Last time, in Monster Hunter 3 Ultimate, part one, we had a look at what the game is all about, what kind of game it is, and some ideas for how to approach playing it. This time, we will be looking at the different weapons that are available and how damage is calculated. Yes. This is an entire post dedicated to figuring out damage, so prepare the nearest simple calculator you have because you might need it.
Weapons in Monster Hunter
So for now we know to look for little hints that tell us what the monster is going to do so we can dodge or move out of the way. What comes next? Well, we need a weapon with which to retaliate. There are two general categories of weapons we can choose from, namely Blademaster (melee fighter) and Gunner (ranged weapon user). The Blademaster weapons can do either the Cut or Impact damage types, whilst the Gunner weapons do the Shot damage type. The different Weapon Classes available are shown below with the type of damage that they do, how they work, and what attacks they do. For now, all you need to worry about is the damage type and whether or not the fluff text sounds like it is a weapon you would like or not. The list of moves can be used as a guide to see the variety of attacks a weapon has if you want, but we will come back to multipliers and such later.
Damage Type: Cut
Weapon Class Multiplier: 4.8
Great Swords are large, slow weapons, great for hunters who like to anticipate a monster’s movements and time their swings so that they can bring down a powerful attack as the monster moves about the map. This Weapon Class has a charge attack for which there are three levels of charge, and the Level 3 charge is one of the most damaging single attacks in the game. Whilst charging an attack, hunters wielding the Great Sword are harder to knock over with low-damage monster attacks. Also, hitting a monster with the middle of a Great Sword blade, as opposed to the tip or hilt, will give us a damage bonus. Great Swords are also able to block monster attacks, and they have the ability to K.O. monsters with a side-slap attack, then follow up with a slightly more powerful curled charge attack.
|Overhead Slash||0.48||Sword Slap||0.18|
|Charged Overhead Slash Lv1||0.715||Overhead Slam||0.52|
|Charged Overhead Slash Lv2||0.96||Charged Overhead Slam Lv1||0.792|
|Charged Overhead Slash Lv3||1.3||Charged Overhead Slam Lv2||1.08|
|Side Slash||0.36||Charged Overhead Slam Lv3||1.56|
Damage Type: Cut
Weapon Class Multiplier: 3.3
Long Swords are long, slender blades designed for elegant movements. Long Sword users have a gauge that fills up with repeated attacks on a monster which then drains quickly when not attacking. Once the gauge is full, all attacks become more powerful, Spirit Combo attacks are unlocked, and all attacks become less likely to bounce. Completing a full Spirit Combo attack on a monster causes the gauge to change colour, starting with white, then yellow, and finally to red. Each colour causes attacks to become more powerful, but when not attacking the colour will eventually revert to the previous one and only repeated Spirit Combo finishing attacks can keep the colour gauge full.
|Step Overhead Slash||0.26||Spirit Thrust||0.14|
|Overhead Slash||0.23||Spirit Right Slash||0.3|
|Thrust||0.14||Spirit Up Slash||0.18|
|Up Slash||0.18||Spirit Combo – Sweep Left||0.12|
|Back Step Slash||0.24||Spirit Combo – Sweep Right||0.14|
|Side Step Slash||0.24||Spirit Combo – Overhead||0.34|
|Fake Spirit Left Slash||0.16||Spirit Finisher||0.42|
|Spirit Left Slash||0.28|
Sword and Shield
Damage Type: Cut
Weapon Class Multiplier: 1.4
The Sword and Shield combination utilises a small sword accompanied by a shield that allows the hunter to block many monster attacks and K.O. monsters with a shield bash. Although they deal relatively low damage in one strike, they are very quick, and it is possible to perform fairly long combos. Additionally, many Sword and Shields are infused with Status or Elemental effects such as Poison, Stun, and Sleep, or the Fire, Water, etc. elements that help to compensate for their low attack. As an even greater bonus to convenience, however, the Sword and Shield are the only weapons that make it possible to use items while they are drawn.
