Mhw damage numbers mod reddit. 613K subscribers in the MonsterHunter community.

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Mhw damage numbers mod reddit Grey is used for buddy damage and poison I think. Reading on internet they say this is negative affinity on the weapon but I use Leviathan's Fury, does not have negative affinity. Posted by u/[Deleted Account] - 5 votes and 11 comments Greatsword is my favorite but i can see how it can het boring fast. the other options are health regen, another socket, or defense. This on its own is fine, to each their own, use whatever mods you want. Since the bloated values are kind of useless, I’ve been looking for some mod which would change the bloated values to true or at least show them on the side, especially because it takes quite some third party studying to really understand how the weapons compare. You don't know how much you're doing to it. MHW is definitely overall easier than previous MH games, but damage numbers isn't a reason why, it's more of a QoL change. Adding a health bar would totally change the way fights are approached, the damage numbers just tell you more about your attack options. And the biggest number I have seen has been 500. Why do I want to add +12 damage to this 960 damage Great Sword, that looks like a 1. MHW Mod Manager – A simple to use (hopefully) robust generic mod management tool for managing the files installed by mod archives. My game looks like potato, sometimes i cannot even see damage numbers. ) Hello! Im a new player (my next assigned is vaal khazak). Gained about 20fps after those. Fight videos between Monsters show this off best. 3: Elemental damage doesn't benefit from most damage increases (for example, you can eat for extra damage but you cannot eat for extra elemental damage). In my opinion, having one just leads to obsessing over damage and can take some enjoyment from the game. Keeping your weapon sharpness up during a fight is important! If you have iceborne, using the clutch claw to tenderize can increase damage when hitting that body part. That would just remove the nerf Capcom gave GL in rise. Each area of a monster ( be it the head, tail, legs, wings, etc) have different hitzone values. 8. Deleted the files and restarted and it was good to go. I played the insect glaive for a while and it was lots of fun flying around while dealing damage. Most of those also come with a health display for the monsters, but if you don't want to have that you can usually just deactivate that part and just keep the DPS meter. There are a lot of reasons why your damage seems lower. 32 = 52. A mod where you're able to see the remaining hp of a monster totally kills the goal of monster hunter, which is: an immersive fight where you need to look for clues about what the enemy will do based on knowledge you gained fighting them. Of course they post it when they deal top 2 in damage, but I wonder if they also post it if they finish bottom 2 or better yet, if they get get absolutely carried, like getting damage deleared in a duo. 3) SA actually So elemental damage may vary by +-10 between ingame and tool. You should only compare attack boost vs critical eye since both are deco 1 skills, attack is better up to 4 due the extra bonus of 5 affinity, after this afaik it loses to critical eye, however you rarely have that many empty lvl1 decos so most go for attack 4, beside the difference between both is really small crit mostly winning due the extra utilit with skills like master touch. There are hex value editor mods that allow you to change damage numbers on weapons (essentially one hit monsters). I was told by mutiple people that the great sword has the highest damage numbers in the game, for the sacrifice of speed of course. Add it in, i dont care. Anyone have the numbers for SAED damage in mhw? Specifically how much damage each phial does, and if there is a damage difference between 5 phials and 6 phials in a SAED. Recently reinstalled the game and it'd load up with a black screen then crash without fail. I find that mod not to be QoL, but instead actually just a mod to help you know if you're doing more or less damage, and, consequently, seek to improve your gameplay. Now we got damage numbers! And that completely changes how players think! Take this example. There acknowledgements for support play at the end of each quest, it also have give a mod to damage dealer. There have been reports of cheaters ruining a hunt by using one-hit kill mods and the like, and there's quite a number of functional mods that noone has gotten in trouble over. with frost craft you body all the monster so fast the Y armor is better, but that is endgame gear. Im really enjoying MH Rise on game pass PC but cant help thinking back to the thousands of hours i put into MH World on PC. I was considering it, but then I ran into someone auto posting damage numbers in chat for Fatalis. ) Four arrows pointing in the middle: Hitzone is tenderized, damage is increased. There is a mod that changes the font of various numbers and texts in the game, including damage numbers. Basically only the elemental attack skills and elemental crit improve elemental damage and even then, you need to run different sets for different elements (imo they just should have kept it It would be a very useful feature to add, as abnormal status like blast greatly increase the damage of weapons like dual blades for example. 