Archive for the 'FAQs' Category

How to work out melee weapon damage in Monster Hunter Tri - a quick guide

Tuesday, April 27th, 2010

For the ultimate weapon damage calculator, head here - http://www.reign-of-the-rathalos.com/

For quite a lot of things you should head there, actually. They know much more about Monster Hunter than we do. They don’t really swear very much, though. They also possible know *too much*, and it can be quite bewildering, so we’re here to help. Sorry, I mean: we’re going to help the fuck out of you, you cunt.

First, some facts -

Each type of hit on a weapon does a different amount of raw damage. So the fully-charged big pound on the hammer does way more raw damage than the sideways tap. Which makes sense, obviously. However, elemental damage and status damage is standardised across the hits. Which means if you do the spinning hammer hit, each little tap from the spin will deal the set elemental damage but do almost no raw damage, and the final big golf swing will do HUGE raw damage but exactly the same amount of elemental damage as each of the previous hits. Simple, unless you’re a stupid cunt.

The raw damage on each weapon goes through a modifier specific to that weapon tpye. So although a great sword might have raw damage of around 800 and a sword and shield has only 150, by the time they go through a secret process you’ll find the numbers are quite similar. Which is mental, right? So really, each number only has any meaning when you consider it against numbers on the same weapon type. So don’t diss the sword and shield because it has low numbers.

When working out a weapon’s total damage output, you don’t just add the elemental damage to the raw. When you see a weapon that’s 800 raw and 400 fire, it doesn’t add up to 1200 overall damage on a monster neutral to fire. In fact, you have to divide the elemental damage by 10 and then add it. So it’s more like 840 overall. More or less. It’s more complicated than that, and the formula changes depending on where you’re hitting the monster as well, but it’s a good rule of thumb to use.

From those we can extrapolate some simple rules.

Rule 1: If you want to deal elemental damage, or you have a strategy based around inflicting status effects (SLeep, PAralysis, POison) then you need a weapon or fighting style that deals lots and lots of hits. Sword and shield, then. Or maybe spinning hammer, but you’ll be open a lot of the time because you’ll need to rock the full spin a lot. You wouldn’t try to put someone to sleep with a great sword. Well, you might, but you’d be FUCKING STUPID.

Rule 2: If you don’t know what element the monster is weak to, you will likely want to ignore elemental damage completely. Because of the way the damage formulas work, with great sword and hammer I recommend always ignoring elemental anyway. The raw on those weapons is so high and the playing style of those weapons so specific that your elemental damage output will account for probably less than 5% of your output anyway.

Simples!

Yes, that’s right, I’m about to turn this blog into a really fucking boring Monster Hunter Tri information guide.

And yes, it’s going to be worse than Disgaea.

And yes, I will go fuck myself.

Feeling weak? Let daddy help.

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