Under-Construction (bits & pieces will be added)
Rather than having a bunch of stickies flooding the sub-forum, I'm going to consistently edit this sticky, add more posts and so on, to this thread.
Consolidation.
ICEMANnoob feat. Gaijin Hunter Weapon Tutorials
Weapons have changed in terms of mobility and fluidity. Even if you're experienced, you'll probably learn a new thing or two from the guides.
• Sword & Shield
• Greatsword
• Longsword
• Lance
• Gunlance
• Hammer
• Hunting Horn
• Switch Axe
• Charge Blade
• Insect Glaive
• Bow
Weapon Damage (Simplified)
There are many factors to damage output, but finding your base highest hit is simple.
Damage Modifiers
Hammer/Horn: 5.2
Switch Axe: 5.4
Great Sword: 4.8
Charge Axe: 3.6
Long Sword: 3.3
Insect Staff: 3.1
Lance/Gunlance: 2.3
Heavy Bowgun: 1.5
SnS/Dual Swords: 1.4
Light Bowgun: 1.3
Bow 1.2
Weapon Base Damage
Weapon Damage / Damage Modifier = Base Damage Output.
Ex; Legion Greatsword 1392 / 4.8 = 290
Weapon Critical Damage
Weapon Damage × (1 + (0.25 × (Affinity / 100))) = Critical Damage
Ex; Legion Greatsword 1392 × (1 + (0.25 × (20 / 100))) = 1461.6 / 4.8 = 304.5
Attack Values
There is a math behind this, but it's based off of the type of attack you do with the type of weapon you're using. Each weapon has a different value per attack, for example, Greatswords drawn attack is 48% of the base damage output. Let's use the Legion Greatsword we've been using for the other calculations. It's got a base damage of 290. 290 / 48% = 139. That doesn't mean that, that hit will do 139 damage, but it's the base damage of the drawn attack.
Next factor we have is the part of the monster we hit. Each monster has different damage modifiers per part, per monster. I'll use the sources example, Shagaru Magala's head, which has a 65% cutting damage modifier. We take the drawn attacks base damage output and divide by the monsters damage modifier. 139 / 65% = 90. That's without affinity.
The whole calculation with affinity would be : 304.5 / 48% = 146 / 65% = 95.
Now that looks small, but that's one type of attack, at 20% affinity. The higher the affinity, the better the chance at hitting critically, and the type of attack, the more damage is modified.
One final example, Greatswords final charge for it's overhead attack is 110%. Using the same sword, of 304.5 affinity damage output, 304.5 / 110% = 335 / 65% = 218. As you can see, affinity can be immense either through dps weapons or through burst damage weapons.
Elemental Power is simpler to calculate, you take the Elemental Damage / 10 to get the Elemental Power. Where Elemental damage shines is the weaknesses of monsters you use the affected elemental damage against. Using the sources example of Shagaru Magala, it's head is the weakest to Dragon Damage, 30%. You take your Elemental Power × 30% (to Dragon element) and you get your damage. This compensates for the low raw damage of some weapons compared to heavy hitters, as each hit, on the right spot, could stack an immense amount of damage.
Please note, if the Elemental Damage is 0% effective on a monster's part, you do 0 Elemental Power, just raw damage.
After you've found out your Powers of Weapon Damage, Affinity Damage and Elemental Damage, the last thing is Sharpness Modifier.
Sharpness Modifier
Red: 0.50x attack, 0.25x element
Orange: 0.75x attack, 0.50x element
Yellow: 1.00x attack, 0.75x element
Green: 1.05x attack, 1.00x element
Blue: 1.20x attack, 1.06x element
White: 1.32x attack, 1.12x element
Purple: 1.44x attack, 1.20x element
Replacement to Damage
For generality ;
Village 100% Damage Dealt
Low Rank 85% - 95% Damage Dealt
High Rank 75% - 85% Damage Dealt
High Guild/Event 70% Damage Dealt
They've done this because of the online integration on the 3ds making is more likely for online play.
Physical Damage Dealt = Weapon Power(Critical Power) × Motion × Physical Effectivness
To calculate Weapon Power, take Weapons Attack and divide by the corresponding Weapon Modifier.
To calculate Critical Power, take Weapon Power × (1+(0.25×(Affinity%/100)))and then divide by the corresponding Weapon Modifier.
Motion is how much % of the Weapon Power is dealt. Calculated Weapon and Critical Power would be 100% of Motion %. Each attack does different Motion %. See "Weapon Tutorial Videos" for Motion %.
To calculate Motion Damage, take Weapon Power or Critical Power × Motion.
Physical Effectiveness is where you hit the monster and what type of damage it does, cutting or impact. The type of damage and where you hit it deals a specific amount of % damage to the monster.
To calculate Physical Effectiveness, take Weapon Power or Critical Power × Motion = Motion Damage × Physical Effectiveness = Physical Damage Dealt.
Elemental Damage Dealt is calculated seperately, and deals base Elemental Power × Elemental Effectiveness.
To calculate Elemental Power, take Elemental Attack and divide by 10.
Elemental Effectiveness is where you hit the monster and the % of the monsters weakness to the Element. If an Element is 0% weakness on a monster's part, it deals no Elemental Damage Dealt, just Physical Damage Dealt.
Sharpness Modifier determines additional Damage Dealt for Physical Damage Dealt and Elemental Damage Dealt.
To calculate Sharpness Modifier, apply corresponding modifiers to calculation before their Physical Effectiveness and Elemental Effectiveness.
