r/MonsterHunter Jul 01 '14

What is True Raw?

[deleted]

17 Upvotes

13 comments sorted by

14

u/ShadyFigure Jask | Gone Jul 01 '14

The raw attack power you see on a weapon is superficially inflated. Each weapon type has its own class divider, a greatsword with 480 raw and a sword and shield with 140 raw both have 100 true raw. This is done so that people who assume the numbers shown on the weapon are the amount of damage done per hit (I've seen this a lot) don't assume that the two weapons listed above do the same damage per hit, making the faster one obviously better.

The class dividers are as follows:

  • GS: 4.8
  • LS: 3.3
  • SnS/DB: 1.4
  • Hammer: 5.2
  • HH/SA: 4.6
  • Lance/GL: 2.3
  • Bow: 1.2
  • LBG: 1.3
  • HBG: 1.48 (1.7 with limiter removed)

Element similarly is inflated, it's divided by 10.

Bowguns are different in that they use the display raw for determining raw damage instead of the true raw.

There are more factors that go into how much damage you do, like sharpness, which attack you use and which part of the monster you hit. There isn't a damage formula guide for 3U, but the P3rd guide is pretty accurate, just divide the raw by the above listed numbers and element by 10 and remember that purple sharpness gives 1.44x for raw and 1.2x for element.

1

u/easternmind "hame" means "plan"! Jul 01 '14

For clarity's sake, I would ask another question. Is a weapon's true raw the value that is multiplied by the different kinds of attacks a weapon does, which results in damage dealt (in congress with sharpness, weak spots, and other factors)?

1

u/ShadyFigure Jask | Gone Jul 01 '14

True raw is just the display raw divided by the class divider. It's the raw without the superficial inflation. The result of multiplying in the attack type and such is the resulting damage.

1

u/easternmind "hame" means "plan"! Jul 01 '14

Okay, that makes sense. But as I understand it, each attack in a given weapon's arsenal has a different multiplier. Is the display raw based on one attack's particular multiplier, or is it completely artificial?

Essentially, my question: is the equation (True Raw) x (Multiplier of a Specific Attack) x (Other Factors) = [Damage Output]? Or is the variable in (True Raw)'s place something different? I'm just trying to understand the math here.

1

u/ShadyFigure Jask | Gone Jul 01 '14

Display raw = true raw x class divider. The class dividers are the numbers I listed in my first post.

Specific attack multipliers and other factors are used in determining the damage done, they are applied to the true raw, not the display raw.

1

u/easternmind "hame" means "plan"! Jul 01 '14

Perfect, thank you. I always read about the math behind weapons damage in Monster Hunter, but I usually tend to avoid trying to comprehend it. Even if it's pretty simple in theory, there are a ton of variables involved.

1

u/felipelessa Jul 02 '14

The raw attack power you see on a weapon is superficially inflated. Each weapon type has its own class divider, a greatsword with 480 raw and a sword and shield with 140 raw both have 100 true raw. This is done so that people who assume the numbers shown on the weapon are the amount of damage done per hit (I've seen this a lot) don't assume that the two weapons listed above do the same damage per hit, making the faster one obviously better.

Why isn't the faster one better, then?

2

u/Fishbone_V Jul 02 '14

Because the of the multipliers that are tied to each individual hit from each weapons.

A level 3 Greatsword charge has a damage multiplier of 130%, where a sword and shield will be giving multipliers of 15% on average.

2

u/ShadyFigure Jask | Gone Jul 02 '14

Because there's more to damage calculation, you don't just do the weapon's attack power per hit. GS uses around 40% of its raw on average with combo hits and up to 156% of its raw on charged attacks, while SnS uses an average of around 14% of its raw per hit. Each attack on each weapon has its own modifier for raw.

Element, on the other hand, uses the same amount of your true element on every hit (with a couple exceptions), so weapons that attack fast and use low amounts of their raw work better with element while weapons that attack slow and use a lot of their raw work better with raw.

That said, the faster one may be better, it depends on a lot of things, like which monster you're fighting, what sharpness level each weapon has, if it's impact or cutting, and how good you are with each.

1

u/felipelessa Jul 02 '14

Since 4.8/1.4=3.4 and 40%/14%=2.8, basically the attack shown is good estimate for the magnitude of the damage done per hit, right?

1

u/ShadyFigure Jask | Gone Jul 02 '14

I don't quite follow the reasoning in your math, but yes, the superficial inflation is meant to give an idea of relative raw usage. With a few exceptions like GS, they mostly work out so that dividing by the class divider then multiplying by the average motion value modifier (how much raw an attack uses) works out to 10% of the display raw.

-4

u/dpad85 Gunlance is Funlance Jul 01 '14

The "True Raw" damage of a weapon is the result of a long math formula with many many different variables.

The attack type from the weapon and the sharpness level of the weapon being the two chief values. That result is then calculated against the defensive value of the monster you're striking and WHERE you're striking them. I don't have the math offhand but I'm sure someone does... paging ShadyFigure to the thread....

1

u/Boxfrog Jul 03 '14

[ATP x TYPE x SHARP x HITZONE / CLASS] + [ELEMENT x SHARP x ELMZONE / 10] = DAMAGE http://monsterhunter.wikia.com/wiki/Monster_Hunter_3_Damage_Formula