Nov 20, 2018 My Bow (Dragonbone Bow) have 550 dragon dmg and hit Vaal for like 30 dmg each (no coatings), but if I add Paralysis Coating or Sleep Coating my dmg are reduced to 15 to 20 (no dragon element dmg). I think the element is only overriden if you don't use Close Range or Power Coatings.
- Damage Type
- Sharpness
- Elemental Value
Damage Type
When attacks strike a monster, two types of damage are dealt: Physical (Raw) damage, and Elemental damage (but only if the weapon has an Elemental attribute).
Some weapons have an abnormal status attribute instead of an Elemental attribute. These weapons will Physical damage and apply Status damage.
Physical damage includes Severing-type damage, Blunt-type damage, and Projectile-type damage. Elemental damage includes Fire, Water, Thunder, Ice, and Dragon. There are also other sources of damage such as Fixed damage and Status damage. All damage types are dealt independent of each other.
Severing
Severing (sometimes known as Cutting) damage is the primary damage type for the following weapons:
The following attacks also deal Severing damage:
- Hunting Horn's Handle Poke
- Bow's Melee Attack deals Severing damage
- Some Kinsects deal Severing damage
- Slicing shot from Bowguns
Tails can only be cut by Severing damage. This happens when sufficient Severing damage has been accumulated on the tail, which then severs it.
Blunt
Blunt damage is the primary damage type for the following weapons:
The following attacks also deal Blunt damage:
- Sword & Shield's shield-oriented attacks
- Sword/Shield Combo
- Shield Attack
- Shield Bash
- Hard Bash
- Falling Bash
- Lance's Shield Attack
- Kinsects with Blunt attribute
Blunt weapons deal Exhaust status when they hit a monster. If they hit a monster's head, they deal Stun damage.
Projectile
Projectile damage is the primary damage type for the following weapons:
Gunlance's Shelling attacks deal Fixed damage instead of Projectile damage.
Elemental
Elemental Attributes:
- Fire
- Water
- Thunder
- Ice
- Dragon
Blademaster weapons can have an Elemental attribute, a Status attribute, or neither. Some Dual Blades have two Elemental/Status attributes, one for each blade.
The Bow may have an Elemental attribute. The Bowguns do not have natural Elemental attributes, but they can load Elemental shots that effectively functions as dealing Elemental damage when it hits a monster.
Elemental damage is mainly affected by the weapon's Elemental value and the monster's Elemental Hitzone. Abnormal Status damage is not affected by the monster's Physical or Elemental Hitzone values. Blademaster weapons have a 1-in-3 chance per hit to apply Abnormal Status damage, while Gunner weapons always apply Abnormal Status damage.
If a monster has no weakness to a specific element on their Hitzone, then no Elemental damage is dealt. The Physical damage done by the weapon is not affected, as Elemental and Physical damage are calculated separately.
Status Attacks
Abnormal Status attributes:
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- Poison
- Paralysis
- Sleep
- Blast
Blademaster weapons can have an Abnormal Status attribute instead of an Elemental attribute. Bows cannot have a natural Status attribute, but may equip Status Coatings to make fired arrows apply Status damage. Equipping Status Coatings will disable the Bow's Elemental attribute temporarily. The Bowguns do not have natural Abnormal Status attributes, but can load Status shots that apply Abnormal Status damage.
For Blademaster weapons, each time an attack lands, the attack has a 1-in-3 chance of applyingAbnormal Status damage. For Gunner weapons, a successful hit will always apply Abnormal Status damage.
Applying Abnormal Status damage to a monster does not instantly activate it's effect. Instead, monsters have an innate tolerance to Status Ailments. To trigger a Status Ailment, enough Status damage must be dealt to a monster to overcome its tolerance threshold. Once a monster is affilicted with the Ailment, the accumulated Status damage is reset to 0 and additional Status damage cannot be dealt until the monster recovers. The only exception to this is Poison.
After the monster recovers, its tolerance threshold for the Ailment increases. This means it takes more Status damage must be accumulated before being able to inflict the monster with the same Ailment.
For all Ailments (except Blast), the accumulated Status damage disappears gradually due to the monster's tolerances. Overcoming this gradual decay is necessary to successfully trigger a Status Ailment on a monster.