3 Shield mods gives you the blocking power of a Lance. I can thank Astral Chain for helping me get used to seeing damage numbers (if damage numbers have to come back for Rise). Also, I remember using the Anja great sword (negative affinity) and never noticed the blue numbers Just remember, if you uninstall the mods, to get rid of the files within your MHW install folder. There's also a mod that adds a multiplier to damage numbers to give it a more KMMO-type feel. (For both mods) (Only decided to look up numbers today and couldn't find any helpful info, so i did my own tests to get a answer) Ridiculous. Lance got shafted. The Damage Dealt is shown in three ways: As a colored Bar Graph, a Percentage, and a Total Damage Number. The mod community for monster hunter rise is. Sometimes I hit the monster on the face, and get like an 800 damage (orange) which is disappointing. I believe spirit level damage modifiers are only taken into account for spirit helm splitter currently (white, yellow, red), while all other attacks are calculated from base (0% modifier). for raw damage it goes aug 1 = 5 raw, 2 = 5 raw, 3 = 5 raw. Because the series has multiple teams of developers, and some prefer the bloated numbers while some prefer the true values. So I started playing the game from World, and in that game whenever you got a critical hit there would get a star under it. I honestly like not seeing them because it drives that asymetrical battle feel home. Rn I’m enjoying the hammer and switch axe. It also heavily depends on the part of the monster your attack is hitting. Need armor with guard secret or rework power guard to buff lance. What great sword build do you recommend for big DEEPS? Basically just multiply everything together for physical damage, do the same for elemental damage, and add the 2 numbers together. No guarantees though. specific datas can be found here. There's not really a mod for doing it at the end of the hunt, but there are several overlays that have a DPS meter for the group. If I run the exact same build with my best hammer, I’m getting around 1300 damage with a Big Bang combo. Aug 31, 2018 · The mod provides an overlay displaying Hunter Name and Damage Dealt. Most fun mod though is the one that removes the loading zone between the seliana gathering hub and the forge so you can walk down the stairs. Seeing the damage won’t do anything besides you misinterpreting the numbers, because it only shows damage dealt, no supporting, no mounting (where you will lose damage while on monster) or getting you out of your stun. They looked badass and more impactful. Requirements For the people who post the damage numbers and % at the end of quests, I wonder how consistently they do it. (Normally 100% affinity the head) with brachy or safi GS. The color of the damage number is based on the hitzone and your current sharpness. But yeah, every mod that gives you and advantage can be considered cheating. 0 update! (v2. After a completed quest a fellow hunter posted the damage output and percentage of damage for each player in the chat. Most important mod might be guiding lands regionset, which lets you increase guiding lands regions to the max rank you've achieved. So far nothing :( The numbers won’t be huge, but you’ll be doing damage almost constantly, rather than waiting for big openings to unleash combos like other weapons. Divide the attack stat you see in the status screen by the bloat value to get your true physical attack. Bloated numbers are meant to give you a rough estimate of how strong a weapon's attacks are per hit (on average-ish, kinda), that's why the Greatsword has such high numbers, because the vast majority of its attacks inflict high damage, and the Sword and Shield has low View community ranking In the Top 1% of largest communities on Reddit Damage numbers question Some mhw videos have the attack combo names appear where damage numbers are on top of the monster in combat. PC player here. So the next mount will need 75 + 150 = 225 mounting damage. GS has the highest mount meter damage imo, along with hammer. 