Good video! However a couple of small notes: • For Element Phial SA and CB, phial explosions cannot crit, so critical element does not have any effect. • Your sharpness has a different multiplier for element, so while purple sharpness increases your raw damage by 1.39%, it increases your element damage by (I believe) 1.25%. • Some monsters HZV and EHZV change when enraged or in different phases. So for example, Garangolm's EHZV are around 10 for thunder, but that increases when it has its fire/water arms/head. Overall great video for a brief breakdown! Swag axe bros for life
One thing to note is that the hit zone values of monsters can change during a hunt. For instance, some monster hit zone values increase when enraged, making them weaker to attacks. Espinas’s head is an example. Others vary depending on other things. When covered in mud, Barroth is weaker to water and immune to fire. When the mud is removed, it flips; Barroth becomes weak to fire but immune to water.
Yeah I wish they had a states tab in the hunter notes or something. It makes it pretty confusing for someone who doesn’t know! Pretty big one is valstrax. If it’s enraged all element hit zones become 0 which will be 90% of the time you fight it in MR.
Oh, so thats why my 110+ fire element SAED build was only hitting for like 4 damage at the start of the hunt and 600+ damage by the end of it. Do you happen to know where I can find similar info on jyuratodus? I've been having a similar problem with it.
@@equinox-XVI I typically look at the database at kiranico. You'll need to infer some stuff here. There are state labels that basically indicate "muded" or not. mhrise.kiranico.com/data/monsters/1755961030
Man I miss how they do the monster hitzone chart in World/Iceborne, not only they show the weakpoint, they also told which part are breakable, AND most importantly showing the difference hitzone value between monster's multiple mode, Alatreon one being the most clear example. It managed to says a lot despite how minimal it looks.
As an off-topic side note: Status is good for fast attacking *Blademaster* weapons because there is an innate 1/3 proc rate chance to apply status damage. *Gunners* have 100% proc rate but this is simulated by their very limited supply of status ammo, whilst often having access to multiple ones.
That's right! Status modifiers are often quite similar to element modifiers so slower weapons proc less times in a hunt but still apply similar amounts of status per hit. There seems to have been some effort to push higher amounts of status on the slower weapons themselves as well as give them higher status modifiers to compensate in rise but it remains true that fast attacking weapons still do better.
@@AifritGaming Yeah I believe the new GS combo in Sunbreak (forgot the name) works like that. GL has absurdly high base status damage. I guess the rest of the slow ones work like this as well. Sadly, they're quite often trading sharpness efficiency and vulnerability (most of their multi-hit moves take a long time). Meanwhile, the usual elemental/status weapons have better mitigation for these problems. SnS and Lance have high elemental and status modifiers, DB and IG has sharpness preservation (1/2 for DB, 1/3 for IG). All of them are highly capable of sticking to high EHZV parts and constantly pelt it with attacks regardless of the situation. Not to mention, something that's true in old school MH, these juicy EHZV spots were also either high raw HZV spots (Lance and IG), or had really low flinch and topple thresholds (SnS and DB) which allowed them to have good long-term DPS.
Every time I come back to play a new MH game I have to look this stuff up lol I wonder on how many of these videos I've commented on over the --monster hunter-- generations.
Omfg finally, ive never been a fan of elemental cuz i dont like to do a single build for... An element, BUT now i know wtf happens with elemental weapons
Thank you a lot for this Video. For some reason I thought Elemental weapons did less damage than Non-elemental with the same raw if the monster was immune to said element, but now I can use Elemental weapons in peace.
Good video. I never quite understood the values in older games (3U and 4U) and kinda just ignore it. Didn't help you couldn't see damage lol. Think rise made it a lot more user friendly, while world which transfered over to rise.
I hope the element balancing in Wilds is like Sunbreaks, where pzre raw is the weakest, but easyest to build for, the Status which is stronger than pure raw, but requires more skills to work and then element which is the strongest of the 3, but requires the most skills to work.