Icon | Status | Effect(s) |
---|---|---|
Poison | Slowly drain the monster's health | |
Paralysis | Temporarily immobilizes the monster and makes it take a bit more damage | |
Sleep | Put the monster to sleep | |
Stun | Stun/KO the monster, which topples and immobilizes it | |
Exhausted | Drain the monster's stamina, making it tired | |
Blast | Triggers an explosion on a specific monster part, which deals damage |
Factors for Damage Calculation
The following factors influence damage calculations:
BM = Blademaster
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Factor | BM (Physical) | BM (Elemental) | Bowgun (Physical) | Bowgun (Elemental) |
---|---|---|---|---|
Attack Value | O | O | O | O |
Motion Value | O | O | ||
Sharpness | O | O | ||
Weapon Adjustment | O | O | O | O |
Sharpness Adjustment | O | |||
Critical Hit | O | O | ||
Monster Hitzone | O | O | O | O |
Elemental Value | O | O | ||
Projectile Adjustment | O | |||
Critical Distance | O | |||
Rapid Fire Adjustment | O | O |
Attack Value
The Attack value of the Hunter is calculated from the Hunter's equipped weapon, offensive boosts (e.g. being in DB's Archdemon Mode or having a HH attack buff), equipped skills, items, and Food skills. When damage is calculated, only True values are used, and the Displayed Attack value is adjusted down by the Display Multiplier.
Motion Values
All weapon attacks have a Motion Value (MV), which determines what proportion of the Attack value is used in damage calculations. For example, a weaker move with 40 MV uses applies 40% of the Attack Value in calculating damage, while a stronger move with 80 MV applies 80% of the Attack Value in calculating damage.
In general, slow weapons make up for their slower attacks with larger MVs, and fast weapons make up for their faster attacks with smaller MVs.
Sharpness
Sharpness describes how sharp a weapon is. Sharper weapons deal more damage and are less likely to bounce when hitting tough body parts.
Weapon Sharpness is split into discrete colors (see below). Different colors provide different multipliers to the damage dealt by the player.
Sharpness | Icon | Physical | Elemental |
---|---|---|---|
Red | x0.50 | x0.25 | |
Orange | x0.75 | x0.50 | |
Yellow | x1.00 | x0.75 | |
Green | x1.05 | x1.00 | |
Blue | x1.20 | x1.0625 | |
White | x1.32 | x1.125 |
In addition to lower damage, weaker Sharpness colors causes some weapons to lose functionality. For example, at Orange Sharpness, the Gunlance's shells will deal less damage, the Switch Axe may bounce while in Sword mode, and the Dual Blades will not complete its full Blade Dance animation. At Red Sharpness, the Gunlance cannot shell.
Sharpness Gauge and Consumption
Each weapon can only make a specific amount of hits in a specific sharpness color before it dulls and and the sharpness color is lowered. Sharpness is consumed when a player lands an attack, but some shield attacks from the SnS and Lance do not deplete Sharpness.
Although most attacks deplete Sharpness by one per hit, some weapons have attacks that deplete Sharpness faster:
Attack | Sharpness Cost |
---|---|
Normal Attacks Landing | 1 |
Normal Attacks Bounced | 2 |
Guarding with GS or CB*, small knockback | 1** |
Guarding with GS or CB*, medium knockback | 2** |
Guarding with GS or CB*, large knockback | 10** |
Gunlance Shell, Normal | 2 |
Gunlance Shell, Long | 2 |
Gunlance Shell, Spread | 3 |
Gunlance's Wyvern Fire | 10 |
Gunlance's Burst Fire | Shell Count x Shell Cost |
*Charge Blade with Elemental Boost doesn't lose Sharpness when guarding.** Doesn't lose sharpness when blocking roars, wind pressure, or tremors.
Sharpness can be restored by sharpening the weapon with a Whetstone.