|Jumping Slash||0.17||Right Slash||0.21|
|Rising Slash||0.14||Upward Slash||0.17|
|Downward Slash||0.14||Shield Chop||0.08|
|Left Slash||0.13||Shield Bash||0.14|
|SnS Hit – Shield Backhand||0.1||Revolving Slice||0.24|
|SnS Hit – Downward Slash||0.2||Guard Slash||0.14|
Damage Type: Cut
Weapon Class Multiplier: 1.4
Dual Blades are similar to the Sword and Shield but with a stronger focus on offence at the expense of defence. Individual Dual Blade attacks deal a small amount of damage, but they are very fast and flow easily into combos. As with the Sword and Shield, a lot of Dual Blades have Status or Elemental effects to increase their efficiency, and are able to have separate Elements, such as Fire on one blade and Ice on the other. Dual Blade users can also enter Demon mode by pressing the R button which allows them to resist being blown over by monster’s wings, allows attacks to be linked into a never-ending combo, and allows the Demon Dance to be used, a powerful combo that cannot bounce. Stamina is gradually drained while in Demon Mode, but a gauge appears that can be filled by striking the monster which, once filled, causes the hunter to enter Archdemon Mode. In Archdemon mode, all attacks become more powerful, and rolling is replaced with the Demon Dash, a very quick dash. Archdemon mode remains active whether the hunter is in Demon Mode or not, however it will expire if the gauge is fully depleted.
|Lunge Stab – L+R Stab||0.14||L Whirlwind Slash – L Up Backhand||0.16|
|Lunge Stab – L+R Shred||0.14||L Whirlwind Slash – R Up Slash||0.06|
|L Up Slash||0.18||L Whirlwind Slash – L Spin Trail||0.08|
|Side Slash – L Down Backhand||0.1||Guillotine Slash – R Backhand||0.06|
|Side Slash – R Down Slash||0.13||Guillotine Slash – L Slash||0.08|
|Spin Slash – R Down Backhand||0.1||Guillotine Slash – L Rising Backhand||0.06|
|Spin Slash – L Down Slash Spin||0.12||Guillotine Slash – R Rising Slash||0.08|
|Spin Slash – R Spin Trail||0.12||Guillotine Slash – L+R Overhead Cissors||0.28|
|Windmill Slash – R Overhead||0.12||Mini Demon Dance – L+R Overhead Cissors||0.16|
|Windmill Slash – L+R Overhead||0.28||Mini Demon Dance – L Rising Slash||0.08|
|R Double Slice – R Slash||0.09||Mini Demon Dance – R Rising Slash||0.08|
|R Double Slice – R Backhand||0.12||Mini Demon Dance – L+R Overhead Slam||0.4|
|R Mini Whirlwind Slash – R Up Backhand||0.18||Demon Dance – L Slash||0.29|
|R Mini Whirlwind Slash – L Up Slash||0.06||Demon Dance – R Down Slash||0.04|
|R Mini Whirlwind Slash – R Spin Trail||0.1||Demon Dance – R Up Backhand||0.04|
|R Whirlwind Slash – R Up Backhand||0.16||Demon Dance – L Up Slash||0.04|
|R Whirlwind Slash – L Up Slash||0.06||Demon Dance – L Backhand||0.04|
|R Whirlwind Slash – R Spin Trail||0.08||Demon Dance – R Slash||0.04|
|L Double Slice – L Slash||0.1||Demon Dance – R Backhand||0.04|
|L Double Slice – L Backhand||0.13||Demon Dance – L Rising Slash||0.04|
|L Mini Whirlwind Slash – L Up Backhand||0.18||Demon Dance – R Rising Slash||0.04|
|L Mini Whirlwind Slash – R Up Slash||0.06||Demon Dance – L+R Overhead Slam||0.36|
|L Mini Whirlwind Slash – L Spin Trail||0.1|
Damage Type: Impact
Weapon Class Multiplier: 5.2
Hammers are large, heavy weapons which do impact damage and are capable of dealing vast amounts of damage in a single combo. Their tremendous size only slightly hinders mobility, and hunters are still able to run with them, unlike with the Great Sword and Lance. Hammers also have had the ability to K.O. opponents after hitting a target on the head multiple times. However, remember that Hammers cannot block and cannot cut the tails off monsters.