0; all the weapon self buffs only boost raw damage (except LS - you wonder why you see way more ele LS speedruns now); most of the ramp-up skills are raw damage oriented (Brutal Strike and all the Anti-Species skills only boost raw); some weapon classes like LBG receive 1) the SAED on PEP CBs has a weird shape where phials are likely to whiff. r/Tekken serves as a discussion hub for all things Tekken, from gameplay, fanart, cosplays and lore to competitive strategy and the Tekken esports scene. You will want to use powershot at maximum level. either of these right? And also the mod that fixes issues with certain ammo ticks because capcom knew it was a bug and did not bother to fix at the time. Damage seems solid now. For each mod, the numbers are Close range: +20% +10% +5% +5% for a total of 40% with 4 mods slotted in Without being able land the last hit on the training pole (so I lose about 150-200 damage), I’m hitting for 1100 damage on average. Works well with Rise too. I had some installed, deleted them all and uninstalled. That said having played both World and Rise the damage numbers don't bother me being in, nor would it bothered me if they were gone for MH6. Normally I reach 1200 damage on the head. Asked if some modders are working on the damage number mod, since behemoth has been out for a while. I remember making a post about a week or 2 ago, either on this sub or the general monster hunter sub. So Level 5 damage in rise should be level 5 damage in World. Using the bow’s dash in between shots, you can constantly fire out max charge shots while being very mobile. Either an indicator that the negative affinity of my weapon just procd (blaze bow) or that the fire damage it deals is reduced (was noticing it during fighting an anja and rathlos). The smart overlay mods that show all the status/ailment build ups is something Im not a fan of. At first I was like “how do they know I hit 20% of damage” (don’t recall the number exactly), then I thought “ah must be a mod”. There are also skills that can improve your damage, Attack, Affinity(crit), etc. But there’s no reproduction in cheating in MH. Shoots Wyvern fire pierce shot at monsters body Player: "FUCK! That did 10 less damage then normal. 641K subscribers in the MonsterHunter community. I really like playing game without mods, like actually vanilla with no hp bars at least. This is because your sharpness also factors into things. And honestly if you download damage mods, I'm just apathetic about it as long as you stay offline. I wonder how much dps i do with my CB, because i cant really is my damage ok or is it not. You waste a minute or two joining the hacker's session then move on with your life, and even that is very uncommon. 1. Now yesterday "coavins dps meter" was released which is the first DMG meter for rise. But, if there’s an option to turn damage numbers on/off then sure, why not? Gotta appeal to both Old and New hunters. so I can meld every jewel in excess and only keep a number of jewels that can give me the max skill level. I noticed blue numbers fighting Deviljho. HBG with 4 shield mods take half as much chip as lance. Build for raw first, but elements are more damage. (For both mods) With two mods it is a 30% increase within the right range. Charged shot and powershot have more arrows. The creator of the mod is pretty thoughtful. It was my first MH game too and dear god I felt like an absolute moron flailing around with weapons until I settled on the IG because dodging. We're all busy, I have better things to worry about. You just need the right situations to see the damage numbers go off. I dont care what kind of mods people use except damage enhance mods, or build mods in multiplayer hunts. I'm seeing hits of 5000+ damage on GS, but attacks that can't or don't crit are in the normal ballpark. The percentage increase is to the base element, not total, so lower end elemental damage is only going to get an extra 10 points or so for element attack 4. 613K subscribers in the MonsterHunter community. Ironically, the damage numbers arrived at for Extra Bomb Blasts turned out to be accurate - but not as damage but as how much BLAST STATUS gets applied by the bomb - affectign how often the fixed daamge from a Blast proc applies (I managed to find the same pattern of numbers for an unknown modifier on bomb damage data in a ROM dump of the 3DS MHXX. Better aim for the Probably, since it was an option in world, and they have blood back instead of the strange dust/rocks you get in MHW when hitting a monster odds are we’ll be able to turn off damage numbers (which I will be doing instantly, not a fan of the damage numbers introduced in MHW. 1: Kuroyonhon is a Japanese site that has being testing for damage formula since 4U, and I have being following their updates on world. An online free-to-play FPS title in which players take control of Mobile Suits and challenge other players online in six-versus-six objective based battles. To help visualize this, imagine slowly walking up to that poor innocent tree, unloading shell after shell every time you took a step, watching the numbers fly off of its immortal Elemental damage is unparalleled for almost every scenario when using dual blades. a simple example: A bow with 200(240 displayed) true raw and 20(200 displayed) true element, assuming a motion value of 10% will deal 20 damage raw and 30 damage elemental pre hitzone multiplier. Perfect Rush damage feels about right now and seems about on par with Falling Bash for raw builds and slightly better for elemental builds. Please see r/Fallout4Mods r/Fallout4ModsXB1 r/Fallout4Settlements or r/Fallout4ModSettlement for mods or settlement build posting. Was noticing some blue damage numbers popping up yesterday. Compiled some actual numbers for the modifiers of each ammo type for both LBG and HBG. Basically I ran a simulation where monster attacks were like damage