Weapon Adjustment
Certain attacks have inherent damage bonuses:
Weapon | Attack Name | Physical Bonus | Elemental Bonus |
---|---|---|---|
SnS | Charged Slash | +XXL | |
Dual Blades | Demon Mode | +M | |
Dual Blades | When both blade strike at the same time | -L | |
Great Sword | Charged Slash Lv1 | +S | |
Great Sword | Charged Slash Lv2 | +M | |
Great Sword | Charged Slash Lv3 | +XL | |
Great Sword | Strong Charged Slash Lv1 | +XXL | |
Great Sword | Strong Charged Slash Lv2 | +XXL | |
Great Sword | Strong Charged Slash Lv3 | +XXL | |
Long Sword | White Spirit Gauge | +XS | |
Long Sword | Yellow Spirit Gauge | +S | |
Long Sword | Red Spirit Gauge | +M | |
Lance | Dash Attack | -XXL | |
Gunlance | Charged Shot (Normal/Long) | +M | |
Gunlance | Charged Shot (Spread) | +XL | |
Gunlance | Burst Fire (Normal) | +S | |
Gunlance | Burst Fire (Spread) | -S | |
Gunlance | Wyvern Fire (Long) | +M | |
Switch Axe | Power Phial | +M | |
Switch Axe | Elemental Phial | +L | |
Charge Blade | Elemental Phial | +XXL | |
Charge Blade | Elemental Boost (Axe Mode) | +M | |
Insect Glaive | Red+White | +M | |
Insect Glaive | Red+White+Orange | +M | |
Bow | Power Phial | +XL | |
Bow | Elemental Phial | +XL | |
Bow | Melee Attack | -XXL | |
Bow | Charge Lv 1 | -XXL | -L |
Bow | Charge Lv 2 | - M | |
Bow | Charge Lv 3 | +XL | |
Bow | Charge Lv 4 | +XXL | +M |
Bow | Arc Shot | -L | -L |
Bowgun | Normal | +L |
Sharpness Adjustment
Some moves modify Sharpness, which affects both damage output and the liklihood to bounce.
Weapon | Condition | Sharpness Adjustment |
---|---|---|
Blademaster weapon | Yellow Sharpness. At the start of weapon swing | -XL |
Blademaster weapon | Yellow Sharpness. At the end of weapon swing | -L |
All Melee Attack | Have the buff from Demon shot | +S |
Sword & Shield | All Attack | +XS |
Great Sword | All Charged Attack, Lv 1 | +S |
Great Sword | All Charged Attack, Lv 2 | +M |
Great Sword | All Charged Attack, Lv 3 | +L |
Great Sword | Hit with the middle of the blade | +XS |
Long Sword | Max Spirit Gauge | +S |
Long Sword | Hit with the middle of the blade | +XS |
Lance* | Damage based on Blunt Hitzone | -L |
Bow | Melee Attack with Close Range Coating | + L |
* Lance/Hitzone Selection
Critical Hits and Feeble Hits
When an attack makes a Critical Hit, additional damage is dealt. When an attack makes a Feeble Hit, damage is reduced.
Critical Hits occur when a weapon has a positive Affinity value. Positive Affinity refers to the probability of making a Critical Hit on an attack. For example, a weapon with 20% Affinity will have a 20% chance of dealing a Critical Hit on an attack. Higher Affinity values will increase the likelihood of dealing a Critical Hit. A successful Critical Hit applies a +25% bonus to the weapon's Attack Value when calculating damage.
Feeble Hits occur when a weapon has a negative Affinity value. Negative Affinity refers to the probability of making a Feeble Hit on an attack. For example, a weapon with -20% affinity has a 20% chance of dealing a Feeble Hit. Lower negative Affinity Values increase the likelihood of dealing Feeble Hits. A Feeble Hit applies a -25% debuff to the weapon's Attack Value when calculating damage.
The below table briefly illustrates the interaction between Affinity and the probability of making a Critical or Feeble Hit:
Affinity | Probability | Damage Multiplier |
---|---|---|
60% | 60% | x1.25 |
20% | 20% | x1.25 |
0% | 0% | x1.0 |
-20% | 20% | x0.75 |
-60% | 60% | x0.75 |
Some skills influence Affinity values:
Skill/Food Skill | Effects |
---|---|
Critical Eye 1 | +1% |
Monster Hitzone
Monsters are comprised of different body parts, and each part has has different weaknesses to Physical damage and Elemental damage. The Physical weakness of a Hitzone does not affect it's Elemental weakness, and vice versa. If a Hitzone is not weak to a specific Element (i.e. a Hitzone value of 0), then no Elemental damage is dealt, but Physical damage is not impacted.
The higher the Hitzone value, the weaker it is. For example, if a monster's head has Hitzone values of 20/50/40 (corresponding to the Severing, Blunt, and Projectile damage types respectively), then Severing-type attacks deal 20% of its damage, Blunt-type attacks deal 50% of its damage, and Projectile-type attacks deal 40% of its damage.
A Hitzone is generally considered vulnerable when its Physical Hitzone value is 45 or higher or when its Elemental Hitzone value is 20 or higher.
Elemental Value
When a weapon with an Elemental attribute lands an attack, the weapon will deal Elemental damage on top of the Physical damage it deals. Player-dealt Elemental damage does not inflict Elemental Blights on monsters.