Thanks a lot for the video, and yeah Sharpness multiplier is HUGE in a lot of situations, it completely change how much damage you do, so only considering raw is pointless in a lot of situations where the sharpness is bad except for attacks that are raw based like SAED and such. What I sometimes have a hard time deciding are between high affinity values on some weapons or elemental damage since it also changes a lot the outcome
Something for anyone stumbling over this video after starting mhw due to the sudden boom in popularity your attack values in mhw aren't really higher compared to rise. For whatever reason Capcom applies a multiplier to your attack value based on your weapon type and that only shows up in your stats page and isn't used for damage calculation (this is mostly done in the first game of a generation, probably so newcomers understand that different weapon types deal different amounts of damage)
*"If you can't explain it simply, you don't understand it well enough."* - Albert Einstein Thank you for rising to the occasion of being the Einstein of the Monster Hunter universe, Aifrit.
@@AifritGaming I believe when guarding you have a numerical value that is your guard, and monsters attacks have a "power" rating. When you subtract your guard from the power rating, you're left with a number and the amount of knockback you recieve depends on this number. I don't know exact numbers, but I'm sure there are videos or forum posts out there already that have them. Would like one in your simple style though, I was impressed how cleanly you explained damage.
Thanks so much for this video, you made it really easy to understand. For another video could I ask how damage is calculated in the amped state of the switch axe and the difference between power and elemental.
I have a video about switch axe phial types on my channel. ruclips.net/video/PrBBFJw-aPo/видео.html For amp state the only thing you get is for most of your attacks you get an extra phial burst (and you can latch zero sum). The little phial bursts are a 10 motion value and a 100% element modifier.
@@AifritGaming thanks, that's what I was curious about, so using your example, the phial burst would do 37 raw since the motion is 10 or 10% of 370, 42.55 damage altogether if using a power phial (37 x 1.15), and 39.15 damage If using an elemental phial (27 x 1.45) for a total of 76.15. Am I correct in this how it's calculated.
Not quite. For the power phial you are close, you just need to also apply the sharpness modifier. Phial bursts are affected by sharpness as well. You may also see some strange stuff with rapid morph as rapid morph can also influence the phial burst. In addition, you need to consider the hitzone and element damage separately. For element phial the 45% increase is for the element not the raw. So it would just be an ordinary 10% of your raw, increased by sharpness. Then 145% of your element added on. You have to calculate the hitzones for raw and element separately then add them together.
@@AifritGaming so your raw that's already calculated using your formula uses sharpness again in it's calculation for the phial, damn. For the elemental damage calculation I just took the values from the video and their hitzone registration on the head like you did. Although I didn't considering the sharpness value on the calculations.
Can you explain how element exploit skill works? Ive been reading that it only works for hzv that has 20 and up. If thats the case there's no point in using element exploit skill for monsters who has lower than 20 hzv?
Yep that’s right. It’s basically as you said. The skill only activates if the hit zone is 20 or higher. It’s an additional multiplier. Different from the rampage decoration that requires the hit zone to be 25. That being said, in practice you kind of get element exploit for free with armor that already is good on its own like silver rath chest or chaotic gore helm.
Thank you for your video. There is something I would like to understand. What happens when you have "Water attack" and the monster is inmune to water? Do I deal more damage (compared to a raw weapon) as my water attacks are powered?
If the monster is immune to water you will deal no water damage whether you have water attack or not. When you have water attack, it increases your water damage only if you are using a water weapon. So if the monster is immune you’ll only be dealing the raw part of your damage.
i have a question. in mhr sunbreak longsword applies elemental damage with every attack? bc for some reason i feel like it just applies it with special attacks, and besides of that, the longswords with the frenzy upgrade that says leverage element (i dont know if its well said) how do i know if that frenzy upgrade is really being usefull or not? the monster shouldn¨t get its body affected by the element of my LS in a way that i can see? like when you throw a firebeetle. im sorry if something isn´t clear english is not my first lenguage
There is not a visual effect but element is applied with every attack on long sword. If the upgrade adds more element it should be useful. As long as the monster has weakness to the element in the hunters notes.
@@AifritGaming okay okay... And if You don't bother, based on what i should pick a longsword? For its raw or elemental damage against the monster i'm gonna hunt?
