Damage Calculation and Motion Values

Contents


Bow Damage Calculation

There are numerous components in the formula to calculate the damage a Bow does, split into Raw and Elemental components.

Bow Damage Calculation: Raw Damage

The basic gist of the raw damage formula is as follows:

True Raw x Affinity x Shot-Type Up Modifier x Charge Level Modifier x Distance Modifier x Coating Modifier x Motion Value x Hitzone x [Defense Modifiers]

Breaking down the formula, as follows:

  • True Raw: Displayed raw divided by class modifier (for the Bow, the class modifier is 1.2)
  • Affinity: The chance of doing a critical hit for 25% more damage. The quick way of calculating affinity is using (1 + ( x * 0.25)), where x is the affinity on the weapon in decimal form
  • Shot-Type Up Modifier: The Raw Multiplier from NormalUp, SpreadUp or PierceUp armour skills
  • Charge Level Modifier: The Raw Multiplier from the Charge Level of the shot fired
  • Distance Modifier: The Raw Multiplier from distance;
  • Coating Modifier: The Raw Multiplier from coating use
  • Motion Value: The Motion Value associated with the shot
  • Hitzone: The area of a monster that is being hit
  • Defense Modifiers: These are modifiers on the monster that vary based on rank and Frenzy/Apex status. These values are not very well understood for every monster and every situation; practically we don't consider these in damage calculations for comparison reasons, but do note that they are there.

Back to Top

Guide Contents

Bow Damage Calculation: Elemental Damage

The basic gist of the elemental formula is as follows:

True Element x Affinity x Charge Level Modifier x Number of Arrows x [Defense Modifiers]

Breaking down the formula, as follows:

  • True Element: Displayed element divided by 10. Included in this value are [Insert Element] Up skills and the Elemental Attack Up armour skill
  • Affinity: Applicable only if the CritElement skill is active. Otherwise, this value is "1".
  • Charge Level Modifier: The Element Modifier of the shot fired
  • Number of Arrows: The number of arrows in the shot
  • Defense Modifiers: These are modifiers on the monster that vary based on rank and Frenzy/Apex status. These values are not very well understood for every monster and every situation; practically we don't consider these in damage calculations for comparison reasons, but do note that they are there.

To recap, charge level modifiers:

Charge Level Raw Multiplier Elemental Multiplier Poison Status Multiplier Paralysis/Sleep Status Multiplier
Charge Level 1 0.4x 0.7x 0.5x 0.5x
Charge Level 2 1.0x 0.85x 1.0x 1.0x
Charge Level 3 1.5x 1.0x 1.5x 1.3x
Charge Level 4 1.7x 1.125x 1.5x 1.3x

Back to Top

Guide Contents

Motion Values

Here are the motion values associated with each shot. These are percentage values. Numbers in parentheses is the sum of the motion values [Src].

Shot Level Pierce Rapid Spread
1 3 hits x 5 (15) 12(12) 4-5-4 (13)
2 4 hits x 4 (16) 12-4 (16) 5-6-5 (16)
3 5 hits x 4 (20) 12-4-3 (19) 4-5-5-5-4 (23)
4 5 hits x 4 (20) 12-4-3-2 (21) 4-5-6-5-4 (24)
5 5 hits x 4 (20) 12-4-3-3 (22) 5-5-6-5-5 (26)

Here are the motion values associated with the Arc shots. All of these are percentage values, except for KO Status, which is the actual value applied.

Arc Shot Type Arrow Pellet Arrow Status Pellet Status KO Status
Wide 6 5 hits x 7 4 5 hits x 4 5 hits x 3
Focus 6 5 hits x 7 4 5 hits x 4 5 hits x 4
Blast 6 35 13 13 0 (arrow) / 20 (explosion)

Back to Top

Guide Contents

Status Coat Values

These are static values[6]. Total in parentheses.

Shot Level Pierce Status Rapid Status Spread Status
1 3 hits x 5 (15) 13 (13) 5-5-5 (15)
2 4 hits x 4 (16) 7-7 (14) 6-6-6 (18)
3 5 hits x 4 (20) 5-5-5 (15) 4-4-4-4-4 (20)
4 5 hits x 4 (20) 4-4-4-4 (16) 4-4-4-4-4 (20)
5 5 hits x 4 (20) 4-4-4-4 (16) 4-4-4-4-4 (20)

Please note that for Exhaust Coating, these values are static at 8 Exhaust status per arrow and 4 KO status per arrow. As far as we know, these values are not affected by Charge Level.

Back to Top

Guide Contents


Guide Contents

  1. Introduction
  2. Gameplay
  3. Bow Mechanics
  4. Bow Relics
  5. Armour Skills
  6. Damage Calculation and Motion Values
  7. Sources

No comments:

Post a Comment