Weapons
Every weapon in the game with its sharpness and its moves per style, and a damage calculator that uses the game's own formula. Read from the client's data files (client patch). Pick a type, then a weapon.
These are the game's own values; what the server changes is on Balance changes.
Weapon list
Weapon
Moves
Every attack record this weapon type uses, from the client's mhfsdt.bin: motion value (MV) per hit, element or status of the move, KO (stun) and the extra MV with Charge Attack Up. Styles: E Earth, H Heaven, S Storm, X Extreme; X is read from the game's action table, E/H/S from its code (an upper bound), blank when not known. Each move shows its name first and its record id small ("k0 #165", what a balance change edits); tap a move for what it is, its input and where the name comes from. Names come from the community's move lists (Wycademy, the Japanese MHF-Z wiki) matched by motion values and checked against the game's own data.
| Move | Styles | Hits | MV per hit | Element / status | KO | Charge Attack Up |
|---|
Damage calculator
Blademaster weaponsPick a weapon in the list to fill in its numbers, or type them in.
Gunner damage needs the shot factors, which are not mapped yet; the calculator covers blademaster weapons. The move list above still shows the shots' motion values.
| Move | Styles | Hits | MV per hit | No crit | Crit | Expected |
|---|
How the damage is worked out
One hit, as the game client computes it (found in the client's hit function and checked against its code):
- True attack = weapon attack + bonus, × Adrenaline+2 (1.5) or Worry (0.7), × weapon technique (Novice 0.8, Kaiden 1.1, top level 1.2; Sword and Shield 1.2 and 1.3; Magnet Spike top level 1.03), × Dual Swords demon mode (1.0 to 1.2), × 99/80 with the Long Sword spirit gauge; at most 3000.
- MV = the move's motion value per hit, + the Charge Attack Up bonus on charged moves, × 1.2 with Fencing+2 on the moves it covers (Tonfa; Long Sword in Storm and Extreme).
- Crit: the MV × 1.25 (1.35 with Starving Wolf+2, plus 0.10 to 0.20 with Ceaseless); negative affinity gives MV × 0.75. The chance is the affinity, at most 100%. Below green sharpness there are no crits at all, negative ones included.
- Raw = MV × hitzone / 100 × sharpness (red 0.6, orange 0.85, yellow 1.1, green 1.325, blue 1.45, white 1.6, purple 1.7, sky 1.8) × true attack / 100, rounded down, at least 1.
- Element = element hitzone / 100 × true element × the same sharpness numbers × element skill, rounded down. Each hit is raw + element; Expected weighs crits by the affinity.
Not counted: monster defence and rage multipliers, quest modifiers, status build-up, gunner shots, Lance's top-level technique bonus and other skills whose numbers are not mapped. Open details: rounding inside the attack build-up (rounded down after each step here), the order of Fencing+2 and the crit, and each move's hit class (a ×1.05 on some hits; taken as 1.0). Damage type: the game takes the larger of cut and impact, each scaled by the weapon's share; pick the one the move deals.
Weapon usage
How many hunters use each weapon type on Hunsterverse. Now counts every hunter who logged in during the period once, under the weapon they had at their last save, with its share of all of them. Played counts the hunters the server saw online with that weapon during the period; someone who switches weapons counts under each, so these add up to more than the hunters. The small bar is the hunting style those hunters have set for the weapon. Counts only, no names; the server works them out once an hour.
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