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/ /
/ Monster Hunter Freedom /
/ /
/ Melee Damage Mechanics FAQ /
/ /
/ Authored by Lord Grahf /
/ Version 1.03 /
/ /
/ Last Revised on 05/12/2007 /
///////////////////////////////////////////////////////////
Copyright: 2007 Tom Timmins (Lord Grahf) lordgrahf@gmail(dot)com
All rights reserved.
The Formula:
([ATP x TYPE x SHARP x HITZONE x VAR] / [CLASS])
+
([ELEMENT x ESHARP x ELMZONE] / [DIVIDER]) = Total Damage.**
**Total damage is affected by both rage modifiers and defense modifiers.
Revision History:
04.08.2007- First draft.
04.11.2007- Errors corrected, charts transferred, new charts added.
04.14.2007- Added stagger values for Fatalis.
04.15.2007- First complete version.
04.17.2007- Error corrected in SWB versus DS example (credit:minimudge92)
05.12.2007- Added stun and pitfall multipliers to miscellaneous item data.
Table of Contents (Shortcut)
*: Introduction
I: The Damage Formula . . . . . . . (DFMLA)
1a: Changes from MH1
1b: The Variables
1c: The Raw Damage Formula
1d: The Elemental Damage Formula
1e: The Complete Damage Formula
II: Weapon Damage and Class Multipliers . . . . (WPN)
2a: Changes from MH1
2b: A Brief Explanation
2c: Attack Percentages
1: One-Handed Sword
2: Dual Swords
3: Lances
4: Greatswords
5: Hammers
2d: Class Multipliers
2e: Sharpness Multipliers
1: Raw Sharpness
2: Elemental Sharpness
2f: Special Class Variables
III: Hitzone and Elemental Resistances Chart . . . (HTZON)
Welcome to version 2.0 of the Monster Hunter damage formula! After playing
this game for over a year without bothering to actually look into the inner
workings of how damage worked, I recently went back to playing MH1.
I immediately noticed how much SnS had been buffed and how badly lances had
been nerfed in the PSP version. Aside from the swivel-step being removed from
Monster Hunter Freedom, attack powers being reduced for weapons such as Black
Dragon Spear/True Black Dragon Spear, and short swords being given the ability
to cut through many more objects, I noticed there was something definitely
different about how damage was calculated.
Why were SnS doing so much damage? Why were lances so much weaker than they
used to be? I decided to find out myself through hours of testing and
calculations.
Is every hitzone in this FAQ tested and re-tested with every weapon? No. I
am the only person to have worked on this FAQ and I did not have the time.
Some values were ripped from the Brady miniguide and some from trusted Japanese
websites. I did, however, test enough of these values myself that I am
confident they are correct. Errors are possible, although unlikely, and I
welcome anyone to e-mail me or contact me at GameFAQs concerning
inconsistencies in this data. Please have calculations ready so I may verify
them.
Apart from a few values listed in the hitzone charts, all of this data is my
own. The brand new class variables and sharpness modifiers are my own. They
are tested on minions, dromes and wyverns and ignoring a few ~1HP anomolies I
find this data to be completely accurate.
Some of this information may be rehashed, and some of the charts and
simple explanations of values were directly transferred from my old FAQ.
Some of the information has changed. If you already understand the damage
formula, you may not want to read the entire thing. If you're new to the
world of damage calculation, I would advise you to read start to finish.
///////////////////////////////////////////////////
/ Section I: The Damage Formula / (DFMLA)
///////////////////////////////////////////////////
=========================
1a: Changes from MH1
=========================
Quick rundown of changes from MH1:
-Status and Elements are now listed as ten times their values. These values
must be divided by ten to compensate.
-"Online" defense modifiers still exist, but I am unable to pinpoint exactly
how they were because of variable hitpoint data. Anybody who has an HP hack
or knows for certain how online defense modifiers work in this game are
welcome to help make the necessary corrections.
-Although this trait was present in Monster Hunter 1, I never explained it
properly. When choosing a hitzone mutiplier for lances, you must look at
both cut and blow damage. Take the larger of the two numbers in all
scenarios. Bullet/Gun damage does not apply.
-Status tolerances have been raised, and their ascensions have been raised as
well. These numbers match those of Monster Hunter G.