I’m not sure for long sword since I don’t use it but if like most weapon then in general high element is the way to go in Sunbreak. There’s a lot of equipment that really pushes element really high.
@@AifritGaming what im getting undersranding from the video elemental dmg works as some sort of extra damage thay doesnt affect raw much. Im gonna try doing some elementals builds then. Thank you for the video man :D
Ok so let's say if I have a weapon that has 240 raw damage and 16 elemental damage will that be the best way to go, or should I go with 190 raw damage with 38 elemental damage that's what gets me confused I use a charge blade btw.
Unfortunately not a easy question to answer. Especially with charge blade. If it's an element phial the SAED phial does only element damage so strictly for that one attack the 38 element damage is a big difference. Generally speaking though it seems 240 raw seems better but there's a wrinkle with how charge blade element phials work as well as the target's hit zones.
@@AifritGaming ... why, Capcom? That's... an interesting decision. Thanks for your Video btw. Been a long time Fan of the MH series and never really heard about how elemental damage is calculated. Now i at least know for Rise. Quite shocked how little it turned out to be, honestly
@@Armbrust210 From what I know of, raw damage can have several negative modifiers, while elemental damage only has EHZV. Affinity does not affect elemental damage, save for Crit Elem, and monster phases very rarely affect it in a negative way (i.e. Barroth mud as mentioned by someone else in the comments, and Iceborne's version of Alatreon). Elemental damage overall has a very small number of modifiers. What makes it good that it has a smaller sharpness modifier than raw is because the usual elemental weapons, particularly DB, gets a lot of mileage from just a +2 to the final elemental damage, especially when you consider that it has an innate 50% sharpness preservation feature.
@@Armbrust210 it's just you not really dive deep into these, almost any "veteran" I know even before playing MHW already understand these mechanics especially there were Kiranco page with all the info about HZV for previous games, and Hunterverse discord even have some bots to call and check these things
Sorry if my voice is a little rough in the video. I've been sick but really wanted to put this video out!
You're fine. I was looking for a video like this and you answered my questions perfectly. Excellent vid! Keep up the great work!
First creator in my MH career to actually explain why rapid attacks are best for Element
Explaing the "why elemental is good of fast hitting weapons" was a great bit of info! Thanks!!
Good video! However a couple of small notes:
• For Element Phial SA and CB, phial explosions cannot crit, so critical element does not have any effect.
• Your sharpness has a different multiplier for element, so while purple sharpness increases your raw damage by 1.39%, it increases your element damage by (I believe) 1.25%.
• Some monsters HZV and EHZV change when enraged or in different phases. So for example, Garangolm's EHZV are around 10 for thunder, but that increases when it has its fire/water arms/head.
Overall great video for a brief breakdown! Swag axe bros for life
Or when the part is broken as well which usually make the hit zone value higher.
I dont know what meaning those capital letters have.
@@miguelcabreracastro6968 Hit Zone value, and elemental hit zone value, referring to the tables you have access to in your hunters notes
One thing to note is that the hit zone values of monsters can change during a hunt. For instance, some monster hit zone values increase when enraged, making them weaker to attacks. Espinas’s head is an example. Others vary depending on other things. When covered in mud, Barroth is weaker to water and immune to fire. When the mud is removed, it flips; Barroth becomes weak to fire but immune to water.
Yeah I wish they had a states tab in the hunter notes or something. It makes it pretty confusing for someone who doesn’t know! Pretty big one is valstrax. If it’s enraged all element hit zones become 0 which will be 90% of the time you fight it in MR.
Oh, so thats why my 110+ fire element SAED build was only hitting for like 4 damage at the start of the hunt and 600+ damage by the end of it.
Do you happen to know where I can find similar info on jyuratodus? I've been having a similar problem with it.
@@equinox-XVI I typically look at the database at kiranico. You'll need to infer some stuff here. There are state labels that basically indicate "muded" or not.
mhrise.kiranico.com/data/monsters/1755961030
@@AifritGaming Thank you. I'm going to be refering to this a lot from now on
Man I miss how they do the monster hitzone chart in World/Iceborne, not only they show the weakpoint, they also told which part are breakable, AND most importantly showing the difference hitzone value between monster's multiple mode, Alatreon one being the most clear example. It managed to says a lot despite how minimal it looks.
