Mh3u how does elemental damage work




















Different monsters are affected differently by it. A monster is poisoned when purple bubbles rise from atop its head. Poison can be extracted from a monster and implemented into weapons. If an Elder Dragon that has an aura Daora, Teostra, and Lunastra is poisoned, its aura will be gone until the poison effect has ended. This will also disable the Chameleos' invisibility. Some monsters have the potential to put hunters into sleep.

This allows them to get a free hit. The effects of sleeping can be increased or decreased with proper armor skills. Being hit by a monster or another hunter will instantly awaken anything that is sleeping. Sleep is also a secondary status effect that can be caused to enemies by the use of weapons or items.

While an enemy sleeps, things such as sharpening, drinking potions , eating meat , or even attacking the sleeping monster can be done.

Paralysis is a secondary status effect. This immobilizes a hunter or monster for an amount of time, allowing for free hits without fear of getting hit from either side. A hunter is paralyzed when he or she falls down frantically and yellow shock waves pass through the body. Paralysis duration can be increased or decreased by wearing armor with the appropriate skill.

A creature is paralyzed when it is hunched over, and yellow shock waves pass through its body. A monster can be paralyzed by using a weapon or an item. Each monster has its own resistance to paralysis, and some stay longer than others in the stunned state. Also called dizzied or stunned. When a monster lands several hits in succession, the hunter may become stunned.

He or she becomes immobile for a short time, allowing the monster to get a free hit. A hunter is knocked out when he stands unbalanced with stars circling his head. Slime is an element introduced in Monster Hunter 3 Ultimate. Only the Brachydios can use Slime attacks, and being hit with one will induce Slimeblight. Critical Hit. Feeble Hit. Bitter Affinity Crit. Alternate Output:. Calculate All Total Damage: Bounce? Total KO Damage:. Weapon Copy Here Reset. Moves Copy Here Reset.

Modifiers Copy Here Reset. Monster Copy Here Reset. Results Compare Outputs Compare All. Set One Summary Effective Raw:. Raw Output:. Secondary Output:. Total Damage:. Total Exh. Set Two Summary Effective Raw:. Calculate Output Calculate All. None Poison Para Sleep Blast. Monster Stats. KO Initial. Exhaust Initial. KO Zone. Weapons with innate Status damage apply their status only, on average, every three hits. Item List. Item Details. Previous Entries Stores the last 50 calculations performed, most recent first.

Search Method: Starts With faster. Contains slower. Automatically start on Final Forms Only? Selected Weapon Syncs with Moves Tab? Make Calculation Type of all tabs match Calculation tab? Default if not checked is Average. Automatically add Moves selected to Combo Tab?

Automatically add Hitzones selected to Combo Tab? Selected Monster Syncs with Status Tab? Preserve History between sessions? Set Selected Monster on Load:. Select Theme:. Previous Page Next Page. Pierce fires a shot which will travel through a monster multiple times, with each hit doing more damage.

The higher the pierce level the more times the arrow is able to hit. This value has changed between games, but the pattern is that at charge levels 1 and 2 elemental damage will receive a penalty, charge level 3 will do normal damage, and charge level 4 will do extra damage.

ATP : The attack power of your bowgun. For Normal shots you'll do more damage the closer you are to the target. For Pierce shots you want to be further back to ensure your arrows will pierce several times.

Pellet shots want to be somewhere in-between the two in order to ensure all your pellets hit. PWR : The attack power of your shot. Every shot has a different attack power which will modify the damage you do, with higher level shots being able to deal more damage. Pierre achieves this by increasing the number of times your arrow can pierce, and Pellet will increase the number of shots fired. Normal 2 does more damage than Normal 1, and Normal 3 will bounce around on the target if it hits more than once it will deal more damage than Normal 2.

Different for light 1. ATP: The attack power of your weapon. This value is equal for all shots except Dragon, which behaves similiar to a Pierce shot, being able to hit a target multiple times. The other elemental shots can only hit once, similiar to a Normal shot.

The Elemental damage you do is determined by shot type i. Fire S does Fire damage. When I first wrote this answer up I excluded information on class modifiers, since I wasn't sure if they were still present in MH3U. I've been looking around since then and it appears class modifiers have been added back in the game.

Let's further assume the Elemental Divider has remained unchanged from MH3, and is equal to 10, and that the Class modifier is 5.



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