downtownpolt.blogg.se

Monster hunter rise bow build
Monster hunter rise bow build










monster hunter rise bow build monster hunter rise bow build

However, t his will change based on rounding for small numbers in maths, which is a typical feature of damage calcultaton for Bow. Note: I wanted to specific “of the same percentage” because in the case of Rampage upgrades, 5 Element can yield higher returns than 5 Raw becuase it increased total Elements by 33% if the base was 15 Elements, compared to 5 Raw on a base on 205. Therefore, for Bow in Rise, investment into Raw boosters of the same percentage as Elements will yield higher returns due to the abundance of high Raw damage multipliers and the lack of quality Elemental multipliers. We can see that while Bow is doing more damage per Arrow, the damage composition of the shot has dramatically skewed in favour of Raw because of the 1.7 x damage multiplier applied to Bow’s Raw damage. Whereas for Kjarr Decay, of the 48 damage dealt: Raw makes up 34 (70%), and Element makes up 14 (30%). Of the 56 damage dealt using the Rampage Dragon Bow: Raw makes up for 47 (84%), and Element makes up for 9 (16%). Kjarr Decay in MHW high-rank did around 48-50 damage per arrow with power coatings on Power 4 VS the Dragon rampage IV bow that averages approximately 56-60 damage per arrow on Rapid 5 (with 50% affinity).

monster hunter rise bow build

This is now reversed as the damage multipliers change from MHW to Rise.įor reference, let’s take Rathalos (60/30 Raw/Ele hzvs) for example: Despite the above, Raw and Elemental damage split in MHW at best were at best 60% Raw/40% Element for Bows and matchups that skewed towards Element, with the 70/30 split being more common across all matchups. The generalised statement: “Bow is an elemental weapon” was based on the disproportionate investment returns ratio from Elemental skills compared to Raw skills due to the low motion value on arrows relative to the high multipliers from the crit element. I show these formulas because I want to help you understand that damage output by Bow in Rise is overwhelmingly Raw dominated compared to MHW. This is exemplified by the missing Charge level modifiers missing from the Element damage formula. This is because instead of having Elemental motion values based on different shot types and shot levels, the game currently overrides the Elemental motion values of arrows with the charge level modifier for Elemental damage at corresponding levels.įor example at Rapid 5, the synthetic Elemental motion value should’ve 80 x 1.125 = 90 (percent), instead we use 112.5 (percent) from the charge level modifier. Very often, you’ll see people mention that Bow’s elemental damage is “Bugged”. Charge level modifiers, Motion value and Element motion value I would like to begin by explaining the maths behind Bow’s damage calculations and how it differentiates itself from MHW, and demonstrates some generalised principles on how Bow builds are formulated.īow’s Raw damage formula can be generalised as:ĭisplayed Raw x Shot type modifiers (normal/spread/pierce) x Coating modifiers x Crit damage modifiers x Motion value of the attack x Hitzone value of the target x Raw Charge level modifiersĭisplayed Element x Element modifiers (Element exploit for example) x Crit Element modifiers x Elemental motion value x Elemental Hitzone values.

monster hunter rise bow build

Skip this part if you prefer not to read long and technical stuff Credit to T3h Phish for supplying this header












Monster hunter rise bow build