which would reset the damage needed to trip, then 1 hit to that other leg once it's back up will instantly topple it again.

For the head it will flinch when you hit the threshold the first time and KO on the second.
I think, but I'm not 100% sure, that it then alternates between flinch and KO each time you hit the threshold.
Remi (Banned) Jun 17, 2020 @ 5:29am 
Originally posted by Aelin Galathynius:
Originally posted by Mean Man (Alfons):
Not gonna lie, I've played this game, no, this entire series for around 1500 hours and I still don't know how knockdown tresholds really work, other than Stun

For the head it will flinch when you hit the threshold the first time and KO on the second.
I think, but I'm not 100% sure, that it then alternates between flinch and KO each time you hit the threshold.
Only for some monsters like Teo it's flinch-knockdown because there's two tresholds you need to pass. Kush gets knocked down every time you pass the head treshold, so does Velk I think... But there's also claw staggers inbetween which are another treshold and the tresholds keep overlapping and eating each other.
The author of this thread has indicated that this post answers the original topic.
Tetsu Jun 17, 2020 @ 2:14pm 
Originally posted by Mean Man (Alfons):
Not gonna lie, I've played this game, no, this entire series for around 1500 hours and I still don't know how knockdown tresholds really work, other than Stun
It depends on the monster, but most of the time trips are caused via leg damage. All elders besides Luna trip via head damage, usually every second head flinch (except Kushala, who trips on every single head flinch).

Luna trips from leg damage, with all 4 legs sharing 1 part value. So you can spend 60% of progress on the back left leg, 20% on the front right leg, 20% on the back right leg and it'll all make progress towards the trip.

Zin/Stygian/Odo trips from leg damage. While the head is a better hitzone, it's infinitely more valuable to focus the legs and keep them tripped as often as possible. The less time they spend moving around the arena and the less time you have to spend dodging their attacks, the more time you're saving overall in your hunts. Zin and Stygian can only trip via front leg damage (both their right and left legs share a part value. They also trip every second threshold) while Odo/Ebony Odo can be tripped from both front legs and back legs.

Flying monsters CAN be tripped via leg damage, and both legs share part values, but it's usually better to dunk by dealing head flinches while they fly. Dunks also reward you with a longer down time than if you had leg tripped them. The metal raths also have insanely high values to make progress towards a leg based trip (I think it's something like every 4th leg flinch is a trip).

All brute wyverns can be tripped via leg damage, but it's a very short duration for every single brute wyvern. Jho/S. Jho have a special flinch state where they'll recoil back after you hit them, before doing a dragging bite towards you. If you time your attack to trade with them as they're in this animation (or dodge and hit them before they finish it) you'll knock them back for a very long down state. Glav, Anja and Fulgur also have their special powered up states which places a damage meter on their head. Deal enough damage while they're in their special states and they'll fall down for a longer period than a leg trip would have offered.

Rajang/Furious Jang can be tripped via head damage, left arm damage and right arm damage.

Brachy can be tripped via head damage only, every second flinch, but breaking his arms will make him "reload" his arm slime more often which gives you opportunities to hit the head. Raging Brachy trips via left arm break, right arm break, head break, and can be tripped via leg damage once all of those breaks are expended.

Tigrex/B. Tigrex/Barrioth/Narga all trip via "leg" damage (their weird wing arms specifically). Barrioth can also be tripped by the first head break. Narga can be tripped via head flinches, but they take so long that you can spend the entire fight focusing only the head and get maybe 2 head trips before it dies.

There are a few others, like crystalburst Uragaan when he's rolling, hitting Radobaan when he's rolling with your weapon or some type of slinger pod that DOESN'T force a flinch (stones, redpits, even kinsects). Dealing damage to Coral Pukei's tail when it's filled with water, dealing head damage when that's "hydrated" even though it's really hard to tell when the head can be tripped.

I've missed some but it's a pain to list off every single thing for each monster.
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Date Posted: Jun 17, 2020 @ 3:17am
Posts: 11