-Some hitzones have been changed, of course. The general idea is still the
same, however: the weakest points in MH1 are still the weakest points in MHF.
The amount of damage your weapon may actually do to that hitzone may have been
slightly altered.
-Blue and White Sharpness added. Values for white were changed from MHG, where
raw damage was a whopping 1.50. In Monster Hunter Freedom, Blue is 1.25 for
raw and 1.0625 for element. White is 1.30 for raw and 1.125 for element.
-Not a change, but still a misconception that I will use this space to clear.
Bouncing your weapon off a wyvern, as long as your sharpness is green or
higher, does not reduce damage! It only reduces sharpness at an increased rate
and causes your combo to be interrupted. Bouncing a GS off Lao's neck is
actually an effective way to kill it as the attacks use full strength are are
much quicker than normal attacks. At yellow or lower sharpness, is reduced
by 0%, 30% or 70%. Exactly how this is figured up I am not yet certain, but
the best solution is to keep your weapon in green or higher at all times.
-When connecting with the sweet spot of a Greatsword, a 5% bonus to raw damage
is applied. The sweet spot of the Greatsword is the exact center of the
blade. In the diagram below, if you connect with hit location number |2|,
the bonus will be applied. Areas 1 or 3 will do no additional damage.
-Some stagger limits have been raised to prevent headlocking. This severely
reduces the effectiveness of hammers, as the superpound attack with a high
raw hammer in MH1 could stun a Rath at the head every single time. Their
head stagger limits have been raised from 100 to 180 and 200 for Los and Ian
respectively.
-HP Values are variable and can change depending on the size of the wyvern.
Because of this, I will only list what is shown in the guide. I may be able to
calculate damage, but I cannot see a wyvern's size or HP value without hacks.
I do not believe in hacking myself, but I welcome anyone else to do so if they
want to help collect this data. Credit will be given only where credit is due.
-Special class variables have been added for two weapons, short swords and
lances. For Duals, Greatswords and Hammers the multiplier is still 1.0.
For lances, this only applies to your normal stab, unsheathe stab and
upward stab. For these attacks, raw damage is multiplied by 92.5%. For short
swords, all attacks are multiplied by 150% raw damage, making them entirely
broken for absolutely no reason. To give you an idea of how drastically this
affects raw damage, a Shining Wyvern Blade's circle attack (revolution slice)
will actually do more damage than a circle attack with a Divine Slasher.
Example:
Shining Wyvern Blade:
[ATP]: 357 (Shining Wyvern Blade attack power 357)
[SHARP]: 1.30 (White sharpness 130.0%, or 1.30)
[TYPE]: .24 (Revolution slice, 24%)
[VAR]: 1.5 (All SnS attacks are multiplied by 1.5)
[CLASS]: 1.4 (All SnS, class multiplier 1.4)
Divine Slasher:
[ATP]: 1200 (Divine Slasher attack power 1200)
[SHARP]: 1.30 (White sharpness 130.0%, or 1.30)
[TYPE]: .36 (Sideways slash, 36%)
[VAR]: 1.0 (No multiplier for GS attacks. 1.0)
[CLASS]: 4.8 (All GS, class multiplier 4.8)
Shining Wyvern - [357 x 1.30 x .24 x 1.50] / 1.4 = 119.
Divine Slasher - [1200 x 1.30 x .36 x 1.0] / 4.8 = 117.
=========================
1b: The Variables
=========================
If you already know the MH1 damage formula, this should be relatively easy.
Everything you need to know will be listed right here, and only one new
variables has been added. Since HP is variable in Monster Hunter Freedom, I
am unable to actually test hitpoints (and because of this, defense multipliers)
for hard and G-class quests. Because of this, "online defense" is being
omitted from the formula. It may be the same or it may be different, just
realize that your stagger limits are going to be raised in a similar fashion
to Monster Hunter for PS2 when doing 4*~8* quests.
To figure up damage to a wyvern, this is the information you need. Listed
is a description of the variable and the variable name I will be using from
here on out in brackets. [ ] Most of these variables are the same. A
special class variable for all SnS attacks and some lance attacks have been
added to Monster Hunter Freedom.
