How Damage Works MH Rise

How Damage Works MHR


 

The thumbnail isn’t click bait Elemental Crit is bad but we’ll talk about that in a minute. Since A lot of us are at the end game and are looking at building our optimal sets I’m going to show you how damage is calculated, what that means for our builds, and at the end I’m going to share some tools, like my damage calculator and a armor set searcher, that will help you make better builds.

 

This is he topic hole and this is how damage is calculated in Rise 

 

The formula they are using for Rise is similar to worlds with a couple adjustments, but we for we get into  the changes that let’s talk about the formula. There are 2 parts to it. The first is Raw and the other is elemental.


RAW

For Raw it’s calculated by taking your

(Raw attack*  Sharpness * MV% *HZV%* Crit modifier*Class Modifiers) We aren’t going to worry to much about the class modifiers since they are things like charge levels but you’re probably wondering what a Motion Value or a Hitzone value is.

 

(Raw attack*  Sharpness * MV% *HZV%* Crit modifier*Class Modifiers)

 

MV

Motion Values basically shows how much damage an attack will do. The bigger the number the bigger the hit. This is balanced so that slow moving weapons like the great sword will hit harder than faster weapons like dual blades. Each attack as a different motion value and knowing which ones do more damage can help you figure out combos.

 

HZV

Hit zone values tell us how much damage a move will do to the monster. This is how we know which part of the body will take more damage. Motion values were different for each attack a move has but HZV are only looking at the type of damage you do. These are going to be Cutting from a sword, Impact from a Hammer, or shot from one of the guns or a Bow.

 

If you want to find the motion values they are being actively mined and tested by people like myself ,which I’ll have a link to in the description,  but HVZ’s were given to us this time by Capcom. You can find them by going into the hunters notes and they show up after you’ve killed a monster. We’ll get to it later but they are built into my damage calculator.

 

Sharpness

So next we have Sharpness or distance modifiers for ranged weapons. Does Bow count as ranged still?

For Raw Sharpness here are the values

 

You can see that once your damage gets below Yellow your damage will really start to drop so try to stay above Yellow if your weapon is at Green and above Blue if you can.

 

Crit Modifier

Next we have our Crit modifier. This starts at 125% and goes up by 5% for each level of Crit boost you have. Crit boost only modifies the raw portion of your damage.

If any of this has been helpful to you go ahead and hit the like button and if you like the content on this channel subscribe for more.

 

Now that we know what goes into it, let’s show it in action.

Here I have 125 raw attack, crit boost lvl 3, green sharpness and I’m attacking the training … Tetronadon’s belly which has a raw HZV of 60. The attack I’m using has a motion value of 10 and so I do 11 damage on a crit and 8 damage normally.


Elemental  

The next part of the equation is Elemental then we will talk about which skills you should prioritize in order to get the most damage out of your sets. We’re going to be adding this portion of the damage to the raw to get our total damage at the end.

(Element * Ele Sharpnes mod * ele crit mod * ele MV% *ele HZV%) For Elemental Builds.

 

(Element * Ele Sharpnes mod * ele crit mod * ele MV% *ele HZV%)

 

A lot of these parts are the same as the Raw. The elemental modifier doesn’t have as significant of an increase to damage but it’s still important especially when you put them both together.

There isn’t really motion value for elemental but I’ve noticed that all attacks are being multiplied by a modifier of 67%. I’ll link the program I created to test this in the description. Since the game is still new, not all the motion values are correct but I’ll be updating them as time goes on

 

Elemental Hit Zones

Next we have hitzone values we have one for each element. This is the BEST way to see a monsters elemental weakness and just like in the raw portion this is going to be a percentage in our calculation.

Next we have our elemental Crit modifier and this is one of the biggest damage changes that has come from Rise. Every weapon starts at a base elemental crit of 100% instead of them being different for each weapon type. I think this with the 67% modifier to elemental damage is their attempt to make elemental viable for all weapons

Note: You must have elemental Crit on your build if you want to have crit.

And with each level of elemental Crit the damage will go up 5%

Just like with the raw build this damage will be rounded to the nearest integer or whole number.

 

Alright lets see it in action. I’m going to continue using dual blades to stay consistent and to show that elemental crit really has been changed.

This set has Crit boost 3, Crit Element 3, a raw of 215 and 32 dragon. I’ll be using the same move as before and the train dummy has a elemental hitzone of 30.

I’ll do 30 damage for a crit and 22 for a non crit which is exactly what my calculator shows.

 

 

 Skills

Now lets talk about Which skills are the most important. If you are making a raw build Then you should of course be trying to max out attack boost and get all 3 levels of Crit boost. But for elemental you should focus on getting maxing out your element, Maxing out Crit boost, and then getting attack BEFORE getting elemental Crit. And here’s why

Elemental Crit only increases the elemental portion by 5% per level and depending on your build you won’t even see any increase in your damage.

Lets take these builds  for example. Even though one has crit boost 3 and elemental crit 3 it’s only doing 1 more damage and that’s only when it crits. The other build only has crit boost 1 and 5 points in attack boost. This is increasing the not only the damage when you crit but also the damage when you don’t.

 

Tools

So there are a few different programs that are going to be helpful for you when you are trying to make new builds. The first is a model I made and have been using in this video and it lets you see how much damage you’ll do per hit and the other is Grinding Lands. I’m not sponsored by them or anything but I did help with some of the calculations. This will help you make sets and compare them against each other so that you know which one is better before making them.

You can find links to both in the description below.

 

That site uses EFR and EFE and if you want to learn more about them and what you should be paying attention to, check out my tips in the description below.

 

This is the first of many videos I want to post going over how Rise works so if you’re interested subscribe so you don’t miss out. Thanks again for watching and I’ll see you next time.