Monster Hunter: World

Monster Hunter: World

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ORIMU Jan 26, 2024 @ 12:09pm
How is Element DMG Calculated?
Hi Im quite new! How does Element DMG add to my attack DMG?

Example, if the monster is weak to Dragon element. My Insect Glaive has (Attack: 300) and (Dragon Element: 300), do they just add up together? or by percentage?
Last edited by ORIMU; Jan 26, 2024 @ 12:10pm
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Showing 1-15 of 20 comments
Suzaku Jan 26, 2024 @ 12:13pm 
Google doc for elemental damage: https://docs.google.com/spreadsheets/d/e/2PACX-1vSuFIUfe5Sp9k6sqKvPSPbO2xcClt1WaYMf_xGocWDIkgaSDi0nBLbOKAd8GScLQRjfxbljhPO4Bjf7/pubhtml#

But put very simply: elemental damage is a flat bonus added to every hit. Therefore, faster weapons benefit more from it; mainly dual blades, bows, and some charge blades.
LonesomeSparrow Jan 26, 2024 @ 12:39pm 
First you should start by dividing your base damage by 10 so 300 raw + 300 elemental ends up being 30 raw + 30 elemental.
then there are multipliers for sharpness, the body part of the monster you hit, the difficulty of the quest, the rage status of the monster as well as additional damage from armor skills (or decorations)
Last edited by LonesomeSparrow; Jan 26, 2024 @ 12:39pm
domigold Jan 26, 2024 @ 1:03pm 
The formula to calculate elemental dmg is:
Ele. DMG/10*Sharpness*Monsterpart you hit (Head, Tail etc.)

Based on Kirin Thundersword the math looks like this:

Weapon DMG Calculation:
Display DMG: 720 Thunder (->Number you see ingame)
Real DMG: 720/10= 72
72 is the real dmg



Sharpness Calculation:
Sharpness of the Kirin Greatsword is "White". That means a 15% dmg increase to your Elemental DMG thanks to white Sharpness.


Bodypart Calculation:
That depends on what part of the monster you hit with your weapon and how high the resistance of the monster is to your element. For my example, I hit Jagras on his head with my Kirin Thundersword.
Jagras Thunder Resistance: 20

Additionally the dmg is influenced by Quest Difficulty and Rage Status.

The Formula looks like this:

720/10*1.15*0.20 ~ 16,56 Elemental DMG

So my Kirin Thundersword hits with additionaly 16,56 dmg.

The General rule is, that RAW DMG is always better except weapons with really low RAW DMG. As far as i remember that goes for Bows, Glaives and Doubleswords.
Last edited by domigold; Jan 26, 2024 @ 1:05pm
DrBonifarz Jan 26, 2024 @ 1:05pm 
The google docs Suzaku linked are an excellent collection of in-depth information. I had not seen those yet when I was writing a fun little guide that discusses some of the skill and damage mechanics without going much into detail. In case the corresponding sections are still somewhat helpful, I shamelessly link it here ;)
Happy hunting
https://steamcommunity.com/sharedfiles/filedetails/?id=2611978060
ORIMU Jan 26, 2024 @ 3:47pm 
Originally posted by Suzaku:
Google doc for elemental damage: https://docs.google.com/spreadsheets/d/e/2PACX-1vSuFIUfe5Sp9k6sqKvPSPbO2xcClt1WaYMf_xGocWDIkgaSDi0nBLbOKAd8GScLQRjfxbljhPO4Bjf7/pubhtml#

But put very simply: elemental damage is a flat bonus added to every hit. Therefore, faster weapons benefit more from it; mainly dual blades, bows, and some charge blades.
Thank you so much! This was very helpful! Im saving it on my browser.
AurumHawke Jan 26, 2024 @ 3:48pm 
Not all hits apply 1.0x element - rapid hits like Lance's charge and CB's Sav-Axe ticks (exact multiplier depends on phial type) only do 0.25x per hit.
Dual Blades and SnS have 0.7x on their standard attacks (if I'm remembering correctly) - and SnS Shield attacks have 0.0x because it's the shield hitting instead of the sword.

The sheet has this step, but it's using a 1.0x attack in its example.
ORIMU Jan 26, 2024 @ 3:49pm 
Originally posted by LonesomeSparrow:
First you should start by dividing your base damage by 10 so 300 raw + 300 elemental ends up being 30 raw + 30 elemental.
then there are multipliers for sharpness, the body part of the monster you hit, the difficulty of the quest, the rage status of the monster as well as additional damage from armor skills (or decorations)
Thank you for the short explanation, this was very helpful!
ORIMU Jan 26, 2024 @ 3:51pm 
Originally posted by domigold:
The formula to calculate elemental dmg is:
Ele. DMG/10*Sharpness*Monsterpart you hit (Head, Tail etc.)