Keep in mind that each attack must be calculated separately, both raw and
element, and that your final value is rounded DOWN to the nearest whole
number. 99.01 damage becomes 99, and 99.99 damage becomes 99 as well.
Attack Power: [ATP]
This is simply the attack power as your status menu reads. Don't forget to
include attack up armor or powercharms when doing your calculation. Don't use
only the weapon attack power unless you have no status boosting equipment on!
Type of Weapon Strike: [TYPE]
The type of attack you choose to use with your weapon. Whether it be the
overhead smash with a greatsword (.48) or a long charge superpound with your
hammer (2 Hits, .20 & .76).
Weapon Class Multiplier: [CLASS]
An easy variable to remember. After just a few calculations, you will have
them memorized. This is simply a number you divide your total damage by at
the end of the equation which helps balance damages between the stronger and
weaker weapon classes. Short Swords only get divided by 1.4, while the
overpowering hammer class must be divided by 5.2.
Sharpness Variable: [SHARP]
What sharpness level your weapon is at when you attack. White sharpness adds
the most attack power (1.30). Simply throw this number into the long string
of items you are multiplying together.
Hitzone Multiplier: [HITZONE]
This is a percentage of how much weapon damage the enemy is absorbing. The
higher the number, the more damage is being done. For the chart in section
III, the number listed is the percent out of 100 that is being absorbed. For
example, (90) would be put into the equation as (.90). (150) would be put
into the equation as (1.50)
Special Class Variable: [VAR]
This brand new variable applies to raw damage only. The only explanation I
have for the addition of this variable was an attempt to even out some weapon
classes without having to completely change the damage formula. Using this
method. only one extra variable was added instead of changing the attack type
variables for every single attack. Lances were nerfed with a .925 variable
(only on normal stab and upward stab) in exchange for having both cut and blow
hitzone versatility, while SnS for no known reason were given a whopping 1.5
multiplier, making them by far the most efficient raw weapons in the game.
This is countered of course by the fact that short swords do not have the
reach of lances and greatswords... but if used correctly, a short sword can
be the best weapon class in Monster Hunter Freedom. This is very different
from Monster Hunter on PS2, where short swords were shunned by many and were
simply a "safe" weapon type with speed and blocking ability as opposed to a
raw damage dealer.
Element: [ELEMENT]
The amount of elemental damage listed for your weapon. This applies only to
Fire, Water, Thunder and Dragon. Status elements don't deal damage and are
applied separately from the damage formula. This also applies to melee
weapons only.
Weapon Sharpness(Element): [ESHARP]
Again, the amount of sharpness your weapon currently has will cause your
elemental damage to vary. Green sharpness uses 100% of the status element,
while red uses only 25%.
Element Hitzone Multiplier: [ELMZONE]
Every hitzone of the wyvern has its own strength and weakness for elements as
well. The same with the raw damage hitzone multiplier, the higher the number,
the more element is being absorbed. (100) would be entered as (1.0), while
(35) would be (.35).
Elemental Damage Divider: [DIVIDER]
Hooray! An easy one. For elemental damage, no matter what weapon, attack or
damage being done, your elemental damage is to be divided by ten. Starting in
Monster Hunter G, elements were displayed as ten times the amount as they were
listed in guides for Monster Hunter 1 on PS2. For example, a weapon with 300
Water element in MHF more than likely had 30 Water element in MH1. This
divider is also applied to status ailments. 200 stun reduces stun tolerance by
20.
=========================
1c: Raw Damage Formula
=========================
So you have your Sentoryu Wolf and you want to go smash some things, eh?
Great. But what if you have your Eternal Eraditcator? That's fine too. Both
weapons have to be put through the raw damage formula first. Once you find
the raw damage for the Sentoryu, you're done. With Eternal Eradicator,
you'd have another step. Keep your raw damage calculation aside and refer to
section 1d to find how to add in the elemental damage. Refer to Section V
for more examples, or continue through each section for a more detailed
explanation.
And now, the raw damage formula:
[ATP x TYPE x SHARP x HITZONE x VAR] / [CLASS] = Total Raw Damage
Example Situation:
Hunter with Shining Wyvern Blade decides to cut a Rathian in the face with
a revolution slice (circle). His or her weapon is at white sharpness.
