7:22 Small note about this section 1. I don't know if it was like this is older games, but at least in Rise, poison CAN be built up while a monster is already poisoned. Plus, it won't reproc until the original one runs its course, so you can keep a monster at 399/400 poison until it runs out and basically get another instant proc the moment its possible to. 2. Blast damage CAN change when used on certain monsters. Diablos and Basarios are a good example of this as they take slightly more blast damage than normal. (Weirdly enough, this never goes in the other direction. Even Bazelgeuse, who has the max blast resistance, still takes the "default" amount of blast damage.)
I believe they made this change because they did add a skill that increases damage or affinity while a monster is poisoned/blight inflicted, so to make it better for uptime they allow you to buildup while already poisoned, kind of a gigabuff i like since poison is just really slow to do anything in the games nowdays so stuff like this helps it keep up.
I'm really glad to hear that I'm not the only one who thinks that blights should've been weapon or armor skills. Just imagine how much more interesting the element balance would be by trying to use ineffective elements just for their bonus blight effects. And I won't lie, having a more transparent guide helps me understand the decay of statuses alot more.
Bruh I was on twitter saying the same thing. Imagine how powerful water and thunder element weapons would be? The rampage decorations would actually be useful, flaming espinas weapon would be DOT city! I'm glad I could be of assistance for the decay
I don’t recall where I heard this, but I believe monsters recovering hp as they sleep is an old myth, and that with hp overlay mods you can see the hp doesn’t increase. I’ve never used those mods though so I can’t confirm!
Yeah same here. I know monsters recover health when they sleep of their own accord but hunter induced sleep I dont know. I'm really bad with mods so I dont know how to use it to confirm it.
@@MahnsterHunter I can't confirm for games beside Monster Hunter World. But at least in this game, sleep induced by status does not let the monster regenerate hp. One thing I wonder is when do monster wake-up from a normal sleep (so when they are injured and retreat to their nest). I am not sure if it is duration, or just recovering up to a certain % of their total hp. (One small note : healing from sleep is based of max hp, and since max hp increases with the amount of player, they technically end up healing faster, or rather more health per second with more players in a quest, they still heal at the same % per second I am pretty sure).
That's a good question. Because I figured it was time related, that they would recover a certain amount of health per second of the duration but how much? Im not even sure
Wounded monster sleep (when they flee to a nest) Will regenerate a small amount of HP. Usually just enough to pull them out of immediate capture range if left to complete it. But it's pretty much negligible otherwise.
They do heal, at least in World and Rise. It's like 10hp a second though. Or some other stupidly small amount. I use HunterPie and you can see they do have a very small health regen when sleeping.
Was randomly suggested your channel and have spent the last couple hours going through you're how to improve series and your discussion videos. It's really nice to see easy to understand videos that explain many of the mechanics and concepts for whatever reason seem to only be fully used and exploited by speedruns (I have probably had to explain how a bow can exhaust and stun monsters at least a half a dozen times when responding to comments on my runs). It's always baffled me how few resources are out there for actually learning more about how to take advantage of damage windows, stacking status, etc. You're videos are the best I've seen for learning how each system works, so here's hoping more people see these going forward.
I hope someday they improve the way we inflict status, the 33% chance per hit just means slower weapons inflict status far less often than they realistically should, the devs did think all the way back then that to make flat damage increases not broken on faster weapons that motion values mitigate that issue, so i hope status in the future becomes something like "if you hit a weak spot you start to build up status" or smt of the sort rather than rn where dual blades mindlessly scratching someones feet makes them explode.
We used to have crit status which woukd increase the amount gained on proc so its still the 33%chance but it hasn't been in the game since gen u. Status Trigger in Sunbreak requires you to dodge an attack to have 6/8/12 seconds of 100% status proc but thats probably gonna be rise exclusive. The way the devs deal with slower weapons with status is by dramatically increasing the amount they can apply. Great Sword status vakues usually hit high numbers like chameleos greatsword being close to 100 without skills or augments. I wonder if they ever change it or add more what it will be like.
Correct me if I'm wrong but I'm pretty sure Hammers don't do Impact damage but Blunt damage instead, Impact damage ignores HZV which Hammers obviously don't ignore, CB AED/SAED with Impact Phials does in fact ignore HZV and does a fixed amount of damage regardless of that.
Is that what they call it? I just use impact synonomously with blunt but if there's an term, I didnt realize. I thought damage types that ignored hitzone values were either explosive or true damage.
@@MahnsterHunter I went into Iceborne to fact check and yes Impact damage (as far as I can tell) is exclusive to CB and is only found on Impact Phials, it ignores HZV and does stun damage and I think it has higher part break value as well (might be wrong on the last one tho), Blunt damage on the other hand is what you get with Hammer, HH and Lance/SnS shield bashes and Bowgun melee attacks and it gets affected by HZV just like most damage types.