Based on Kirin Thundersword the math looks like this:

Weapon DMG Calculation:
Display DMG: 720 Thunder (->Number you see ingame)
Real DMG: 720/10= 72
72 is the real dmg



Sharpness Calculation:
Sharpness of the Kirin Greatsword is "White". That means a 15% dmg increase to your Elemental DMG thanks to white Sharpness.


Bodypart Calculation:
That depends on what part of the monster you hit with your weapon and how high the resistance of the monster is to your element. For my example, I hit Jagras on his head with my Kirin Thundersword.
Jagras Thunder Resistance: 20

Additionally the dmg is influenced by Quest Difficulty and Rage Status.

The Formula looks like this:

720/10*1.15*0.20 ~ 16,56 Elemental DMG

So my Kirin Thundersword hits with additionaly 16,56 dmg.

The General rule is, that RAW DMG is always better except weapons with really low RAW DMG. As far as i remember that goes for Bows, Glaives and Doubleswords.
oooh, I didn't know that Sharpness also play a role. I thought its just an indicator if your weapon is sharp enough to penetrate the shell or bounce off. Thank you for this sort In-depth calculation!
ORIMU Jan 26, 2024 @ 3:52pm 
Originally posted by AurumHawke:
Not all hits apply 1.0x element - rapid hits like Lance's charge and CB's Sav-Axe ticks (exact multiplier depends on phial type) only do 0.25x per hit.
Dual Blades and SnS have 0.7x on their standard attacks (if I'm remembering correctly) - and SnS Shield attacks have 0.0x because it's the shield hitting instead of the sword.

The sheet has this step, but it's using a 1.0x attack in its example.
I see! I'll keep that in mind! Thank you!
robruckus65 Jan 26, 2024 @ 5:56pm 
Originally posted by Orimu:
Originally posted by domigold:
The formula to calculate elemental dmg is:
Ele. DMG/10*Sharpness*Monsterpart you hit (Head, Tail etc.)

Based on Kirin Thundersword the math looks like this:

Weapon DMG Calculation:
Display DMG: 720 Thunder (->Number you see ingame)
Real DMG: 720/10= 72
72 is the real dmg



Sharpness Calculation:
Sharpness of the Kirin Greatsword is "White". That means a 15% dmg increase to your Elemental DMG thanks to white Sharpness.


Bodypart Calculation:
That depends on what part of the monster you hit with your weapon and how high the resistance of the monster is to your element. For my example, I hit Jagras on his head with my Kirin Thundersword.
Jagras Thunder Resistance: 20

Additionally the dmg is influenced by Quest Difficulty and Rage Status.

The Formula looks like this:

720/10*1.15*0.20 ~ 16,56 Elemental DMG

So my Kirin Thundersword hits with additionaly 16,56 dmg.

The General rule is, that RAW DMG is always better except weapons with really low RAW DMG. As far as i remember that goes for Bows, Glaives and Doubleswords.
oooh, I didn't know that Sharpness also play a role. I thought its just an indicator if your weapon is sharp enough to penetrate the shell or bounce off. Thank you for this sort In-depth calculation!
Sharpness has damage modifiers for both raw and elemental damage.
Trehek Jan 26, 2024 @ 6:12pm 
Originally posted by LonesomeSparrow:
First you should start by dividing your base damage by 10 so 300 raw + 300 elemental ends up being 30 raw + 30 elemental.
then there are multipliers for sharpness, the body part of the monster you hit, the difficulty of the quest, the rage status of the monster as well as additional damage from armor skills (or decorations)

The 30 raw + 30 elemental is wrong btw. Or specifically, the raw is wrong. It's true that the elemental damage rating is divided by 10 to get the true damage value, and elemental damage is fixed for each strike, which means that it's more effective with fast weapons and multi-hit attacks. However, raw damage is calculated differently. The damage rating is divided by different values depending on the weapon, and is further adjusted by the motion value of the specific attack used.

