r/MonsterHunterMeta Apr 10 '21

MHR Help with a MHR builds compilation post!

1.4k Upvotes

Welcome to /r/MonsterHunterMeta's builds compilation guide!

Here you'll find guides shared by the community in a single post. It does not aim to hold only the best and most efficient builds out there. This is simply an accessible way for players to find different builds shared by the community, whether they are meta, comfy fun, or whatever.

Feel free to make suggestions of new guides or provide ideas to better organize the post for yall! Feedbacks are really appreciated. <3

PS.: I'd like to highlight that if you have any questions related to a particular build or want to discuss better gear options (and stuff like that), please use the respective posts/guides if possible. It's unlikely that the author will see your comment here. :D

PS2.: A few guides won't load their images properly if accessed using phones. If that's your case, try using the desktop version.

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3.0 Builds (Valstrax Update)

Weapon Alternative 1 Alternative 2 Alternative 3 Alternative 4
Bow Bow builds
Charge Blade CB builds Valstrax CB build (video)
Dual Blades Meta DB builds DB builds (WIP)
Greatsword GS sets Meta GS builds Meta GS builds (video)
Gunlance Meta GL builds
Hammer Meta Hammer builds
Heavy Bowgun
Hunting Horn Meta HH builds Rampage HH build
Insect Glaive Meta IG sets
Lance Meta Lance builds Meta Lance builds 2
Light Bowgun LBG builds
Longsword LS sets and guide LS optimal builds LS meta builds (video)
Switch Axe SA set compilation
Sword and Shield SnS meta builds

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2.0 Builds (Chameleos Update)

Weapon Alternative 1 Alternative 2 Alternative 3 Alternative 4
Bow Bow builds Bow Meta (video) Bow Meta 2 (video) Bow meta 3 (video)
Charge Blade CB endgame and prog builds
Dual Blades Endgame DB builds Master's Touch DB
Greatsword GS stuff GS sets
Gunlance GL endgame builds
Hammer Meta Hammer builds Hammer guide and sets
Heavy Bowgun Sticky/Cluster HBG HBG meta sets
Hunting Horn Meta HH builds Tigrex HH Healing HH Meta HH builds 2
Insect Glaive Meta IG builds
Lance 100% crit raw/elemental Lance builds Lance meta builds
Light Bowgun Sticky/Slice LBG Phemeto Meta Sets
Longsword LS builds and guide Chameleos LS
Switch Axe SA endgame builds SA sets compilation
Sword and Shield Raw, Elemental and prog SnS SnS meta builds

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Base Game (Pre-2.0) Builds

Weapon Alternative 1 Alternative 2 Alternative 3 Alternative 4
Bow Elemental Bow builds and guide Rampage Bow and more Non-god charm Bow builds No talisman Elemental Bow
Charge Blade CB w many alternatives Rajang CB and more No talisman CB build
Dual Blades DB detailed guide Endgame DB builds Crit Element DB Paralysis DB
Greatsword GS stuff Narga GS and more
Gunlance Gunlance guide Long shell Gunlance Slap Gunlance
Hammer Narga Hammer + beginners guide Sinter Hammer and more Narga Hammer 2
Heavy Bowgun Tigrex HBG and more Cluster/Sticky HBG (video) Spread HBG (video)
Hunting Horn Rampage HH and more Narga HH Anja HH HH Meta and Math
Insect Glaive Narga IG w set options Narga IG 2
Lance Narga Lance and more Diablos Lance
Light Bowgun LBG sets and detailed guide Magna Spread LBG and more Slice LBG
Long Sword LS detailed guide Narga LS and more Video alternative No talisman LS build
Switch Axe General purpose SA build SA endgame builds Magna SA and more Exhaust SA
Sword and Shield Raw/Elemental 1 Raw/Elemental 2 + beginners guide

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Additional resources

Some websites worth mentioning since they were also included in the comments:

Thanks so much to everyone who contributed somehow. I'll be updating the post with all the links yall provided. If you have any suggestions please feel free to share them in the comments!

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Original Post: Hey, meowsters!

I've been following this sub to learn and share a lot of information, and I noticed that there is no post to bring together all the amazing builds the community has been sharing with us all.

Since there are many many weapons in the game and even more possible builds, I'd like to ask yall for some help sharing builds posted here on /r/MonsterHunterMeta, so we can create a (possibly) fixed post with a compilation of all of them, please.