numbers in a bag drawn at random, and healing amounts were like healing numbers in a bag drawn at random. I don't use mods that will affect the game balance. Primary damage of bow come from powershot due to each shot have same elemental damage as a shot, so 3 shots = 3 normal attack. Apr 28, 2021 · This mod patches the in-game function so every monster has the same damage effect as Behemoth from his event quest, including attack names. for affifinity it goes Augment 1 = 10%, 2 = 5%, 3 = 5%. Hell, Bowguns actually have a huge amount of mount damage on midair melee lmao. Generally a monster's attack outside of a turf war does it on its own. If we factor in the missing damage on the perfect rush combo, we are at 1300ish damage for both of them. So I played MHW for over 300 hours until I heard of the damage meter mods which tell you who did how much damage to the monster. Both close range and long range mods stack with diminishing returns, so you get the MOST value from having 1 or 2 of either slotted in, but having more is still a dps increase. Think "medium-long" and "medium-short". That is because equipping one of the customizations splits the range into two parts. I was more focused on how the monster acted instead of inflicting always the maximum damage. But a question, when i add elemental damage the numbers on the right dont change like they do if i add or subtract raw damage. There are a lot of creative and gameplay improving mods already. too bad my behemoth damage number mod doesn't work tho and i think all plugin mods don't work either. Welcome to r/MonsterHunter, a subreddit dedicated to asking if underwater combat should return in… Posted by u/I_Will_Procrastinate - No votes and 8 comments in addition to what another person said, elements are largely unaffected by motion value. With one mod it is a 20% increase within the right range. How can I maximize my damage above 1200-1300. Hammer has no cutting moves at all. I've figured it's one of 2 things. I still prefer them gone. Lance has a bloat multiplier of 2. Welcome to r/MonsterHunter, a subreddit dedicated to asking if underwater combat should return in… A blue color background and highlight with the number is mounting damage. 98 = 490 total damage: 1854 so you can see how the affinity build does less damage on average Try your set in hunts themselves! Given what you said, once agitator activates, you’ll be dealing way higher damage that what you’ve seen in training. Thanks! While you can't see the damage numbers themselves in any mods I'm aware of, if you get a mod that shows the HP of all the Monsters on the map, you can at least see the damage they're inflicting based on that. Tekken is a 3D fighting game first released in 1994, with Tekken 7 being the latest instalment. . If you look at the actual numbers, you'll notice that a lot of the bloat multipliers are close to 10 times the damage multiplier of a "normal" attack from that weapon: Great sword has a bloat multiplier of 4. So Flammenzahn's deals about 24 elemental damage per hit into a 100 hitzone. You could also try to learn the strongest combos with the long sword. 60 degrees to either side of the direction you're facing. I want to mod deviljho and bagel boi to look like a pickle and a bomber but I'm not sure if using mods is okay. Follow the installation instructions on the page. It takes the risk reward and suprise out of a hunt imo. Damage numbers are colored according to player color. I mean, the game gave us the damage number indicator already so I don’t know the need of seeing the monster’s health. Hackers in a PVP game like Conan Exiles will always be 1000 times worse than in a co-op game like MHW. Some of these damage numbers are split. (For both mods) With three mods it is a 35% increase within the right range. true. Does anyone know what that mod is called and where to get it? I don't particularly like the overlay mods with extra bars to clutter the screen, so this seems like a neat solution. 0 now, please check back here for updates) This application allows users to compare weapons against a monster's set of hitzones, with desired buffs and options, to find out just which will give them the biggest numbers. Attack Boost +4 for eg. The player pulls a number from each bag, alternating between them, for some amount of time, and either takes that damage or gets that amount healed. 