For more detail, read here:
https://monsterhunterworld.wiki.fextralife.com/Weapon+Mechanics#Attack-Power
https://monsterhunterworld.wiki.fextralife.com/Elemental+Damage

The system is a bit abstract. I suspect it's an attempt to hide overcomplicated specifics and attempt to represent a weapon's rough power with a single number to keep players focused on the fun of hunting instead of number crunching.
AurumHawke Jan 26, 2024 @ 7:11pm 
Originally posted by Trehek:
Originally posted by LonesomeSparrow:
First you should start by dividing your base damage by 10 so 300 raw + 300 elemental ends up being 30 raw + 30 elemental.
then there are multipliers for sharpness, the body part of the monster you hit, the difficulty of the quest, the rage status of the monster as well as additional damage from armor skills (or decorations)

The 30 raw + 30 elemental is wrong btw. Or specifically, the raw is wrong. It's true that the elemental damage rating is divided by 10 to get the true damage value, and elemental damage is fixed for each strike, which means that it's more effective with fast weapons and multi-hit attacks. However, raw damage is calculated differently. The damage rating is divided by different values depending on the weapon, and is further adjusted by the motion value of the specific attack used.

For more detail, read here:
https://monsterhunterworld.wiki.fextralife.com/Weapon+Mechanics#Attack-Power
https://monsterhunterworld.wiki.fextralife.com/Elemental+Damage

The system is a bit abstract. I suspect it's an attempt to hide overcomplicated specifics and attempt to represent a weapon's rough power with a single number to keep players focused on the fun of hunting instead of number crunching.
The weapon multipliers tend to match a "default" attack the weapon has - like GS' 4.8 matches its uncharged draw attack's 48% MV. SwAx is the same with its Axe overhead chop - SwAx's multiplier even changed when they changed that attack's MV after Tri. LS is the same with its overhead slice. Which is why the term "bloat" was always incorrect.

Yeah, there's more numbers going around but it was adequate as a very reduced version of the formula. Exactly like the displayed number when comparing between weapon classes - a GS usually does more damage per-hit than an LS.
FAT WANZER Jan 26, 2024 @ 7:39pm 
Originally posted by AurumHawke:
Not all hits apply 1.0x element - rapid hits like Lance's charge and CB's Sav-Axe ticks (exact multiplier depends on phial type) only do 0.25x per hit.
Dual Blades and SnS have 0.7x on their standard attacks (if I'm remembering correctly) - and SnS Shield attacks have 0.0x because it's the shield hitting instead of the sword.

The sheet has this step, but it's using a 1.0x attack in its example.
Help pls the number looks small but savage axe elemental is good right?(100 affinity build kjarr)
AurumHawke Jan 27, 2024 @ 4:32pm 
Originally posted by FAT WANZER:
Originally posted by AurumHawke:
Not all hits apply 1.0x element - rapid hits like Lance's charge and CB's Sav-Axe ticks (exact multiplier depends on phial type) only do 0.25x per hit.
Dual Blades and SnS have 0.7x on their standard attacks (if I'm remembering correctly) - and SnS Shield attacks have 0.0x because it's the shield hitting instead of the sword.

The sheet has this step, but it's using a 1.0x attack in its example.
Help pls the number looks small but savage axe elemental is good right?(100 affinity build kjarr)
I may need to re-verify these numbers at some point, but it looks like I already calculated those multipliers when it first came out:
Impact Phial Sav-Axe tick: 9% raw, 25% element; AED Sav-Axe tick: 11% raw, 25% element.
Element Phial Sav-Axe tick: 5% raw, 80% element; AED Sav-Axe tick: 5% raw, 120% element.
You get about 3-5 ticks per attack.
So no need to worry about element-phial sav-axe - it's savage.
Platapoop Jan 27, 2024 @ 5:42pm 
Originally posted by Orimu:
Originally posted by AurumHawke:
Not all hits apply 1.0x element - rapid hits like Lance's charge and CB's Sav-Axe ticks (exact multiplier depends on phial type) only do 0.25x per hit.
Dual Blades and SnS have 0.7x on their standard attacks (if I'm remembering correctly) - and SnS Shield attacks have 0.0x because it's the shield hitting instead of the sword.

The sheet has this step, but it's using a 1.0x attack in its example.
I see! I'll keep that in mind! Thank you!

Can find all the element/attack modifier here if you really care https://docs.google.com/spreadsheets/d/e/2PACX-1vTEYb4wGpijtIpFVopiYl1V83m48d7g1AHmTwOBKJ5RXdlz1sfxCyEmnhbgHLWQsGiXnodyBsUlPzc3/pubhtml#.

The tl;dr though is for DB and bow, you really want to use the correct elements. Everything else, you can farm the best raw weapon and it will almost do as well as a properly built elemental set.
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Date Posted: Jan 26, 2024 @ 12:09pm
Posts: 20