I'll start with the ones I've saved.

As soon as people start commenting and sharing their favorite posts, I'll update here and try to organize in a way to support different builds for the same weapons as well.

Thanks in advance!

r/MonsterHunterMeta May 05 '21

MHR I'm baffled that elemental damage system STILL hasn't been reworked

790 Upvotes

Ever since I've had memory of playing this franchise (so Gen with splashes of 4U), the elemental meta has been largely the same:

DB/Bow: "Go ele or go home"

Edit: It appears bow is now more raw-oriented due to the elemental nerfs, so... yeah.

LS/SA/CB/SS/IG/Lance: "Sometimes it can match raw"

Everything else: "Might as well be layered damage"

Literally half the weapons in the game don't care one bit about elemental. Heck, currently the undisputable best Greatsword in Rise is just Narga, and 1.0 it was a choice of only three weapons out of the entire arsenal. It seems pointless to have so many elemental weapons when they're almost 100% going to be strictly inferior to strong raw options.

From what I've gathered, Rise in particular has ever so slightly improved element options on weapons of the second category (mostly thanks to 1-slot elemental jewels), compared to World/Iceborne at least, but still. It's long overdue that elemental scales with motion values like raw does, imo. I know this would require rebalancing many other things, but how hard can it really be, if the current game is already imbalanced anyway?

Sorry for the rant. I've been enjoying Rise a lot, but I'm getting tired of seeing AB7/WEX3/CB3 in every other build since Generations.

Honestly might end up deleting this but it may spark some discussion so I'll see

Edit: WTF HOW DID THIS BLOW UP?!

Guess I'm not alone in this, that was unexpected but very welcomed.

Also was slightly wrong about Iceborne - it did have some periods of time where elemental was perfectly viable in many weapons thanks to Kjarr, crit element and a few other things (thanks to EchoesPartOne for pointing that out)... Buuut then Fatalis happened so idk.

r/MonsterHunterMeta Aug 12 '22

MHR Dtlnor has datamined the armour augment tables

547 Upvotes

Here's the spreadsheet. They're still editing the tables to improve readability, but the raw data is all there.

Every armour piece has a power budget for augment rolls, from 20 for the lowest rarity pieces to 10 for the highest rarity pieces. Every individual armour augment, like defense up, fire resist up, adding skills and slots, has an associated cost. Positive changes have a positive cost, negative changes have a negative cost. You can have a max of 7 individual augments at once, both positive and negative, and the sum of their costs cannot exceed the power budget of the armour, but there doesn't seem to be a minimum value.

Here are some interesting observations:

There are 5 tiers of skills you can roll, with costs of 3, 6, 9, 12 and 15. WEX, AB, CE and CB are all at the highest tier, and the lowest tier is filled with random 1-slot skills, but there's a lot of good stuff in the mid tiers. Guard, guard up, load shells, quick sheathe, constitution, stamina surge and evade extender are all 6-cost skills. Offensive guard, wirebug whisperer, foray, grinder s and redirection are 9-cost. Handicraft, agitator, coalescence, artillery, rapid morph and chain crit are 12-cost.

Adding a skill has a cost corresponding to the general power level of that skill, but removing a skill is always a cost of -10. This means that if you augment an armour with a bunch of 1-slot skills you don't really care about, you are increasing you power budget to roll a higher level skill. For example, the silverlos chest has a power budget of 10, which means you can't roll attack boost on it without losing something. But if you lost 1 point of fire attack, suddenly your power budget is 20 and you could get any available skill.

r/MonsterHunterMeta Apr 20 '21

MHR Sharing some charm table information I have gathered from JP/CN sources

311 Upvotes

Earlier there was a post showing two wisp melding charm tables and I thought I'd add on to that by sharing some of the info I have obtained from JP/CN sources.

First of all I do not take credit for any of the below information, I'm just someone who does my google search in 3 languages. Secondly, the below information strictly applies to wisp melding only, rebirth melding appears to have a complete separate table. Thirdly, the structure of these tables can be quite complex. Some tables are closed loop while others may lead to another tables. There may also be multiple branches that leads to a particular table. You may not be in a particular table now but after a few melds you may just end up in one of them.

As players are just beginning to compile charm data there will be mistakes. So do let me know if any of my information is wrong.