|Uppercut||0.2||Super Pound – Up Check||0.15|
|First Pound||0.42||Super Pound – Slam||0.76|
|Second Pound||0.2||Spin Attack – First Spin||0.2|
|Golf Swing||0.9||Spin Attack – Following Spins||0.1|
|Side Check||0.15||Reversed Swing||0.6|
|Side Smash||0.25||Super Golf Swing||0.9|
|Slided Uppercut||0.4||Spin Tumble||0.4|
Damage Type: Impact
Weapon Class Multiplier: 4.6
Hunting Horns are similar to the Hammer in that they do impact damage and able to K.O. a monster when they connect with the head. Generally they are weaker than the Hammer, and do less damage per hit, even on those attacks which the two appear to share. What makes the Hunting Horn different from the Hammer, however, is that each ordinary attack creates a coloured note and once a valid combination of notes is achieved, they can be activated by playing the Hunting Horn to give various bonuses to the hunter(s) such as attack and defence boosts, or to mimic items such as the Psychoserum.
|Overhead Slam||0.33||Right Swing||0.35|
|Right Upswing||0.3||Left Swing||0.3|
|Left Upswing||0.3||Weak Left Upswing||0.25|
|Hilt Stab||0.1||Weak Backward Slam||0.4|
|Backward Slam||0.45||Left Slam Spin||0.35|
|Super Pound – Up Check||0.15||Right Slam Spin||0.4|
|Super Pound – Slam||0.45||Left 360° Swing||0.33|
Damage Type: Cut
Weapon Class Multiplier: 2.3
Lances are long weapons that can strike from a distance and are always accompanied by a large shield which grants a powerful defence against most attacks. They can perform a counter by charging up and then releasing when struck by a monster attack, as well as K.O. a monster with a running shield bash. Although slow and difficult to travel with, the Lance’s damage output can be considerable, and they are unique in that they deal either cutting or impact damage depending on the weakness of the hit-zone they are striking.
|Unsheathe Thrust||0.27||Side Sweep||0.2|
|Mid Thrust||0.2||Guarding Stab||0.14|
|Final Mid Thrust||0.27||Shield Bash||0.14|
|Final High Thrust||0.27||Charge Finisher||0.4|
|Charged High Thrust||0.5|
Damage Type: Cut
Weapon Class Multiplier: 2.3
Gunlances are long, piercing weapons with a mechanism inside which can fire an explosive round. Unlike Bowguns, the Gunlance cannot fire over distances as the shelling ability can only be used from close range and reduces the weapon’s sharpness with every use. Gunlances attack with a combination of simple stabs and explosive shots, which can link together in combos, and have an infinite amount of shells, although they have to be regularly reloaded. Gunlances are also able to charge up and unleash a strong explosive attack, known as Wyvern Fire, an attack that dramatically reduces Sharpness and takes a while to cool down before it can be used again.
|Step Thrust||0.32||(Middle/High/Zenith) Blast||1|
|Middle Thrust||0.24||(Middle/High/Zenith) Charged Blast||1|
|High Thrust||0.18||Full Burst||1|
|(Chained) Rising Slash||0.28||Wyvern Fire||1|
Damage Type: Cut
Weapon Class Multiplier: 4.6
Switch Axes are weapons with two modes, the Axe mode and the Sword mode, which the hunter can switch between easily during battle, hence the name being Switch Axe. While the weapon is drawn, the running speed in Axe mode is similar to that of a Long Sword, however, Sword mode’s running speed is similar to the Great Sword. Attack wise, Sword mode is much faster than the Great Sword and can link attacks together in quick combos. While in Sword mode, the weapon will not bounce off a monster’s hide, but can only be sustained for a limited time as indicated by a gauge. Once the gauge had been depleted, it can be reloaded. Sword mode can also use a powerful Burst attack, although this drains the gauge considerably, and has built-in Phials that are automatically activated and cause certain effects, such as Paralysis, or increased Attack power.