0. which makes sense, since those effects were a big indicator on how well you were dealing damage, even if vaguely. I downloaded one but I couldn't seem to get it working. Basically game rounds each time it multiplies any value in damage formula, but we round only 3 times when calculating our numbers (mobile limitations again), so numbers will vary by not more than 1% from actual ones After the mount we need 100 * 1,5 = 150 more mounting damage because nergi did build a tolerance like with any other status. This is the kind of damage I was hoping Perfect Rush would do upon release of Iceborne and was rather disappointed before the buff considering the cons attached to the move. I feel the faster weapons can out damage me. There are several damage meter mods. seeing direct damage feedback on your hits subtly encourages the player to try to play more "optimally" by hitting the best damage zones because seeing big orange numbers feels better than seeing small white ones. MHW Damage Calculate ver2. The ratio of the physical to elemental bloat multipliers is approximately equal to the ratio of the physical to elemental motion values for attacks from the weapon, which make it easier to compare two weapons when one has more physical, but less elemental, damage than the Correct, this is because orange numbers and weakspots are separate things. Look my policy on Decos and Kulve weapons (and to an extent Safi weapons) is that after a certain number of Hunts it's just the poorly designed RNG system's fault. I use the damage meter mod not because I care about who does the most damage, but so I can get a good approximation for how much damage my optimized dps builds do vs my more defensive/supportive builds. Motion Values. Player: "Hell yeah! Got a hit!" Damage Numbers On. The subreddit for Gundam Evolution. Each weapon has a "special" that you need to know how to activate to do awesome damage so to speak. Anyone who uses the mod to wave their e-peen around is doing it wrong. Shoots Wyvern fire pierce shot at monster's body. Can see this by shooting water ammo at a Barroth covered in mud. Dec 17, 2022 · This is a mod that displays the damage numbers of other players in multiplayer. 2) Most of the damage from SA play doesn't come from phial damage, it comes from the axe hitting multiple times as it passes through the monster, racking up raw and elemental damage (my core concern about why Artillery 3 might - might - not be neccesary). it creates a kind of artificial game-y experience. Thanks in advance yeah bruh damage depends a lot on the monster, crit boost, affinitty, and tenserized parts. Not exactly true, switch axes have element phials and can deal incredibly good damage with bonuses to elemental damage as well, and chargeblades got a buff to elements and got multi-hit axe mode in iceborne. You will do huge damage, but the game will indicate them as white damage numbers. I see it happens in FFXIV, party member getting derisive comments based on their fflogs. Note that the exceeded mounting damage we did (110 mounting damage - 75 initial threshold = 35 exceeded mounting damage) does not carry over. 48. True attack stat: For physical damage, Google "mhw bloat value" to find the bloat multiplier for your weapon. Made a MHW damage calculator/build comparing tool MHW Couldn't find an up-to-date calculator that fulfilled all my needs (variable skill uptimes being the main thing) so I made one - it doesn't account for phials and explosion damage (like for charge blade) and has some other quirks, but it's useful for comparing raw vs element builds to see It's fairly low commitment for great output. edit: temporary fix for now is to delete stracker's loader file MonsterLoader. The higher the value the more damage you do. Bloated numbers make it harder to compare between two weapon types, but it makes it easier to compare within a weapon type. Most weapons are still only going to go up to element level 3 tbh. Mods are 100% safe , unless you're using cheated dmg weapons or cheat armor with all the skills. A quick Google search landed me on this Damage Meter mod, it shows how much damage you and your team did to the monster. 4 Shield mods gives you the blocking power of a Lance, but you take half the chip damage. Permissions and credits Feb 15, 2020 · This removes the bloat multiplicator on weapon attack and element values. Your damage in training area (with LR resistances). Instead of looking at the monster for tells of how close it is to dying (which parts are broken, change in behavior, etc) and via experience (say after 100 hunts of the monster, you know that it should be close to dying 10 mins in), I'll just be focusing on the HP bar. I don't mind the damage numbers to see the weak spots, elemental weakness, etc. And a few mods to improve performance by removing leftover unused codes and a few other things. That's ment to say: Capcom doesn't give a shit. (There are like 2-3 monsters that are an exception) However, during turf wars there should be damage numbers (I think they’re orange) The game itself - MHW - shows you true raw values in many places. Option 3: either way is fine. Or at least unlock a new moveset. I highly doubt they'll ban people now without any prior notice since a rather big portion of the PC playerbase uses mods nowadays. Imo, damage dealer turns the cooperative spirit of MH to a competitive one. I don't play online, so I didn't know it existed, but I don't get why such a mod exist. Every monster hitzone takes a certain percentage of damage from strikes. Because doing this will make the numbers wonky. Hunting Horn has 1 move that deals cutting damage but it is weak and has short range. In mid HR, my bow usually deal around 30 damage per shot for powershot, total 150 damage if you White means you're below that threshold. You're not getting downvoted because you don't want damage numbers. Hey everyone, quick