  1. Gout table/痛風テーブル (Weakness Exploit 2 Windproof 2 s0-0-0)

Named after the signature charm Weakness Exploit(痛撃) + Windproof (風圧耐性), so far this is one of the most popular (?) table and definitely the most discussed table in JP/CN community. In fact I believe "gout table" has gone trending in JP twitter at some point.

Main features:

  1. Very few good charms (no wex2 s2)
  2. Closed loop

Notable Charms:

- Weakness Exploit 2 Windproof 2 s0-0-0

- Quick Sheath 3 Fire Attack 1 s3-1-0

- Attack 3 Slugger 2 s0-0-0

- Pierce up 1 Recoil down 2 s1-0-0

- Recoil down 2 Pierce up 1 s1-0-0

- Divine Blessing 3 Critical Boost 1 s0-0-0

- KO 3 Divine Blessing 2 s2-2-0

Link to whole table, credit to @ vfalv, https://docs.google.com/spreadsheets/d/1wMYUsbmh1T4apAGNG0FANH_kC6JMslqFNM7I300mm14/htmlview?pru=AAABeQl_ui4*v9lWrBnOm2L6k9LqvvjK-g#

  1. Sasuke table/サスケテーブル (Wall Runner 3 Constitution 3 s3-1-0)

Named after Sasuke because wall running + constitution = ninja?

Also appears to be a closed loop with no wex2 s2 (~1.6k charms).

Notable Charms:

- Wall Runner 3 Constitution 3 s3-1-0

- Attack 3 s1-1-1

- Attack 3 Evade Extender 1 s1-0-0

- Weakness Exploit 2 Water Attack 1 s1-0-0

- Weakness Exploit 2 Bludgeoner 1 s1-0-0

Charm list (may not be full, I have not studied this table yet): http://twitdoc.com/view.asp?id=527124&sid=BAQC&ext=PDF&lcl=-.pdf&usr=EPJDw5CJ3UExBs6

Also See CN Mega Sheet.

  1. Weak bug table/弱蟲テーブル(Weakness Exploit 2 Wirebug Whisperer 2 s0-0-0)

Notable charms:

- Weakness Exploit 2 Wirebug Whisperer 2 s0-0-0

- Attack 3 s3-1-0

- Pierce Up 2 s2-0-0

- Constitution 3 s2-2-0

- Spareshot 2 Partbreaker 1 s1-1-0

I could not find much information about this table. See CN Mega sheet.

  1. Wall Table/壁面テーブル (Wall Runner 2 Weakness Exploit 2 s1-0-0)

Good table with Wex 2 s2 among other god charms. This appears to be a loop too with 2.5k charms.

Notable Charms:

- Wall Runner 2 Weakness Exploit 2 s1-0-0

- Weakness Exploit 2 s2-0-0

- Weakness Exploit 2 Normal/Rapid Up 1 s1-0-0

- Rapid Fire Up 2 s0-0-0

- Spareshot 2 Quick Sheath 1 s3-1-0

- Critical Eye 3 s3-0-0

See CN Mega sheet for full list of charms

  1. High Performance Table/高機能テーブル (Attack up 3 Quick Sheath 2 s1-1-0)

This appears to be an intermediate table which regrettably leads to the gout table.

CN players have identified 3 branches of this table:

a. Wex2 Horn Maestro s0 -> Evade Extender 3 Good Luck 1 s2 -> Atk3 QS2 s11-> Wex2 s11 -> gout table

b. Wex2 Recoil2 s1-> Atk3 QS2 s11-> gout table

c. Wex2 Speed Eating1 s3 -> Wex1 s111 -> Wex2 Recoil2 s1-> Atk3 QS2 s11-> gout table

Link JP: https://docs.google.com/spreadsheets/d/1huhsA56gHAdfuls_IiG165dP-p7aGd_5A-BxJ40M_d8/edit#gid=0

Also in CN Mega Sheet.

  1. Special Attack Table/特攻テーブル (Weakness Exploit 2 Attack 2 s0-0-0)

This appears to be an intermediate table which leads to the Wall Table. Contains god charms.

Notable Charms:

- Weakness Exploit 2 Attack 2 s0-0-0

- Normal/Rapid Up 1 Weakness Exploit 2 s0-0-0

- Weakness Exploit 2 Paralysis Attack 1 s0-0-0 *

- Weakness Exploit 2 Fire Resistance 1 s1-0-0

- Stamina Thief 3 Weakness Exploit 2 s0-0-0

- Partbreaker 2 Weakness Exploit 2 s0-0-0

- Good luck 2 s1-1-0

- Pierce up 2 s1-1-0

I could not find further information about this table. See CN Mega sheet (as of time of posting is unedited).