[ATP]: 357 (Shining Wyvern Blade attack power 357)
[TYPE]: .24 (Revolution slice, 24%)
[SHARP]: 1.30 (White sharpness 130.0%, or 1.30)
[HITZONE]: .90 (Rathian head multiplier is 90)
[VAR]: 1.5 (All SnS attacks are multiplied by 1.5)
[CLASS]: 1.4 (All SnS, class multiplier 1.4)
[ATP x TYPE x SHARP x HITZONE x VAR] / [CLASS] = Total Raw Damage
357 x .24 x 1.30 x .90 x 1.5 / 1.4 = 107.4 (round down to 107)
Congratulations, you have now learned how to compute any amount of raw damage.
Using this information, you would know without ever entering your quest that
you could easily break the stagger limit with just two attacks with the circle
button at the head of a Rathian. Rathian's stagger limit is 200 in MHF, while
107 + 107 = 214. What good does this do you? If you're smart, you can shave
a lot of time off your quest and save yourself some damage by knowing when
your wyvern is going to stagger.
=========================
1d: Element Damage Formula
=========================
So you're done figuring up the raw damage, but now you have to add on the
elemental damage... well really, this is the easy part. Just don't forget to
write down your raw damage amount or put it in memory on the calculator. Put
that number aside and come up with the amount of elemental damage for each
hit. Remember that if you're doing a raw damage combo (such as the three hit
combo with the hammer), you will have to add in your elemental damage three
times: once for each hit. Elemental damage is a constant and is not affected
by the raw damage at all, nor does it have anything to do with the new special
class variable. The new variable is for raw damage only. Remember, unlike
Monster Hunter for PS2, your elemental value must be divided by ten.
The elemental formula:
[ELEMENT x ESHARP x ELMZONE] / [DIVIDER] = Total Elemental Damage
Example Situation:
Hunter with Black Ruiner Sword decides to do a normal slice to a Rathalos'
head with white sharpness. Powercharm and other attack up buffs do not apply
to elemental damage. Elemental damage is a constant no matter what attack or
weapon is being used.
[ELEMENT]: 480 (See: Black Ruiner Sword, 480 Dragon)
[ESHARP]: 1.125 (White sharpness for elements, x 1.125)
[ELMZONE]: .30 (Rathalos' weakness to dragon at head is 30)
[DIVIDER]: 10 (Offline, has no defense multiplier. x 1.0)
[ELEMENT x ESHARP x ELMZONE] / [DIVIDER] = Total Elemental Damage
480 x 1.125 x .30 / 10 = 16.2 (rounded down to 16)
=========================
1e: Complete Damage Formula
=========================
Your complete damage formula, taking into consideration both elemental damage
and raw damage, looks something like this:
([ATP x TYPE x SHARP x HITZONE x VAR] / [CLASS])
+
([ELEMENT x ESHARP x ELMZONE] / [DIVIDER]) = Total Damage.
Total damage is multiplied by defense and rage modifiers, if applicable.
Essentially the same formula as MH1 with a few tweaks to SnS and Lance damage.
To show an example of how the special class variable is applied and how raw
and elemental are added together, let us use the example of a True Black
Dragon Spear (529, 340 Dragon) upward stab on Pink Rathian's head with white
sharpness. Remember that the .925 class variable for lances doesn't apply to
the blocking stab or charging stabs. the 1.50 variable for SnS applies to all
attacks. Every other weapon and attack has a class variable of 1.0.
The raw damage done by True BDS is:
[529 x .28 x 1.30 x .90 x .925] / 2.3 = 69.7 (rounded down to 69)
Elemental damage is:
[340 x 1.125 x .35] / 10 = 13.4 (rounded down to 13)
=========================
2a: Changes from MH1
=========================
Not much has changed from Monster Hunter 1 when it comes to weapon types and
their multipliers. The values remain unchanged, aside from the new class
variable applied only to SnS and lance. Lances deal damage to either the cut
or blow hitzone - whichever is larger. That then is multiplied by .925 for
triangle and circle attacks. SnS still deal damage to only the cutting
hitzone, but that is then multiplied by 1.5. These additional values will
be detailed more in the special class variable section below.
As far as sharpness goes, values are exactly the same as MH1. Added from MHG
are blue and white sharpness multipliers and those will be detailed below.