As an off-topic side note:
Status is good for fast attacking *Blademaster* weapons because there is an innate 1/3 proc rate chance to apply status damage. *Gunners* have 100% proc rate but this is simulated by their very limited supply of status ammo, whilst often having access to multiple ones.
That's right! Status modifiers are often quite similar to element modifiers so slower weapons proc less times in a hunt but still apply similar amounts of status per hit. There seems to have been some effort to push higher amounts of status on the slower weapons themselves as well as give them higher status modifiers to compensate in rise but it remains true that fast attacking weapons still do better.
@@AifritGaming Yeah I believe the new GS combo in Sunbreak (forgot the name) works like that. GL has absurdly high base status damage. I guess the rest of the slow ones work like this as well. Sadly, they're quite often trading sharpness efficiency and vulnerability (most of their multi-hit moves take a long time).
Meanwhile, the usual elemental/status weapons have better mitigation for these problems. SnS and Lance have high elemental and status modifiers, DB and IG has sharpness preservation (1/2 for DB, 1/3 for IG). All of them are highly capable of sticking to high EHZV parts and constantly pelt it with attacks regardless of the situation. Not to mention, something that's true in old school MH, these juicy EHZV spots were also either high raw HZV spots (Lance and IG), or had really low flinch and topple thresholds (SnS and DB) which allowed them to have good long-term DPS.
Haven't seen a good explanation of HZV, raw and element DMG since Jinx & Tuna videos from base World. Amazing work
awesome - probably the shortest video on motion values... nice
would've very much needed this 10 years ago
Thank you for showing the calculations! It is very helpful. It so weird how many videos I had to watch before I finally got a proper explanation.
Indeed, thought the same thing when making the video hah!
The video is very well made my friend. I really appreciate the time and detail you took to make it so worth watching, my man!🤝
bro your voice is so calming, i love how you explain stuff and i just found ur channel. keep at it you make amazing content
Thank you, glad you enjoy it! The positive feedback definitely keeps me motivated!
Thanks a lot for this
Coming from 6k hours warframe and really needed a break down to further understand how to improve my build
Your content is geek enough for me to love it. Thanks for this!!!.
Every time I come back to play a new MH game I have to look this stuff up lol
I wonder on how many of these videos I've commented on over the --monster hunter-- generations.
Omfg finally, ive never been a fan of elemental cuz i dont like to do a single build for... An element, BUT now i know wtf happens with elemental weapons
Thank you so much i've needed this info for way too long ! ❤️
Thank you a lot for this Video. For some reason I thought Elemental weapons did less damage than Non-elemental with the same raw if the monster was immune to said element, but now I can use Elemental weapons in peace.
Thank you so much for this!!
You just got a new sub bro, your videos are super helpful thank you so much🙌
Finally ❤ i thought i understood it correctly, but this makes way more sense! Thanks a lot!
Thank you. Very brief and simple. 👍
Love that you wait til the last second to, "oh disregard this on rise"
I gotta say thank you for keeping it simple and straight t the point. you my friend got a new sub
Good video. I never quite understood the values in older games (3U and 4U) and kinda just ignore it. Didn't help you couldn't see damage lol. Think rise made it a lot more user friendly, while world which transfered over to rise.
this was in my featured and i love you
Thanks for the video, it was funny and informative! :)
Thank you for this video!
Cheers, dude. Useful vid.
I hope the element balancing in Wilds is like Sunbreaks, where pzre raw is the weakest, but easyest to build for, the Status which is stronger than pure raw, but requires more skills to work and then element which is the strongest of the 3, but requires the most skills to work.