@@MahnsterHunter impact damage is simply KO(stun) damage, not blunt damage. Hitting the head with an Exhaust attack causes impact damage, for example. All blunt attacks cause impact damage, but not all impact attacks cause blunt damage. Impact and exhaust are closely related, as both can cause each other to take effect. Hammer & Hunting Horn can both KO monsters as well as exhaust them, because impact becomes exhaust when targeting anywhere that isn’t the head. I’m pretty sure most weapons can cause impact damage, some more effective than others. Sword & Shield’s shield attacks cause blunt & impact damage and if used properly can quickly KO monsters almost as fast as Hammer can, for example.
@Nasa1423 phial damage is separate from any damage types. Impact uses Fire damage as a base line I believe (same as a gunlance shot) but they're coded weird. Impacts only done in that way to give value to it over elemental due to a lower attack value generally for the ability to ignore defenses. Where as Elemental phials are at the whim of Elemental hitzone values. Ignoring any damage defenses except for the parts innate weakness or lack there of to the element.
Poison can be applied to already poisoned monsters. Some monsters react differently to poison. Elder dragon auras deactivate when poisoned and both Legianas sometimes vomit purple liquid while standing still for a short while, when poisoned. The only special interaction with paralysis I know of is that Rukodiora from Frontier walks in a circle when paralysed instead of standing still. In MHW you can wallbang enraged monsters if you do it directly after they wake up, it even allows for one change of direction. I think theres only one monster I know of with a special blast interaction, Safi'Jiva takes 600 instead of the usual 300. Altho exhaust doesnt apply to elder dragons, Nergigante sometimes stands still, drooling. Also MHW has different status values for each attack, the little stabs from a lance charge dont apply as much status as a normal poke. I dont know if thats in other MH games too.
I had to test it in-game after reading this and I'm gonna have to agree. The poison does buildup despite the monster already being poisoned. Since you've shared a lot of trivia and helped me out, I got ta give one back. In MHW, if you flash Kulu, it will sometimes just sit in place.
@MahnsterHuntser so wait, can there be multiple poison procs going at once? Does it just refresh the status? Or is it some other interaction? I use a poison hammer in World so I'm really curious about this.
No, I dont believe there are multiple instances of poison that occur. What I discovered from what the original commentor divulged is that while a monster is poisoned, you can still apply buildup. Even if the poison reaches threshold necessary to cause poison, it wont apply or refresh. If you buildup enough to inflict poison on an already poisonrd monster, you have to wait until the original poison ends, proc once and it will be poisoned again
I don't think we should need a skill to inflict elemental blights I think that should be built into the weapons themselves just like stats effects are, it would massively encourage people to make element weapons, I know I'd love my thunder hammer builds if that was the case, being able to even more easily knock monsters out would be great, I'm still wondering what dragon element would do on our end?
@@MahnsterHunter of course yeah the numbers would need to be adjusted and different elements would have different effects on different monsters and some monsters would be immune or have resistance to the element, like I don't expect to be able to inflict thunder blight in a Kirin As for dragon blight I have a feeling it might work similar to elderseal from world mabye, but reworked, shutting down a monsters elemental power for a time? Idk that sounds kinda busted
Yeah, thats whats considered decay. The hunters notes version is what the devs define it as in Rise, while the tolerance and decay terms are what the people who created these databases call it
@@MahnsterHunteroh alright! Also, I never noticed that the Decay for all monsters was the same for every ailment and monster! I assumed that the decay varied since the other ailment bars in the notes also varied in amount.
Unfortunately, no. When a monster is affected by poison, paralysis, or stun, any subsequent buildup will not occur until the duration is over. If a monster is poisoned, you may see the visual indicator for status proc but you'll have to wait for the duration to end before it starts applying buildup once again.
7:22 Small note about this section
1. I don't know if it was like this is older games, but at least in Rise, poison CAN be built up while a monster is already poisoned. Plus, it won't reproc until the original one runs its course, so you can keep a monster at 399/400 poison until it runs out and basically get another instant proc the moment its possible to.
2. Blast damage CAN change when used on certain monsters. Diablos and Basarios are a good example of this as they take slightly more blast damage than normal. (Weirdly enough, this never goes in the other direction. Even Bazelgeuse, who has the max blast resistance, still takes the "default" amount of blast damage.)
Agreed. Another commenter had made me aware of the 1st point for poison. Hopefully others see your comment since ours were replies
I believe they made this change because they did add a skill that increases damage or affinity while a monster is poisoned/blight inflicted, so to make it better for uptime they allow you to buildup while already poisoned, kind of a gigabuff i like since poison is just really slow to do anything in the games nowdays so stuff like this helps it keep up.
I'm really glad to hear that I'm not the only one who thinks that blights should've been weapon or armor skills.