Elemental damage is figured up exactly the same as MHG. Simply take the
elemental value and divide by ten, then use the formula from MH1.
Every attack does a certain percentage of its total attack power, which is
then multiplied by the creature's resistance to that type of attack (See
section III for the charts) Elements, on the other hand, are figured
up separately from raw damage.
For example, a Greatsword that has 900 attack power would only do 68 damage
with a single sideswing. Not only that, but after factoring in the resistance
multiplier, you more than likely would only be doing around 20 damage to a
wyvern's legs. However, a blow to the head of a Rathian may do much closer
to 60.
As you can see, placement of attacks can make a monumental difference in how
quickly a party or even a single person can take down a wyvern, but once
again, resistance multipliers will be discussed in section III.
Sharpness directly affects the amount of raw damage you inflict, and can be
added to the damage formula very easily. Depending on how much sharpness
your weapon has, your total attack power is multiplied by a certain value, as
will be shown below. Sharpness also directly affects the amount of elemental
damage you inflict.
Elemental damage is figured up separately from raw damage. When using a
weapon with a damaging element, you are doing a set amount of damage
every time you strike.
Elemental damage does not change based on weapon type. A greatsword
with 30 fire element will do the same fire damage as a short sword with 30
fire element every time you connect with the wyvern. Bouncing your weapon
off a wyvern does not decrease your raw or elemental damage unless your
sharpness is yellow or lower.
Listed for you here is exactly what percent of your weapon's total attack
power is being used with each attack. Also listed is a "Class Multiplier"
variable which is a constant for every weapon in that class. For example,
all greatswords regardless of attack power have a class multiplier of 4.8,
while all lances have a class multiplier of 2.3. Your final raw damage
calculation is divided by this variable in the final step.
=========================
2f: Special Class Variables [VAR]
=========================
Enter this value into the raw formula for [VAR] if your attack meets these
special weapon and attack requirements. If your attack does not meet any
of the special conditions listed below, there is no class variable. Use 1.
This chart is basically the inverse brady miniguide. These numbers
represent a percentage of total weapon damage taken by each body part. A
higher number represents more damage being absorbed. This is the way I
originally detailed damage hitzones in MH1 and I will continue to do so here.
There are two types of melee damage. Swords deal "Cut" type damage. Hammmers
deal impact, melee, striking damage - shortened here as "Blow". For lances,
use the greater of the two values. Gun type damage is omitted but is listed
in DaiIchiban and vampirecosmonaut's fine bowgun damage FAQ.
Hammer users should attack Yian Kut-Ku's head, as it absorbs 80% (.80) of the
weapon damage calculation. Blade users are only dealing 50% with a sword and
would be better suited to attack the wings, which absorb 75% of cutting
damage. This is just one example of why it is important to know the
weaknesses of wyverns. Study the chart and become a better hunter.
The chart also details elemental damage. Once again, the numbers are simply
a percent of your weapon's element that is getting absorbed. For example, a
hunter with a fire weapon facing Gypceros would want to attack the face, while
someone using a raw damage sword would be better suited to attack the tail.
Gypceros absorbs a whopping 50% of the listed fire damage from your weapon
every time you hit him in the face.
The third thing the chart shows is the stagger limits. This tells you exactly
how much damage has to be done to a body part to cause the wyvern to
"flinch" or "stagger". By watching the stagger limits wisely, it is possible
to keep it in an endless "trip lock". Deal just under the required amount to
stagger at the legs while it has fallen, then just as it gets up, hit it with
that final blow to send it over the stagger limit. Poor thing will fall right
back over again. Repeat as necessary.
Key:
[Cut] (SnS, Dual, GS or Lance*)
- Percentage of total weapon damage taken from one strike.
(*Lance only if number is larger than BLOW)
[Blow] (Hammer or Lance*)
- Percentage of total weapon damage taken from one blow.
(*Lance only if number is larger than CUT)
[Fire/Watr/Thdr/Drgn] (All weapons)
- Percentage of total elemental damage taken from one elemental strike.
(Fire, Water, Thunder or Dragon respectively)
[Stagger Limit]
- How much damage has to be done to that particular body part to "stagger"
it. This was used primarily in headlocking, winglocking or leglocking in MH1,
but still has many fine uses in MHF. Knowing when your enemy will flinch or
fall over is extremely useful.