question. The update adds the damage numbers to always show during combat instead of just at the end of the quest. Also seeing the damage is a health bar to some degree, because you know how much damage you need to deal to kill it. So player 2 is blue and will have blue damage numbers, player 3 yellow , player 4 green . Souvenir’s Light Pillar – It lights up the souvenirs making them easier to find. 32x multiplier) gives you orange numbers (40 * 1. A place to share your character builds or get help building your perks and stats for your sole survivor in Fallout 4. Though note: despite the nice big damage number you see, the ground combo is still better dps in the situation where you can get through the whole thing. The bar graph and percentage are relative to each Hunter, displaying the respective Hunter's damage output in comparison to the Total Damage from all Hunters. because I noticed how toned down rise damage effects are. 3x part damage (except the last hit) so a PR hit for 200 only actually deals 60 part damage and it becomes quite difficult to break the head, partbreaker slightly helps but most of all make sure you land the final hit as much as you can Their damage comes from keeping the monster within "critical distance" for the shots to do the most damage while hitting the monster's weak points (orange damage numbers). I downloaded the Damage Meter Mod, but I wanted to use it just to see the percentages of damage dealt by each one, but it is showing the numbers too. Imo, Demondrugs and Mega Demondrugs shouldn't cause the orange outline to appear, but sadly they do. In World, the monsters do not do damage to each other outside of their turf wars. Jun 6, 2021 · This mod lets you control the amount of damage you do and take by using any of the x1. The people you’re watching might have weapons with higher attack stats or elemental damage. prior to damage numbers all you'd get is more hitstop and a flashier hit effect I used a damage tracking mod in MHW but that was when i already passed the 900hours in iceborne and wanted to master ALL weapons so I used it as a way to know how good I was performing. However they've taken it upon themselves to announce the moment a monster is capturable, or when a part about to break AND worst of all they are comparing people's damage numbers at the end of the hunt. I know the last thread with the DPS Meter got a variety of love/hate replies, so I'm expecting the same here. Do you guys think it’s wrong to use this to get me to end game, then erase them and play legit on PC? It's a bullet/blade sponge RPG, numbers matter, that's why you can see the damage numbers, so I see nothing wrong with seeing the monster's HP too, fights can last half an hour or more, with the only visual damage indications being body parts degrading and the monster limping when it's dying, I don't like fighting an enemy for 20 minutes before These hidden values are numbers plotted onto a location onto a monster that determines how much damage it takes when combined with your general damage formula. motion value is how much damage an attack deals. r/Tekken is a community-run subreddit for Bandai Namco Entertainment's Tekken franchise. assuming weakspot requirement of Bit of a weird downside, playing GU and Rise back to back, with no damage numbers was interesting. dll and QuestLoader. While it is true that weakspots are defined as HZV > 44 and orange numbers appear when you hit something at HZV > 44, weapon sharpness multipliers are also factored into whether the number is orange. Aug 31, 2018 · A mod that displays you and your team's damage to monsters in quests. This way the mod works as a 'difficulty adjuster' in a They also concluded that the +3 fixed damage are not boosted by critical hit. Really good if you realise a monster is about to move. Fast hitting weapons are great for stacking up elemental damage. The damage numbers indicating you've hit a "weak" point only take into account physical damage. It lets you choose from 3 different fonts, I don't know how it will look on the damage numbers, though. For performance improvements you can use this mod/plugin. Firstly, damage is calculated based on various different 119 votes, 34 comments. Seeing how we couldnt care less about his "big damage" he started posting our exact damage numbers to prove his empty point. Regarding the monster HP, it did changed my behaviour while playing and I had to deactivate it. Edit: note that the majority of people, me included, consider this cheating. so, basically, most stronger attacks don't deal more elemental damage. I topped the damage chart with 38%, 2nd was 36%, 3rd was 20%, and 4th was 6%. Been playing since MH3U so I played without the damage numbers. Personally I don’t like mods like this as there’s built in ways to tell the monsters relative health this is important parts of learning a monsters fight to me and things like DPS meters take away what you should be learning your self and just spoon feed you the info in addition mods like these imho shift the community farther away from a There is one transmog mod that let's other people see what you