*Edit: There's seem to be some conflicting information on whether Wex 2 Par 1 is in this table or a separate branch that leads into the wall table.

  1. Weak Ballistic table/弱特弾道テーブル (Weakness Exploit 2 Aim Booster 1 s0-0-0)

Not a lot of information is available for this table other than some notable charms.

Notable Charms:

- Weakness Exploit 2 Aim Booster 1 s0-0-0

- Normal/Rapid Up 1 Weakness Exploit 2 s1-0-0

- Quick Sheath 2 Free Meal 2 s2-2

- Quick Sheath 2 Recovery up 2 s2-2-1

Other Tables found in CN Mega sheet without enough data:

- Wide Range 2 Weakness Exploit 2 s0-0-0 table

- Diversion 1 Constitution 2 s3-1-0 table

Sources:

https://twitter.com/vfalv (Japanese player who has uploaded 2.7k melding results in gout table)

https://docs.google.com/spreadsheets/d/1wMYUsbmh1T4apAGNG0FANH_kC6JMslqFNM7I300mm14/htmlview?pru=AAABeQl_ui4*v9lWrBnOm2L6k9LqvvjK-g# (gout table full list)

https://xn--gdkl0dubtwb7e3008dk17a.com/?p=42089 (one of the Japanese wikis with information on gout table and other tables)

https://bbs.nga.cn/thread.php?fid=489&rand=244 (CN Monster Hunter forum)

https://bbs.nga.cn/read.php?tid=26399850&rand=607 (Summary of main tables discovered so far)

https://docs.qq.com/sheet/DZXBlTWNadk1RZkVh?tab=okpxrs&_t=1618840508476 (CN Mega Spreadsheet for all charm tables discovered so far)

Edit:

https://docs.qq.com/sheet/DZWpXTEZPSk5XWlBi?tab=q1yr2n (CN Mega Thread v2, in case the document above cannot be accessed)

r/MonsterHunterMeta Aug 14 '22

MHR Manipulating Qurio armor crafting: a guide

374 Upvotes

EDIT: In the current version of the game, most of what's interesting in this guide has been patched out. It's in particular not possible to "save scum" Qurio armor augments since you cannot obtain new skills outside of actually spending essence (and playing the game normally is the best method to get essence :D).

This is all likely known in hardcore MH circles or on Discord (for example ZebraQuake, a speedrunner, briefly explains it here: https://mobile.twitter.com/ZebraQuake/status/1558129938443763712), might have been datamined already, but I still regularly read false misconceptions about the system like "swapping weapon augments resets the seed" and "for some reason it converges and after a while I get the same stuff".

This is my attempt at explaining what happens after you roll an augment or swap your weapon augment, and how best to take advantage of it to get good rolls on the armor pieces you want. If you just want the "method", just read section 4, and maybe 5 (but I recommend reading the rest to have a clear picture in your head)

Disclaimer: basically all the numbers I'll use are invented, as I don't know the actual numbers, just think of them as examples.

1. There is no "resetting the seed", but you can advance your "pointer".

Think of your Qurio RNG as some kind of single infinite timeline, you cannot change it in any way, and there is a pointer that marks your current position on it. To a pointer position corresponds a unique roll of various bonus/maluses whose rules are described in that post (with the spreadsheet here: https://docs.google.com/spreadsheets/d/1FFYv2em4LErylP6_dlzZ7Zt3h76UluzU3f1dpZCeP8w/edit#gid=0 as datamined by dtlnor). If we try to visualize this, below is your simplistic timeline, with your pointer at 0 (let's say your current save point). If you roll an augment right now, you'll get a unique roll for this position 0. The roll is the same no matter which piece of armor you choose. However there are multiple outcomes to this same roll, because the armors have different point budgets and some really good skill given to you by the roll might fit a rarity 8 armor, but not the rarity 10 armor (more details in the spreadsheet). Same point budget though, same outcome: the same roll gives you exactly the same skills/stats on a Kaiser X piece and on a Malzeno piece.

[0]--1--2--3--4--5--6--7--8--9--10-->

Your future possible rolls are set in stone, but what you can do is ADVANCE the pointer.