These numbers are also used in tail and claw cutting. The value to chop a
tail is the same as the stagger limit. For some wyvern parts, such as
Rathalos' head crest or Crimson Fatalis' eye, it takes 2x the stagger limit to
break the desired part.
=========================
3b: Wyvern and Dragon Hitzone Chart
=========================
///////////////////////////////////////////////////
/ Section IV: Miscellaneous Data / (MISCD)
///////////////////////////////////////////////////
=========================
I: Attack Up
=========================
Incidentally, Attack Up values are determined by class multiplier, and change
depending what type of weapon you have equipped. To calculate your attack
increase value, take the class multiplier and multiply it by the desired value
listed below. For example, Greatsword (4.8) with Attack Up Large (10) will
give a boost of 48 attack power. [4.8 x 10]. Powertalon (9) would boost
Greatsword attack power by 43. [4.8 x 9].
Attack Up (Small): x3
Attack Up (Medium): x5
Attack Up (Large): x10
Powercharm: x6
Powertalon: x9
Power pill: x25
If your total attack power has a decimal point remaining, it is removed.
For example, Powercharm with Lance is [2.3 x 6], or 13.8 attack. Only 13
will be added to your total attack power. Powertalon is [2.3 x 9], or 20.7
attack. If using only Powertalon, 20 attack power will be added.
If using Powercharm and Powertalon together, take Charm (6) and Talon (9) and
add them together. (15). Use this value to find your attack increase to
prevent decimal point rounding errors. [2.3 x 15] = 34.5 damage, so 34 will be
added to your attack power instead of the before-mentioned 33.
Direct value translation for each weapon type (decimals rounded off):
SnS/Duals Class Multiplier: 1.4
Attack Up (Small): +4
Attack Up (Medium): +7
Attack Up (Large): +14
Powercharm: +8
Powertalon: +12
Power pill: +35
Lance Class Multiplier: 2.3
Attack Up (Small): +6
Attack Up (Medium): +11
Attack Up (Large): +23
Powercharm: +13
Powertalon: +20
Power pill: +57
GS Class Multiplier: 4.8
Attack Up (Small): +14
Attack Up (Medium): +24
Attack Up (Large): +48
Powercharm: +28
Powertalon: +43
Power pill: +120
Hammer Class Multiplier: 5.2
Attack Up (Small): +15
Attack Up (Medium): +26
Attack Up (Large): +52
Powercharm: +31
Powertalon: +46
Power pill: +130
=========================
III: Stun, Sleep and Pitfall Multipliers
=========================
Sleep has no discernable multiplier in Monster Hunter Freedom.
Stun has a multiplier of 1.10 on wyverns.
Pitfalls have a multiplier of 1.10 on wyverns only for the short period of
time in which they are actually sinking into the trap. Once they are fully
submerged and begin to struggle, the multiplier returns to 1.0 and damage
functions as normal.
///////////////////////////////////////////////////
/ Section V: Questions and Examples / (FAQEX)
///////////////////////////////////////////////////
I'll leave this alone for the time being. As questions roll in about this
FAQ, or I am asked to give examples of how new class variables work, I will
put them in this section. Questions about how status tolerance work may be
directed to my old FAQ for Monster Hunter (PS2). Tolerances have changed,
but the system works the same. Don't forget to divide your value by ten.
For status tolerance lists, HP listings and other values, please refer to the
Bradygames miniguide. The guide is a (poorly) translated .PDF of the official
Japanese guide, so the information is about 99% accurate. It will not detail
how to calculate damage but it should give you much of the other information
this FAQ lacks.
- The Bradygames miniguide and mmpotato saved me quite a bit of time. Many
thanks go out to them for helping me finish in a week what would have
otherwise taken me months.
- All official members of the Fraternal Order of Monster Hunter Veterans,
especially my fellow Lords - Ortega, Holy Dragon Nall, DaiIchiban,
vampirecosmonaut and our dearly departed JackAsteroid. Keep up the fight.
Word.
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This FAQ is to be posted only at www.gamefaqs.com
Please e-mail any spelling corrections, data corrections, or flaws in the
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