This is very informative 💯. Thank you 💪
That first 20 sec of the video is basically me explaining how damage works in minster hunter 🤣🤣🤣
Thanks a lot for the video, and yeah Sharpness multiplier is HUGE in a lot of situations, it completely change how much damage you do, so only considering raw is pointless in a lot of situations where the sharpness is bad except for attacks that are raw based like SAED and such. What I sometimes have a hard time deciding are between high affinity values on some weapons or elemental damage since it also changes a lot the outcome
Nothing like have 80 element on DB with the silver rath set and dealing 90-100 damage with normal hits on a weak spot
Great video
This video made me subscribe 🦕
Thank you!!
Something for anyone stumbling over this video after starting mhw due to the sudden boom in popularity
your attack values in mhw aren't really higher compared to rise. For whatever reason Capcom applies a multiplier to your attack value based on your weapon type and that only shows up in your stats page and isn't used for damage calculation (this is mostly done in the first game of a generation, probably so newcomers understand that different weapon types deal different amounts of damage)
ty
Still great information
i watched the video and thought ahaaa i get it then the last comment left me even more confused than before watching i still dk what to build
What happens if you have a weapon with negative affinity? how does that factor into the calculation?
It does the opposite, so say with -25% affinity. 25% of the time you will hit and deal 25% less damage rather than 25% more damage.
Thanks you
*"If you can't explain it simply, you don't understand it well enough."*
- Albert Einstein
Thank you for rising to the occasion of being the Einstein of the Monster Hunter universe, Aifrit.
Can you explain about how Guard works next? Especially in Rise.
I will need to do some research as I’m not too familiar with respect to rise. Noted for a potential topic.
@@AifritGaming I believe when guarding you have a numerical value that is your guard, and monsters attacks have a "power" rating. When you subtract your guard from the power rating, you're left with a number and the amount of knockback you recieve depends on this number. I don't know exact numbers, but I'm sure there are videos or forum posts out there already that have them. Would like one in your simple style though, I was impressed how cleanly you explained damage.
Thanks so much for this video, you made it really easy to understand. For another video could I ask how damage is calculated in the amped state of the switch axe and the difference between power and elemental.
I have a video about switch axe phial types on my channel. ruclips.net/video/PrBBFJw-aPo/видео.html
For amp state the only thing you get is for most of your attacks you get an extra phial burst (and you can latch zero sum). The little phial bursts are a 10 motion value and a 100% element modifier.
@@AifritGaming thanks, that's what I was curious about, so using your example, the phial burst would do 37 raw since the motion is 10 or 10% of 370, 42.55 damage altogether if using a power phial (37 x 1.15), and 39.15 damage If using an elemental phial (27 x 1.45) for a total of 76.15. Am I correct in this how it's calculated.
Not quite. For the power phial you are close, you just need to also apply the sharpness modifier. Phial bursts are affected by sharpness as well. You may also see some strange stuff with rapid morph as rapid morph can also influence the phial burst.
In addition, you need to consider the hitzone and element damage separately.
For element phial the 45% increase is for the element not the raw. So it would just be an ordinary 10% of your raw, increased by sharpness. Then 145% of your element added on. You have to calculate the hitzones for raw and element separately then add them together.
@@AifritGaming so your raw that's already calculated using your formula uses sharpness again in it's calculation for the phial, damn. For the elemental damage calculation I just took the values from the video and their hitzone registration on the head like you did. Although I didn't considering the sharpness value on the calculations.
about the intro:
and there still might be something missing
Can you explain how element exploit skill works? Ive been reading that it only works for hzv that has 20 and up. If thats the case there's no point in using element exploit skill for monsters who has lower than 20 hzv?
Yep that’s right. It’s basically as you said. The skill only activates if the hit zone is 20 or higher. It’s an additional multiplier. Different from the rampage decoration that requires the hit zone to be 25. That being said, in practice you kind of get element exploit for free with armor that already is good on its own like silver rath chest or chaotic gore helm.
There's a lot of math that goes into this game I learned the hard way
Thank you for your video.
There is something I would like to understand. What happens when you have "Water attack" and the monster is inmune to water? Do I deal more damage (compared to a raw weapon) as my water attacks are powered?
If the monster is immune to water you will deal no water damage whether you have water attack or not.