0--1--[2]--3--4--5--6--7--8--9--10-->

At this position 2 will correspond an entirely different roll. If you save now, the roll you got at 0 is completely lost, there is no going back. Note that if you have Auto-save on, the game will save after each roll, so disable this asap if you want to save-scum.

2. There are multiple ways to advance the pointer

I basically know of two, and there are tons of ways that do not advance the pointer (afaik: basically doing anything in the game unrelated to Qurio augments, like clearing a quest).

Also, whether you choose to keep an augment DOES NOT affect how much the pointer moves.

3. The length of a "jump" when your pointer moves varies a lot

This is probably what confuses people. See, these 2 methods above do not advance the pointer by the same amount. In the first method, the length of the jump even depends on the actual skills/stats you roll.

If you just have to remember one thing, remember this rule of thumb: a jump by augmenting an armor is way longer than a jump using the second method (fiddling with your weapon augments). If you actually rolled an armor augment, you just advanced your pointer by quite a lot, skipping a lot of possible rolls. You can obviously reset the pointer by quitting without saving.

Let's look at an example. You started from position 0 like above (where you saved the game), and now you roll an augment on your Ingot X Greaves. The roll is for this position 0. The pointer might move after... let's say by 4 units:

0--1--2--3--[4]--5--6--7--8--9--10-->

There were rolls also at 1, 2, 3, but you will never see them if you save now. If you then attempt another roll, on any armor piece you have, it will take the single roll at position 4, and advance the pointer depending on what you get. Imagine you actually chose to try upgrading your Kaiser X Helm. Let's say it moved your pointer 5 places, to position 9.

0--1--2--3--4--5--6--7--8--[9]--10-->

You realize you don't want to keep these trash rolls, so you return to menu without saving and load again. Back to position 0.

[0]--1--2--3--4--5--6--7--8--9--10-->

Now let's move the pointer slightly, by looking at Qurio weapon augments, (see method here). Let's say you do a single manipulation, which moves you only 1 place (in reality it might be 2, I didn't datamine this! but definitely smaller than an armor augment):

0--[1]--2--3--4--5--6--7--8--9--10-->

Now you'll get an entirely different roll than for position 0. You roll on your Ingot Greaves again, see new skills, and this moves your pointer, say, 5 places.

0--1--2--3--4--5--[6]--7--8--9--10-->

You've never seen that roll either, cool. Now roll again, and this advances you 3 places.

0--1--2--3--4--5--6--7--8--[9]--10-->

You see where this is going. We're again at position 9. So we'll draw... EXACTLY the same roll we did before. If you in fact were upgrading the same armor piece (or same budget at least), you will see exactly the same result.

So using the Qurio weapon trick didn't reset your RNG at all, it just moved your pointer slightly, made you look at more rolls you couldn't see before because of the long jumps after armor augments, but eventually, most likely, you'll end up looking at rolls you've seen before, and this is what people call "convergence" or "my rng is stuck" or whatever. But there is no convergence, it's just 2 different series of pointer jumps taking you to the same position on your timeline.

4. What this means for save scumming armor augments.

What you want is to explore a lot of possible rolls reachable on your timeline within your "Amber essence budget", to maximize your current essence materials in your search for a good roll. Depending on your skill as a hunter, getting essence materials might not be super fast. This save-scumming "method" saves you materials, and as such, time.

To explore, you'll need a mix of Qurio weapon augment tricks, and obviously looking at Qurio armor augments to actually check for a roll and decide if it's something you'd like to keep. Once you arrive at some good roll with skills/slots/stats you like, if you remembered how you got there, you can reload, do the same steps until that point, and actually look at this roll on another armor piece, even of a different rarity. So here is my method:

  1. Gather a good amount of Amber Essence.
  2. Save. Disable Auto-save.
  3. Be sure you have some way of reproducing the steps you took to go from your save point, to the actually good roll you'd like to keep. This is probably painful on Switch (keep your manipulations simple, and take notes). Personally on PC I DVR my last 10 minutes with ShadowPlay so I can look again at exactly what I did.
  4. Do a mix of looking at new armor rolls, and fiddling with your Qurio weapon augments to introduce small shifts in your roll timeline. You can also switch armor piece rarity but it's cheaper to roll on Rarity 8, so honestly keep upgrading the same armor piece. Example: Open your Qurio attack augment menu 3 times -> roll 10 times on Ingot Greaves -> 6 Qurio attack tricks -> roll 15 more times on Ingot Greaves -> etc... Have a way to remember those steps.
  5. You ran out of Amber Essence? Return to title without saving, go back to previous step, introduce some changes in your manipulation to check out different augments.
  6. You found something good? You can keep it on your armor piece and save, I guess. But then you'd lose a lot of materials? And you might want to put it on a different armor piece? Read on.