|Axe Thrust||0.19||Sword Rising Slash||0.28|
|Axe Overhead Slash||0.46||Sword Side Slash||0.22|
|Axe Side Slash||0.23||Sword Stab||0.28|
|Axe Rising Slash||0.32||Power Burst||0.13|
|Axe Fury – Left Slash||0.24||Power Blast||0.8|
|Axe Fury – Right Slash||0.24||Power Blast Cancel||0.5|
|Sword Overhead Slash||0.32|
Damage Type: Shot
Weapon Class Multiplier:
Bowguns are ranged weapons that allow you to attack enemies from a distance. Bowguns, while dealing less damage in general than melee weapons, can constantly fire at an enemy no matter where they are. This gives Bowguns great damage capability overall. There are two types of Bowguns, each with its own advantages and disadvantages. The Light Bowgun features much greater mobility but is weaker than the Heavy Bowgun. Like its name indicates, the Heavy Bowgun has much greater offensive power, has the capability to block, and can enter into crouch mode where it can unload large quantities of special ammo without needing to reload. All this comes at a movement price. The hunter moves very slowly with a Heavy Bowgun, making escaping enemy attacks difficult if they weren’t already prepared.
Damage Type: Shot
Weapon Class Multiplier:
Much like the Bowgun, the Bow is a ranged weapon capable of fighting enemies from long range. The Bow does not have to be reloaded, but it is incapable of equipping different ammunition types. Instead, different coatings can be applied to the Bow, which give the arrows unique effects such as Poison, Paralysis, or simply added power. The Bow can add on to its damage by using powerful charge attacks. The type of the attack performed when a shot is fully charged changes, depending on the Bow.
All weapons have sharpness, even blunt ones
It is always a good idea to try out the different weapons before wwe settle for one or a couple. It is easy enough to try them all out as our character starts with a really basic weapon from each Weapon Class. Once we have that, we need a decent weapon from our chosen Weapon Class(es). This is so that we have no worries about bouncing off monsters when we hit certain parts of them, such as the flint stones on Qurupeco’s wings, and so we can do as much damage as possible. We know we are bouncing off something when we swing at something and upon hitting it, our weapon makes a little thunk! sound and we see it bouncing away from what it hit. Not only do attacks that bounce off of a monster’s body deal less damage than normal, these attacks cannot be chained, even into a dodge or roll. As a result, we are left open to monster attacks for the duration of the weapon bounce animation. In order to not have this happen too often, we need a weapon with decent Sharpness, a weapon attribute which has red being the least sharp going all the way up to purple being the most sharp as shown below.
These numbers will soon become important when we start calculating weapon damage. The first number on each colour represents the modifier to the raw attack power of the weapon which is used when calculating damage using the damage formula, a modifier which I will call Sharpness. Similarly, the second number followed by ELE represents the modifier to the elemental attack power of the weapon, a modifier which I will call Elemental Sharpness. In order to understand how these work, let us start to look at the weapon damage formula itself.
How is weapon damage calculated?
Before I start explaining how all of those numbers above apply to damage calculation, I would like to mention that we are not learning damage calculation so that we can stress over the amount of damage each of our attacks does. This knowledge is actually really helpful for understanding how both Raw Damage and Elemental Damage in the game work, making decisions regarding which weapons to make, and where monsters will take the most damage.