wearing, outside of that, if you install a mod that changes the model of as armor/weapon/monster only you or people that have that mod will be able to see it, same thing for NPC in the gathering hub, if a player in your session doesn't have the mod they will see you talking with the air Welcome to Fallout 4 Builds. No Damage Numbers. In rise I have around 20% affinity and I've been hitting the dummy in practice for about 15 minutes and I've not see a single star under my damage number, how do I know when I'm critical hitting a monster, all it is showing is yellow numbers. The reason that you can’t break the head with perfect rush spam is because perfect rush deals only 0. What a massive shocker , you can deal more damage with full end game equipment compared to people who are just trying to get safi gear. Also depending on weapon the actual contribution of elemental damage to your overall damage might be less than 50%. 25% increase for a lot of work? Because that 960 is bloated while the 12 is true raw - you're really adding 12 raw damage to a 200 true raw weapon - a 6% increase in raw Does anyone know if there exists a mod that puts that little star below the damage number to to indicate crits? I have a hard time seeing the visual effect and would like to when I crit. The key part of that is "into a 100 hitzone," because there's no such thing in this game. Weakness Exploit typically applies to any hitzone that takes 45% or greater of your physical damage. e. rising. With GL, Artillery and Felyne Bombardier (food skill) increase shelling damage. Feel free to see the source code here . Enough of that and the monster collapses and becomes available for a Wyvern Ride. The author states that he wants to have it as minimalistic as possible only showing total damage done by all the player in the group. total phial damage: 500 total damage: 1860 let's say that was using the attack build. dll inside nativePC -> plugins. On average, the affinity build would do ~0. These are the damage modifiers for each ammo type, which work similarly to motion values for melee weapons. The way the game calculates raw damage is semi-complex, but basically the length of the animation you're locked into (usually) equates to a higher damage multiplier. Ground Splitter should then add it's bonus on top of that. Basically (as far as I understand it) the mod doesn't detect the damage number change so a couple of things happen. I was really expecting elemental modifiers of much higher numbers and this is quite surprising. Perhaps make it so missing/canceling power guard always drains stamina completely with delayed recovery and in exchange, make it half the chip damage instead of double. com/monsterhunterworld/mods/2483. But now. You can soften monster parts to do more damage. 5, x2, x3 and x4 damage and defence options within the mod. EDIT: Alright found the mod the thing with elemental is that its calculated differently for hitzones. Do it on your own, you won't get banned or anything like that, you're gonna get kicked form the session at worst and using something like that in coop is just bad taste and a scum behavior in general. The worst hacking you'll see in MHW is an infinite damage mod that kills everything in one hit. The hammer feels nice cus every hits feels like it’s doing sth (even though u gotta love greatsword damage numbers). 45%+ hitzones will (almost)always show as orange, but that's not the only way to see an orange number. 20 modifier) would count as 48 and thus produce orange numbers. This is for character builds, NOT settlement builds and NOT for mods. You're getting downvoted because there are a lot of lurkers in this community who downvote genuine questions because not knowing everything is 'bad'. You can try HunterPie for a more informative UI including monster's total and part HP and damage meter (be advised that the damage numbers of your party members you see in multiplayer are going to make you depressed). because of this, fast weapons like the dual blades are more effective with elements than slow weapons like greatsword. People does this for quite some time now and capcom never do anything about it. Glaive requires a blunt type kinsect to do blunt damage with it, the weapon itself does cutting. This means that for melee weapons, you can get orange numbers even if you don't hit a weakspot, but for gunner weapons, you only get orange numbers at very particular spots, since gunner hitzones tend to be worse on average, and they don't have sharpness, and there's usually only one or two hitzones that are Don't like it since it breaks immersion. Even then, you’re already running most of the core damage skills that people playing “meta-comfy” sets have. for the second one sorry, I explained myself poorly. In World, Gunlance was in an okay place. IG specialty isnt even mounting and it has low mount damage numbers just so it isnt using its mount as the one aerial xapable weapon. 