When you have water attack, it increases your water damage only if you are using a water weapon. So if the monster is immune you’ll only be dealing the raw part of your damage.
man i hate doing math 😂 i just carry around the highest attack weapon my arsenal could offer
Is there a list containing all the motion values and elemental modifiers for each weapon?
Yeah, I use this document!
docs.google.com/spreadsheets/d/1KSH0Uf-DsbFixdldQvcH-5zFXpX303dIzThTYMVH33Q/edit#gid=1825982381
i have a question. in mhr sunbreak longsword applies elemental damage with every attack? bc for some reason i feel like it just applies it with special attacks, and besides of that, the longswords with the frenzy upgrade that says leverage element (i dont know if its well said) how do i know if that frenzy upgrade is really being usefull or not? the monster shouldn¨t get its body affected by the element of my LS in a way that i can see? like when you throw a firebeetle. im sorry if something isn´t clear english is not my first lenguage
There is not a visual effect but element is applied with every attack on long sword. If the upgrade adds more element it should be useful. As long as the monster has weakness to the element in the hunters notes.
@@AifritGaming okay okay... And if You don't bother, based on what i should pick a longsword? For its raw or elemental damage against the monster i'm gonna hunt?
I’m not sure for long sword since I don’t use it but if like most weapon then in general high element is the way to go in Sunbreak. There’s a lot of equipment that really pushes element really high.
Me a dual blade main with six crit eye and 3 crit element +5 element atk not knowing any of this
What do you consider is a better choice?, using a raw dmg weapon or an elemental weapon?
For Sunbreak, end game element sets seem to have over taken raw for most if not all weapons.
@@AifritGaming what im getting undersranding from the video elemental dmg works as some sort of extra damage thay doesnt affect raw much. Im gonna try doing some elementals builds then. Thank you for the video man :D
So element is meh for greatsword ig guess better stick with paralysis and sleep
3:05 hit a bit too close to home
ty
Ok so let's say if I have a weapon that has 240 raw damage and 16 elemental damage will that be the best way to go, or should I go with 190 raw damage with 38 elemental damage that's what gets me confused I use a charge blade btw.
Unfortunately not a easy question to answer. Especially with charge blade. If it's an element phial the SAED phial does only element damage so strictly for that one attack the 38 element damage is a big difference. Generally speaking though it seems 240 raw seems better but there's a wrinkle with how charge blade element phials work as well as the target's hit zones.
@@AifritGaming This cleared it up a bit more for me thanks for the help man
It depends on the Weapon and Monster your fighting, but overall you can say in Sunbreak element is the Meta, while in Iceborne Raw is the Meta.
You think "motion value" is a poorly translated way of saying animation value?
Yeah, I think it’s a term that hasn’t aged well. Probably had something to do with how long animations are.
4:12 purple sharpness adds 25%..? Is it different compared to raw damage?
That's right, for element there is a separate set of multipliers for each sharpness level.
@@AifritGaming ... why, Capcom?
That's... an interesting decision.
Thanks for your Video btw. Been a long time Fan of the MH series and never really heard about how elemental damage is calculated. Now i at least know for Rise. Quite shocked how little it turned out to be, honestly
@@Armbrust210 From what I know of, raw damage can have several negative modifiers, while elemental damage only has EHZV. Affinity does not affect elemental damage, save for Crit Elem, and monster phases very rarely affect it in a negative way (i.e. Barroth mud as mentioned by someone else in the comments, and Iceborne's version of Alatreon).
Elemental damage overall has a very small number of modifiers. What makes it good that it has a smaller sharpness modifier than raw is because the usual elemental weapons, particularly DB, gets a lot of mileage from just a +2 to the final elemental damage, especially when you consider that it has an innate 50% sharpness preservation feature.
@@Armbrust210 it's just you not really dive deep into these, almost any "veteran" I know even before playing MHW already understand these mechanics especially there were Kiranco page with all the info about HZV for previous games, and Hunterverse discord even have some bots to call and check these things
@@BadEnd98 nobody asked?
And i never claimed that other veterans didn't know about this either. Please keep such annoying comments to yourself
WHY ARE WE NOT FUNDING THIS MAN!!!??
Hahah! 🙂
And what about bow?
Great vid man