Moving on, we know we already have a few pieces of the formula for weapon damage – the Attack Type and Weapon Class Multiplier from earlier, and Sharpness shown above. What we want to do now is figure out both Raw Damage and Elemental Damage. However, there are a couple of other things that we need first. For Raw Damage, we also need our Attack Power and the Monster Hit-zone Multiplier then the Defence Multiplier of the monster. But what are these?
This is our character’s total attack power as shown by the status menu. It includes bonuses from eating, armour skills, and inventory items, all of which we will learn about in the upcoming part.
This is the type of attack we use with our weapon as was shown in the tables above.
This is the sharpness level our weapon is at when we attack as briefly explained earlier. See the Sharpness table for reference and use the top number for calculating Raw Damage.
Monster Hit-zone Multiplier
This is a percentage of how much weapon damage the monster is absorbing. Quite simply, the higher the number, the more damage is being done. Tables for Monster Hit-zone Multipliers can be found at Kiranico. All you have to do is either type in the monster’s name in the search bar or click Monsters in the sidebar on the left of the page.
Sometimes you will also find the Monster Hit-zone Multiplier in a form like the image to the right. Websites such as Monster Hunter Wiki use these images, usually created by Inkoseh, to illustrate the same information for cutting and impact damage on monsters. I have noticed that the percentages they use often differ, however.
Weapon Class Multiplier
This is how the different Weapon Classes are set apart. Each Weapon Class has its own multiplier as mentioned earlier and the damage a weapon does with each hit will be affected by that multiplier.
This is a method for the game to regulate the difficulty of some quests. Generally speaking, we can usually assume that monsters fought offline have no Defence Multiplier, so we can leave this item out of the equation entirely. However, monsters fought in online, low rank have our damage reduced by 5%, meaning that the Defence Multiplier will be 0.95. Also, monsters fought in high rank have our damage reduced by around 20% to 25%, making the Defence Multiplier somewhere around 0.75 to 0.80. The result of this is that monsters not only take longer to kill, but require more hits for them to get staggered, tripped, or have their parts broken.
Attack Power × Attack Type × Sharpness × Monster Hit-zone / Weapon Class = Raw Damage × Defence
So, for example, remember that Lagiacrus from before? Let us pretend that we are fighting him. For the first example, we will be using Dual Blades, and for the second example, we will be using a Switch Axe. Either way, we have a couple of things to do.
Let us say that we are using the Dual Slicers, a pair of Dual Blades that are very easy to obtain. We will go through the formula in the order written above. So, for starters, these particular Dual Blades have an Attack Power of 140. Then we will pick an attack that does average damage for the sake of the example, which will be 0.8. Also, these Dual Slicers have green weapon sharpness which has a multiplier of 1.05 and we will use this multiplier because we should be sharpening whenever our weapon loses a bit of sharpness anyway. Next, we need to know where we are hitting this monster so have a look at the table below. Since we are doing cutting damage with the Dual Blades, we look at the Cut column below and let us just say that we are hitting the body, which means that the Hit-zone Multiplier is 0.35.
We are almost done. The next thing we need to know is that the Dual Blade Weapon Class has a Weapon Class Multiplier of 1.4. Then, say we are fighting a Lagiacrus in Moga Village, the Defence Multiplier will be 1 so we can ignore it for this example. Now we can finally put all of these numbers together and get the following.
140 × 0.08 × 1.05 × 0.35 / 1.4 = 2.94 Raw Damage
Now, let us say that we are using the Bone Smasher, a Switch Axe that is also easy to obtain. So this particular Switch Axe has an Attack Power of 460. Then we will pick an attack that does average damage for the sake of the example, which will be 0.24. Also, this Switch Axe has green weapon sharpness, like the Dual Blades, which has a multiplier of 1.05. Next, we will hit the body the same as in the last example, which means that the Hit-zone Multiplier is 0.35. Then the Switch Axe Weapon Class has a Weapon Class Multiplier of 4.6 and we ignore the Defence Multiplier for this example. When we put all of these numbers together, we get the following.