003 = 1364 total phial damage: 500 * 0. Lance is also repectable due to multitick air hits. Charged Slash I has a damage multiplier of 0. Shelling level damage should just be the same as in world. I don't think it really adds anything outside of that besides the dopamine drop of seeing the number get bigger. the beta armor sucks, but you still get frostcraft. You don't NEED elements, but elemental damage definitely helps. However, one friend has started using a monster health bar mod. MHW has a bloat value on elemental damage, that means the numbers you see are 10X higher than the actual elemental damage. Cause then you're reading numbers and not the monster. I only want a number after the jewel name, to know what is the max level the skill can reach. A raw build might need you to hit a very specific area to deal the big numbers while an elemental build deals a better overall damage or vice versa. I know gaijin hunter usually has the info in his videos, but he didn’t have it in his mhw tutorial. Posted by u/Nevarc_Xela - 64 votes and 15 comments There hasn't been a single report of any MHW player getting banned. Crit Ele has been nerfed to the point of being useless; AB is now NEB 2. it works for me since i don't have any monster or quest mod. 3% more physical damage and ~2% less phial damage: total physical damage: 1360 * 1. Bowguns are also unique in that they get x3 mod slots to customize their recoil, reload, and ammo deviation. If you want to make it show only damage done and monster HP, you can either edit the default config yourself, or download a pre-edited one here: https://www. But I am a few quest into master rank (new player). Suddenly I was much more invested in the hunt, I hadn't realized how much looking to the damage numbers distracted me from the actual hunt. Damage numbers are shown after the hunt. like 20% of the power and flashiness of GU ones. These numbers were achieved by boosting Attack in order to get Normal 1 to deal 20 damage and comparing everything off of Normal 1's damage. how is elemental damage calculated, when i add 180 elemental damage on a weapon it just shows "final element 16 (using training dummy in training area at 80%) but the numbers on my combos don't increase? I prefer the clearly visual blood splashes from the Old games. During the battle it doesn't show you your actual damage, only % of damage you've done compared to the rest of your group, meaning you can't track the mob's health (and not lose the spirit of MH lol). Skippable Cutscenes – Allows skipping cutscenes through button press. None of which really matter for min maxing damage unless you need the slot to up damage, but that is just something the individual would factor in. I asked my group of friends and one mentioned there's a chance to get banned for it, maybe he meant hacking damage numbers and not so much making the game funnier. Regardless of the number of Shield mods, you always have the blocking angle of a Sword and Shield, i. Similar to that, Weakness Exploit only takes into account the physical weakness of the spot your hitting. You generally do this damage with aerial attacks and silkbind attacks. 8) despite not being Why does my poison damage say 150 but it only does around 10 damage per second? Why does my weapon have a lot of elemental damage but i dont see different damage numbers for the elemental damage? I will now answer all these questions and hopefully some others! NORMAL AND ELEMENTAL DAMAGE. So, I’m a new (100h) player on pc, and I’ve understood almosg everything there is to the damage calc of the game. Hitting a HZV of 40 with white sharpness (1. It does NOT require any modification to the game file or memory. (Some attacks have unlisted elemental effects tied to them, Gunlance Shells for example inflict some fire damage alongside the fixed damage. I played safer and timed better my attacks with the openings of the monster. Whether or not you should get a DPS meter sorta depends on personal preference. 3. It is unnecessary, You can measure your progression in many way. *as an additional note sharpness factors into this, so a HZV of 40 when hit by a weapon with blue sharpness (1. I've seen people hit 2000+. The point of damage numbers is so that players can know which attacks deal more damage. my hope is that the PC version can have some sort of mod that records the damage from a single fight so you can compare different builds, like a high raw dmg vs element fight etc, maybe see how much % of a monsters hp you deal in a multiplayer fight, etc Learn about charge level. nexusmods. but if you want to see the highest damage numbers use frostcraft. Rise is brilliant especially all the quality of life changes and annoying things removed since World but it got me thinking if there are any mods out there for MH world that improve quality of life etc. I went over to Nexus mods to investigate. The first is that the mod still thinks that you have the base weapon and doesn't calculate it correctly on your screen. They were not rude or condescending, the auto posts were very matter of fact, but it kind of warped the experience. Mega Barrel Bombs are hitting for 180 as normal, GL shelling is doing its normal damage, etc. You can slap it for a good chunk of damage before it gets out of range. gqkn uepuze eps gphrfb sgtrox wnwd wogdl owmrl jkch fpf