Unlike Physical damage, Elemental damage is not affected by Motion Values. However, some weapons may confer a bonus to its Elemental damage on specific attack moves. In general, faster hitting weapons are better suited at dealing Elemental damage because they make multiple hits in the same time it takes a slower hitting weapon to make one hit.
Excluding Hunting Horn buffs, Elemental Attack buffs from Skills and Food skills are capped at a sum of +20%.
Elemental Crit Skill Adjustment
Weapon | Elemental Adjustment |
---|---|
Great Sword | +M |
Long Sword | +L |
Sword & Shield | +XL |
Dual Blades | +XL |
Hammer | +L |
Hunting Horn | +L |
Lance | +L |
Gunlance | +L |
Switch Axe | +L |
Charge Blade | +L |
Insect Glaive | +L |
Light Bowgun | +XL |
Heavy Bowgun | +XL |
Bow | +XL |
Projectile Adjustment
Skill/Food Skill | Affected Projectiles | Adjustment |
---|---|---|
Normal Up | Normal, Rapid | +S |
Pierce Up | Pierce | +S |
Spread Up | Spread Ammo | +M |
Spread Up | Spread Arrow | +L |
Critical Distance
For Gunner Weapons, Critical Distance (or Critical Range) refers to the distance at which a fired shot deals maximal damage. If the player is in Critical Distance, the aiming reticle will look like this:
Generally, being too close or too far away from the target will put the player outside of Critical Distance. Being too close or too far (i.e. outside of Critical Distance) will reduce the damage done by player Projectiles.
Critical Distance does not affect Affinity or Critical Hits.
Rapid Fire Adjustment
The Light Bowgun is capable of Rapid Fire, where the LBG shoots multiple shots in a single burst at the cost of 1 ammo. Each individual shot fired from Rapid Fire is weaker than a single shot of the same ammo type, but if most Rapid Fire shots land, their combined damage will exceed the damage done by firing just a single shot.
Rapid Fire Type | Adjustment |
---|---|
Lv 1 Normal x5 | -M |
Lv 2 Normal x3 | -M |
Lv 2 Normal x4 | -L |
Lv 1 Pierce x3 | -L |
Lv 2 Pierce x3 | -L |
Lv 1 Pellet x3 | -M |
Lv 2 Pellet x2 | -M |
Lv 1 Sticky x2 | -L |
Lv 2 Sticky x3 | -L |
Lv 1 Sticky x2 | -L |
Lv 2 Sticky x3 | -L |
Lv 1 Crag x2 | -L |
Lv 1 Fire x3 | -L |
Lv 1 Fire x4 | -XL |
Lv 1 Water x3 | -L |
Lv 1 Thunder x3 | -L |
Lv 1 Ice x3 | -L |
Lv 1 Dragon x2 | -XL |
Lv 1 Slicing x2 | -S |
Lv 2 Slicing x2 | -S |
Fixed Damage
Fixed damage is dealt directly to the monster and does not have a damage calculation. This means that Fixed damage attacks are not mitigated by the monster's Hitzone values or affected by the player's Attack value.
Some sources of Fixed damage, such as Gunlance shelling and Wyvern Fire, and Bowgun Sticky shot and Crag shot, also deal additional Fire damage. This additional Fire damage will be impacted by damage calculations.
Category | Damage Source | Damage Dealt |
---|---|---|
Slinger | Stone | 1 |
Slinger | Knife | 20 |
Slinger | Paralysis Knife | 5 |
Slinger | Poison Knife | 5 |
Slinger | Sleeping Knife | 5 |
Item | Small Barrel Bomb | 20 |
Item | Barrel Bomb | 80 |
Item | Barrel Bomb G | 150 |
Gunlance | Shelling | |
various other items | tbd | |
Charge Blade | Phial Burst - Counter | 3 |
Charge Blade | Phial Burst - ED | 5 |
Charge Blade | Phial Burst - AED | 10 |
Charge Blade | Phial Burst - SAED | 25 |
Bowgun | tbd |
Last updated on October 21st, 2018
Monster Hunter World (MHW) features 14 different weapon types, with the Bow being one of them. In this Guide we’ll take a look at exactly how to use this Weapon to its fullest, as well as show you some things you may not know about it. If you’re new to the game or you are a veteran of the franchise and just need a quick refresher, this Guide is for you.