460 × 0.24 × 1.05 × 0.35 / 4.6 = 8.82 Raw Damage
This is a huge difference but it does not mean that one weapon is simply better than the other. We must remember that the Dual Blades are a weapon that attacks very fast and the Switch Axe is a weapon that is much slower, requiring precise, timed attacks. In the time that the Switch Axe user got in that one attack, the Dual Blade user might have gotten in three, depending on the type of attack used. Essentially, the Dual Blades will do constant damage whilst the Switch Axe will do damage in great spikes. Because of this, we should not write off a weapon based purely on how much damage it does per hit. Regardless, we cannot rest yet as there is still more to do. Now that we have our Raw Damage, we need to figure out what our Elemental Damage is and then, if we want to, we can add the two together to get total damage.
This is the amount of elemental damage that the specific weapon does, such as Fire, Water, Thunder, Ice, and Dragon.
Elemental Sharpness affects damage as briefly explained earlier. See the Sharpness table for reference and use the bottom number for calculating Elemental Damage, as denoted by ELE in the table.
Element Hit-zone Multiplier
Just like cutting and impact damage will deal a different amount of damage to different parts of a monster, Elemental Damage also does a different amount of damage depending on where we hit the monster. You can find this information on Kiranico by either typing in the monster’s name in the search bar or clicking Monsters in the sidebar on the left of the page.
Elemental Damage Divider
This is the 10 in the formula because Elemental Damage is calculated this way. Unfortunately, I do not have a better explanation to give you other than that being how they designed the game.
Element × Element Sharpness × Element Hit-zone / 10 = Elemental Damage × Defence
For this example, we will fight a Barroth. This monster appears early on in the game and is known for covering itself with mud, causing it to have two different states of elemental resistance. While it is covered in mud, Water will do increased damage. However, when the mud has been broken off, Water will not do any additional damage. On the other hand, when the Barroth is covered in mud, Fire will do no additional damage, but will replace Water as its weakness once the mud comes off. Because of this, our first example will involve a Great Sword with Water damage. Then, in our second example, we will use a Great Sword with Fire damage. Have a look at this in the table below before we continue.
|Left Back Leg||36||30||25||0/20||25/0||15||0||0/5||–|
|Right Back Leg||36||30||25||0/20||25/0||15||0||0/5||–|
Water Element Great Sword
First comes the Water Element Great Sword and for this example I have chosen the Remalgalypse. This Great Sword does 280 Water Elemental Damage and the Raw Damage does not matter for this particular calculation. However, if you are using damage calculation for the purposes of choosing a weapon, do look at both Raw and Elemental Damage and considering which is more important to you.
Next, the Great Sword has blue Element Sharpness which is 1.0625. Then let us assume that we are hitting him in the face (Head), because we can, for a multiplier of 0 with mud and 0.4 without mud. Finally, like in our last example with the Lagicrus, we will assume this is not a higher ranked monster so there will be no Defence Modifier. What we get for attacks on a Barroth’s head when it is covered in mud and when it is not covered in mud as are below.
280 × 1.0625 × 0.5 / 10 = 14.875 Water Elemental Damage with Mud
280 × 1.0625 × 0 / 10 = 0 Water Elemental Damage without Mud
Fire Element Great Sword
For the Fire Elemental Great Sword, I have picked the Rathalos Flamesword. This weapon does 280 Fire Elemental Damage like the previous Great Sword does 280 Water Elemental Damage and also has blue Element Sharpness, making the multiplier 1.0625 as well. We will be hitting the Barroth in the head again but this time the Element Hit-zone Modifier will be different, so here goes.
280 × 1.0625 × 0 / 10 = 0 Fire Elemental Damage with Mud
280 × 1.0625 × 0.4 / 10 = 11.9 Fire Elemental Damage without Mud
As you can see, using an element that a monster is most weak to will increase damage dealt by a small amount. However, on a monster such as Barroth, that bonus may be lost or gained once the monster has lost its ‘armour.’ That does not mean our attacks with the weapon are not doing any damage, however, as there would still be Raw Damage coming off the weapon in these cases.