Just imagine how much more interesting the element balance would be by trying to use ineffective elements just for their bonus blight effects. And I won't lie, having a more transparent guide helps me understand the decay of statuses alot more.
Bruh I was on twitter saying the same thing. Imagine how powerful water and thunder element weapons would be? The rampage decorations would actually be useful, flaming espinas weapon would be DOT city!
I'm glad I could be of assistance for the decay
Elemental is already way better than status, blights would make it even more so.
I don’t recall where I heard this, but I believe monsters recovering hp as they sleep is an old myth, and that with hp overlay mods you can see the hp doesn’t increase. I’ve never used those mods though so I can’t confirm!
Yeah same here. I know monsters recover health when they sleep of their own accord but hunter induced sleep I dont know. I'm really bad with mods so I dont know how to use it to confirm it.
@@MahnsterHunter I can't confirm for games beside Monster Hunter World. But at least in this game, sleep induced by status does not let the monster regenerate hp.
One thing I wonder is when do monster wake-up from a normal sleep (so when they are injured and retreat to their nest). I am not sure if it is duration, or just recovering up to a certain % of their total hp.
(One small note : healing from sleep is based of max hp, and since max hp increases with the amount of player, they technically end up healing faster, or rather more health per second with more players in a quest, they still heal at the same % per second I am pretty sure).
That's a good question. Because I figured it was time related, that they would recover a certain amount of health per second of the duration but how much? Im not even sure
Wounded monster sleep (when they flee to a nest) Will regenerate a small amount of HP. Usually just enough to pull them out of immediate capture range if left to complete it.
But it's pretty much negligible otherwise.
They do heal, at least in World and Rise. It's like 10hp a second though. Or some other stupidly small amount.
I use HunterPie and you can see they do have a very small health regen when sleeping.
Was randomly suggested your channel and have spent the last couple hours going through you're how to improve series and your discussion videos. It's really nice to see easy to understand videos that explain many of the mechanics and concepts for whatever reason seem to only be fully used and exploited by speedruns (I have probably had to explain how a bow can exhaust and stun monsters at least a half a dozen times when responding to comments on my runs). It's always baffled me how few resources are out there for actually learning more about how to take advantage of damage windows, stacking status, etc. You're videos are the best I've seen for learning how each system works, so here's hoping more people see these going forward.
I appreciate that so much! I felt that casual and the info they needed and decided to try to make it digestible. Thank you again!
I hope someday they improve the way we inflict status, the 33% chance per hit just means slower weapons inflict status far less often than they realistically should, the devs did think all the way back then that to make flat damage increases not broken on faster weapons that motion values mitigate that issue, so i hope status in the future becomes something like "if you hit a weak spot you start to build up status" or smt of the sort rather than rn where dual blades mindlessly scratching someones feet makes them explode.
We used to have crit status which woukd increase the amount gained on proc so its still the 33%chance but it hasn't been in the game since gen u. Status Trigger in Sunbreak requires you to dodge an attack to have 6/8/12 seconds of 100% status proc but thats probably gonna be rise exclusive. The way the devs deal with slower weapons with status is by dramatically increasing the amount they can apply. Great Sword status vakues usually hit high numbers like chameleos greatsword being close to 100 without skills or augments.
I wonder if they ever change it or add more what it will be like.
respect the grind irl and the detailed vids my brotha.
Thank you for the praise and recognition!
Correct me if I'm wrong but I'm pretty sure Hammers don't do Impact damage but Blunt damage instead, Impact damage ignores HZV which Hammers obviously don't ignore, CB AED/SAED with Impact Phials does in fact ignore HZV and does a fixed amount of damage regardless of that.
Is that what they call it? I just use impact synonomously with blunt but if there's an term, I didnt realize. I thought damage types that ignored hitzone values were either explosive or true damage.
@@MahnsterHunter I went into Iceborne to fact check and yes Impact damage (as far as I can tell) is exclusive to CB and is only found on Impact Phials, it ignores HZV and does stun damage and I think it has higher part break value as well (might be wrong on the last one tho), Blunt damage on the other hand is what you get with Hammer, HH and Lance/SnS shield bashes and Bowgun melee attacks and it gets affected by HZV just like most damage types.
Understood. I'll address it only ad blunt from now on
@@MahnsterHunter impact damage is simply KO(stun) damage, not blunt damage.
Hitting the head with an Exhaust attack causes impact damage, for example.
All blunt attacks cause impact damage, but not all impact attacks cause blunt damage.
Impact and exhaust are closely related, as both can cause each other to take effect.
Hammer & Hunting Horn can both KO monsters as well as exhaust them, because impact becomes exhaust when targeting anywhere that isn’t the head.
I’m pretty sure most weapons can cause impact damage, some more effective than others.