Rather than having a bunch of stickies flooding the sub-forum, I'm going to consistently edit this sticky, add more posts and so on, to this thread.
Consolidation.
ICEMANnoob feat. Gaijin Hunter Weapon Tutorials
Weapons have changed in terms of mobility and fluidity. Even if you're experienced, you'll probably learn a new thing or two from the guides.
• Sword & Shield
• Greatsword
• Longsword
• Lance
• Gunlance
• Hammer
• Hunting Horn
• Switch Axe
• Charge Blade
• Insect Glaive
• Bow
Weapon Damage (Simplified)
There are many factors to damage output, but finding your base highest hit is simple.
Damage Modifiers
Hammer/Horn: 5.2
Switch Axe: 5.4
Great Sword: 4.8
Charge Axe: 3.6
Long Sword: 3.3
Insect Staff: 3.1
Lance/Gunlance: 2.3
Heavy Bowgun: 1.5
SnS/Dual Swords: 1.4
Light Bowgun: 1.3
Bow 1.2
Weapon Base Damage
Weapon Damage / Damage Modifier = Base Damage Output.
Ex; Legion Greatsword 1392 / 4.8 = 290
Weapon Critical Damage
Weapon Damage × (1 + (0.25 × (Affinity / 100))) = Critical Damage
Ex; Legion Greatsword 1392 × (1 + (0.25 × (20 / 100))) = 1461.6 / 4.8 = 304.5
Attack Values
There is a math behind this, but it's based off of the type of attack you do with the type of weapon you're using. Each weapon has a different value per attack, for example, Greatswords drawn attack is 48% of the base damage output. Let's use the Legion Greatsword we've been using for the other calculations. It's got a base damage of 290. 290 / 48% = 139. That doesn't mean that, that hit will do 139 damage, but it's the base damage of the drawn attack.
Next factor we have is the part of the monster we hit. Each monster has different damage modifiers per part, per monster. I'll use the sources example, Shagaru Magala's head, which has a 65% cutting damage modifier. We take the drawn attacks base damage output and divide by the monsters damage modifier. 139 / 65% = 90. That's without affinity.
The whole calculation with affinity would be : 304.5 / 48% = 146 / 65% = 95.
Now that looks small, but that's one type of attack, at 20% affinity. The higher the affinity, the better the chance at hitting critically, and the type of attack, the more damage is modified.
One final example, Greatswords final charge for it's overhead attack is 110%. Using the same sword, of 304.5 affinity damage output, 304.5 / 110% = 335 / 65% = 218. As you can see, affinity can be immense either through dps weapons or through burst damage weapons.
Elemental Power is simpler to calculate, you take the Elemental Damage / 10 to get the Elemental Power. Where Elemental damage shines is the weaknesses of monsters you use the affected elemental damage against. Using the sources example of Shagaru Magala, it's head is the weakest to Dragon Damage, 30%. You take your Elemental Power × 30% (to Dragon element) and you get your damage. This compensates for the low raw damage of some weapons compared to heavy hitters, as each hit, on the right spot, could stack an immense amount of damage.
Please note, if the Elemental Damage is 0% effective on a monster's part, you do 0 Elemental Power, just raw damage.
After you've found out your Powers of Weapon Damage, Affinity Damage and Elemental Damage, the last thing is Sharpness Modifier.
Sharpness Modifier
Red: 0.50x attack, 0.25x element
Orange: 0.75x attack, 0.50x element
Yellow: 1.00x attack, 0.75x element
Green: 1.05x attack, 1.00x element
Blue: 1.20x attack, 1.06x element
White: 1.32x attack, 1.12x element
Purple: 1.44x attack, 1.20x element
Replacement to Damage
For generality ;
Village 100% Damage Dealt
Low Rank 85% - 95% Damage Dealt
High Rank 75% - 85% Damage Dealt
High Guild/Event 70% Damage Dealt
They've done this because of the online integration on the 3ds making is more likely for online play.
Physical Damage Dealt = Weapon Power(Critical Power) × Motion × Physical Effectivness
To calculate Weapon Power, take Weapons Attack and divide by the corresponding Weapon Modifier.
To calculate Critical Power, take Weapon Power × (1+(0.25×(Affinity%/100)))and then divide by the corresponding Weapon Modifier.
Motion is how much % of the Weapon Power is dealt. Calculated Weapon and Critical Power would be 100% of Motion %. Each attack does different Motion %. See "Weapon Tutorial Videos" for Motion %.
To calculate Motion Damage, take Weapon Power or Critical Power × Motion.
Physical Effectiveness is where you hit the monster and what type of damage it does, cutting or impact. The type of damage and where you hit it deals a specific amount of % damage to the monster.
To calculate Physical Effectiveness, take Weapon Power or Critical Power × Motion = Motion Damage × Physical Effectiveness = Physical Damage Dealt.
Elemental Damage Dealt is calculated seperately, and deals base Elemental Power × Elemental Effectiveness.
To calculate Elemental Power, take Elemental Attack and divide by 10.
Elemental Effectiveness is where you hit the monster and the % of the monsters weakness to the Element. If an Element is 0% weakness on a monster's part, it deals no Elemental Damage Dealt, just Physical Damage Dealt.
Sharpness Modifier determines additional Damage Dealt for Physical Damage Dealt and Elemental Damage Dealt.
To calculate Sharpness Modifier, apply corresponding modifiers to calculation before their Physical Effectiveness and Elemental Effectiveness.