Now the figure out the total damage of an attack against a monster, we can add both the Raw Damage and the Elemental Damage results together or do it all in one go like below. You already know what everything does, so let us do an example run.
([Attack Power × Attack Type × Sharpness × Monster Hit-zone] / [Weapon Class]) + ([Element × Element Sharpness × Element Hit-zone] / 10) = Total Damage × Defence
This time we will use our attack on a Barioth. This monster can be usually found in the Tundra and loves to jump around. He is the most weak to Fire, but let us pretend that we do not have a decent Fire weapon. For this example, we will be using a Thunder Elemental Lance, the Amphitrite, made from parts off a Lagiacrus. Let us also assume that we have the Sharpness +1 skill on this weapon so that instead of blue Sharpness, it now has white. Now, let us have a look at the Monster Hit-zone Multipliers.
We are assuming that we do not have any damage enhancing buffs, so this Lance gives us an Attack Power of 483. Let us hit him in the face with one of our powerful thrusting attacks because why the hell not? The Attack Type gives us a multiplier of 0.27 and because of the white Sharpness mentioned earlier, our next modifier is 1.32. Hitting him in the Head gives us a 0.60 Monster Hit-zone for cutting damage. We then take the result of all that and then divide it by the Weapon Class Multiplier which, in this case, is 2.3. Do all of that and we get a total Raw Damage of 44.9604.
Next, for Elemental Damage, we take the weapon’s Element of 230 Thunder Elemental Damage first. Then we get 1.125 from Element Sharpness as the weapon Sharpness is white. Next, we get a 0.25 Element Hit-zone from the Thunder element and finally, we divide all of that by 10. Do all of that and we get a total Elemental Damage of 6.46875.
The result is that we do a total of 51.42915 damage with this attack, as shown below.
([483 × 0.27 × 1.32 × 0.6] / [2.3]) + ([230 × 1.125 × 0.25] / 10) = 51.42915 Total Damage
What does this mean for learning how to fight monsters?
If we desire to, we can figure out the best weapons and attacks to use on certain parts of monsters to deal optimal damage. However, that is definitely going to be a little bit much for some people and there is a lot more to the game than this. This continues on a little from what I mentioned earlier in that it is not necessary to worry about damage calculation all throughout a fight, but it is, at the very least, good to know how it works. Personally, I believe the most important things to take away from this damage calculation part are as follows.
- Monsters will take different amounts of damage depending on where you hit them. We can use this knowledge to our advantage whether it be to decide if we bring a cutting or impact weapon to the fight, ensure we weaken/kill the monster as fast as possible, or to ensure that we do not do too much damage and kill it before breaking all of its parts, a topic we will cover in the next part.
- Having the element a monster is weakest to is nice, but not absolutely necessary considering that not all weapons will do a great deal of Elemental Damage given how the formula works. Honing our skills with a weapon and developing strategies for killing monsters will make our time much, much easier regardless of what element we use. All of this will be covered in the next part.
With that, we are on our way to becoming great hunters, but there is still a lot more to cover. As I mentioned earlier, next time we will have a look at how weapons and armours are created and some more of the intricacies of fighting these monsters such as types of attacks that cannot be deflected, the use of items for increasing power, defence, and other effects, strategies for fighting specific monsters, and much more. These are the things about the game that are my favourite as I find that the level of detail in each monster’s behaviour is what makes this game so interesting. However, until then, that’s all from me for today. Happy hunting!
Monster Hunter 3 Ultimate Series
- MH3U, part one
- An in-depth guide to what Monster Hunter 3 Ultimate, a Nintendo Wii U and 3DS game, is all about, and some advice on how to become a great hunter ourselves.
- MH3U, part three
- This time in my guide to Monster Hunter 3 Ultimate we will look at Weapon and Armour crafting, Armour Skills, and Weapon attacks which cannot be deflected.