Sword & Shield’s shield attacks cause blunt & impact damage and if used properly can quickly KO monsters almost as fast as Hammer can, for example.
@Nasa1423 phial damage is separate from any damage types. Impact uses Fire damage as a base line I believe (same as a gunlance shot) but they're coded weird. Impacts only done in that way to give value to it over elemental due to a lower attack value generally for the ability to ignore defenses. Where as Elemental phials are at the whim of Elemental hitzone values. Ignoring any damage defenses except for the parts innate weakness or lack there of to the element.
Poison can be applied to already poisoned monsters. Some monsters react differently to poison. Elder dragon auras deactivate when poisoned and both Legianas sometimes vomit purple liquid while standing still for a short while, when poisoned. The only special interaction with paralysis I know of is that Rukodiora from Frontier walks in a circle when paralysed instead of standing still. In MHW you can wallbang enraged monsters if you do it directly after they wake up, it even allows for one change of direction. I think theres only one monster I know of with a special blast interaction, Safi'Jiva takes 600 instead of the usual 300. Altho exhaust doesnt apply to elder dragons, Nergigante sometimes stands still, drooling. Also MHW has different status values for each attack, the little stabs from a lance charge dont apply as much status as a normal poke. I dont know if thats in other MH games too.
I had to test it in-game after reading this and I'm gonna have to agree. The poison does buildup despite the monster already being poisoned. Since you've shared a lot of trivia and helped me out, I got ta give one back. In MHW, if you flash Kulu, it will sometimes just sit in place.
@MahnsterHuntser so wait, can there be multiple poison procs going at once? Does it just refresh the status? Or is it some other interaction? I use a poison hammer in World so I'm really curious about this.
No, I dont believe there are multiple instances of poison that occur. What I discovered from what the original commentor divulged is that while a monster is poisoned, you can still apply buildup. Even if the poison reaches threshold necessary to cause poison, it wont apply or refresh.
If you buildup enough to inflict poison on an already poisonrd monster, you have to wait until the original poison ends, proc once and it will be poisoned again
@@MahnsterHunter Wait what? xD Didnt know that, will he drop his boulder too?
@ludwigs2627 Nah it still holds onto that rock, gotta flinch or clagger it before it finally drops
Very well explained, thank you!
Still find it baffeling they let Magma Almudron be affected by Fireblight.
Lol truuue. Zinogre getting thunderblight like??
Another source of exhaust damage: stamina oil for SnS (and i believe chaos oil aswell), but i guess that falls into the general impact attack category
Yeah its another source that causes exhaust buildup, just like absolute power shot for bow
I miss the days of the Japanese version of MH1 were poison procs after poisoning a monster reset the poison duration timer.
Damn, that would trivialize so many fights
@@MahnsterHunter It's a little broken but that game also has crazy high elemental hitzones for example Rathian has a 70 dragon head hitzone.
Damn, its like they traded the dragon for raw hitzonr cuz her values be high and then her enrage makes her take more damage in games nowadays
@@MahnsterHunter Here's the funny part it's still a 90 cutting hitzone to the head in that game. The game is full of wacky hitzones.
Best monster to practice stagger locking istg
I don't think we should need a skill to inflict elemental blights I think that should be built into the weapons themselves just like stats effects are, it would massively encourage people to make element weapons, I know I'd love my thunder hammer builds if that was the case, being able to even more easily knock monsters out would be great, I'm still wondering what dragon element would do on our end?
If it was innate they may have to do some major balance tweaks on values or formulas. I dont even know what they could do for dragon atp
@@MahnsterHunter of course yeah the numbers would need to be adjusted and different elements would have different effects on different monsters and some monsters would be immune or have resistance to the element, like I don't expect to be able to inflict thunder blight in a Kirin
As for dragon blight I have a feeling it might work similar to elderseal from world mabye, but reworked, shutting down a monsters elemental power for a time? Idk that sounds kinda busted
Taking away monsters bending sounds good though. Rathalos not being able to shoot fireballs? Sign me up
I got confused, don’t monsters in SunRise have “natural buildup degradation” as part of their ailment stats in their notes?
Yeah, thats whats considered decay. The hunters notes version is what the devs define it as in Rise, while the tolerance and decay terms are what the people who created these databases call it
@@MahnsterHunteroh alright! Also, I never noticed that the Decay for all monsters was the same for every ailment and monster! I assumed that the decay varied since the other ailment bars in the notes also varied in amount.
Across the board for most every game its always a -5 per 10 seconds so its weird they have a degradation bar present
Doesn't poison still build up even while it's ticking?
Unfortunately, no. When a monster is affected by poison, paralysis, or stun, any subsequent buildup will not occur until the duration is over. If a monster is poisoned, you may see the visual indicator for status proc but you'll have to wait for the duration to end before it starts applying buildup once again.
First