Bow Guide
Bows in Monster Hunter: World are designed for the player who wants to hang back and pick off their target from a safe distance. The Bow is ranged weapon capable of unleashing a never ending barrage of arrows on the target. While simple to use, it’s mastery requires a detailed knowledge of the best combinations of arrows, coatings, and distance from the monster. Unlike some games, in Monster Hunter: World Bows do not use ammo and so Hunters will never run out arrows. Instead they use coatings, which apply special effects to the arrows, and have a limited number of uses.
- Difficulty: Low
- Role: DPS/Utility
- Mobility: Good
- Sharpness: None
Mhw Best Bow
Basic Combos
Bows do not use Combos the way many weapons in the game do, and instead they use to aim and is Fire, which can be held to charge up arrow tiers. The higher the tier the higher the damage, however, charging costs Stamina so keep an eye on your bar or you may run out and be unable to attack.
Bow users can also use to fire a special shot that varies from Bow to Bow, which may help you decide which Bow you prefer to use.
Pressing immediately after a regular uncharged shot with will perform a Power Shot. Power Shots gain 1 arrow tier vs the last shot that was fired.
As you can see Bows don’t have a particularly complicated moveset making them welcoming to new players. However, mastering them is a different matter entirely.
Special Attacks and Things of Interest
Pressing + will do a special attack called Dragon Piercer. This attack hits for increased damage but has a lengthy animation, you cannot move when you use it, and so you must be careful to find a good window to fire it.
Pressing any direction + will allow you to sidestep an incoming attack. This is great for when you don’t have time to roll, but requires some reaction time to pull off. If you manage a successful Evade with this move you can then either press for a quick Charged Shot OR do a lunging melee attack by pressing that can Mount monsters.
You can sidestep into a charged shot by pushing a direction + X. Mac os x el capitan dmg mega.
As mentioned above Bows have arrow tiers that increase when you charge a shot, shoot in quick succession or by dodging after a shot and shooting again quickly. Being able to pull off shots that are of higher tiers easily will help increase your DPS.
Bows use Coatings to enhance their attacks, and Coatings each have different properties with different effects. Each Bow can only use specific Coatings and these vary from Bow to Bow as well. Hunters can apply Coatings to their arrows by hitting Up or Down on the D-Pad until they reach the Coating they want and then pressing to “load it”. Once “loaded” your arrows will gain the properties of that Coating type until you run out of it. Below you can see a list of Coatings and their properties (this is not a full list).
- Power: Increases damage. Most bows can use this coating.
- Power 2: Greatly increases damage. Few bows can use this, and fewer of them can be carried than normal power coatings.
- Elemental: Increases elemental damage. Most bows with elemental damage can use this coating.
- Elemental 2: Increases elemental damage. Few bows with elemental damage can use this, and fewer of them can be carried.
- Close Range: Increases damage the closer the hunter is to the monster and when using melee attacks.
- Poison: Arrows can inflict poison
- Paralysis: Arrows can inflict paralysis
- Sleep: Arrows can inflict sleep
- Blast: Arrows cause an explosion after enough of them have hit the target
- Exhaust: Arrows drain the monster’s stamina
Final Tips
Since Bows have a variety of unique properties such as special attacks and possible Coatings, Hunters wishing to use this weapon effectively will need to learn the specific Bow they are using. This isn’t the case with most weapons in Monster Hunter: World, and it’s one that sets the Bow apart.
Bows have an optimal range when firing, and firing from that range is key to maximum efficiency with this weapon. You will know you are within proper range when your cross hairs glow orange when aiming at the monster with. Coatings applied to you arrows will also affect this range, so be sure to learn what these ranges are so you can position yourself accordingly.
You can see what it looks like when Out of Range vs. optimal range.
Mhw Bow Charge Dmg Increase 2017
A knowledge of the monster you are fighting goes a long way when using a Bow because you can swap Coatings to use whatever it is weak to, thus improving your DPS. Additionally certain monsters have weak spots and Bow users are in the fortunate situation that they can aim for specific parts of the monster somewhat more easily that other Hunters. Figuring out where and what to shoot with is key.
Mhw Bow Skills
Lastly, Bows do NOT have Sharpness the way other weapons do and thus do not need to be sharpened regularly. This gives you the advantage of keeping up your barrage for as long as your Stamina holds out, so be sure to do just that.
Mhw Bow Charge Dmg Increase 2016
Be sure to check out our other Weapon and Monster Guides for all your needs and if you have specific questions be sure to check out the Monster Hunter World Wiki. Good Luck Hunters! May the furs be with you!