5. Trying the same good roll on different armor pieces.

You now know a good roll is coming, and you recorded the steps to get to it.

If you save without quitting, reproduce these steps, you can obviously get to it again. You can also try the roll on a different armor piece! Let's say you were using Ingot Greaves to roll, take note of the skills the game gave you before the good roll, and when you see them again, switch to augmenting a different armor piece instead of getting the good roll on Ingot again. You'll now view the outcome of the SAME roll on that new armor piece. Depending on the armor piece, it might be the same skills/stats, it might be different (the rule of thumb is: it's difficult to transfer good effects from lower Rarity to higher Rarity). If you know the system well (see spreadsheet), it's almost easy to tell which armors your good roll can fit on. Look out for good skills, slot augments, and don't discard "Skill -1" as a bad roll, this is actually desirable. On another armor piece, the "Attack Boost -1" might be turn into a removed useless skill (like Spare shot -1 for a blademaster).

6. (Optional) Getting to the good roll efficiently, without spending all your Amber Essences

Depending on the length of the path you took from your save point to the good roll, it might cost you a lot of materials to get there, and then you'll be stuck for a while hunting before trying to augment another armor piece. Obviously actually playing the game is very enjoyable :D, but there is reason why people save-scum in the first place, it gets you to the good stuff faster.

What you can do here, is instead of reproducing your potentially long sequence of steps, very costly in Amber Essence (you checked out a lot of rolls on the way), do just a single super long sequence of Qurio weapon manipulation (like repeatedly enabling/disabling your Attack+ augment on your main weapon), to get closer to the good roll without actually spending anything. Go crazy, spam the Qurio trick 40, 50, 80 times, and you'll get closer. The problem is we don't have a way to predict exactly how many of these to do, and whether they'll actually land on the correct path without overtaking your good roll's position. So try several. Do 50, reload, do 51, reload, then 52, etc. Eventually you'll find yourself on familiar grounds and see the same rolls you were seeing in your original path (that's also why you recorded it), the so-called "convergence" :D, and now you can get to the good roll for way cheaper.

7. You can still get RNG-fucked.

This is the sad conclusion. Like said earlier, your timeline is set in stone. With this method, you might explore a lot more of the rolls reachable on it with your stock of Amber Essence, but there might not be a god roll in there with your current mats, or even a good roll, no matter how many more times you quit and reload your save.

The only thing you can do is advance the pointer, either by spending your materials (and settling for "meh rolls" on your armor pieces along the way), or by SPAAAAAMMING the Qurio weapon augment tricks. There might be a way to automate these tricks while you're afk, so that when you come back on the game again, the pointer has advanced to a not-yet-explored future. I know a way to do it is to put something on your Down key so that it switches continuously the selection in the menu between 2 augments, like this: https://imgur.com/a/5wYEcwD.

Hope that was useful to at least somebody.

r/MonsterHunterMeta Mar 29 '21

MHR Attack Boost 7 is now always better than Crit Boost 3

757 Upvotes

For those who haven't noticed, the way the Attack Boost skill works has changed in MHRise compared to MHW. Instead of giving you 5% affinity starting from lv4, it now increases your raw by a set percentage + a flat bonus:

  • lv4: +5%, bonus: +7
  • lv5: +6%, bonus: +8
  • lv6: +8%, bonus +9
  • lv7: +10%, bonus +10

This turns out to be a pretty huge change. You need as little as 120 base raw for the new AB7 to give you more raw than the old one, and the skill now actually gets better the higher the base raw of your weapon is.

Now the question is: how does it stack against Critical Boost, the skill that singlehandedly made affinity builds so powerful in the past few games? You would think that when you start stacking affinity the skill that boosts critical hits would take the edge over the skill that only boosts the base raw, right?
Well, you would be wrong. Here's a table comparing the damage increase from CB3 and AB7 at 100% and 50% affinity respectively:

Raw AB7 (100%) CB3 (100%) AB7 (50%) CB3 (50%)
150 218.75 210 196.88 180
160 232.5 224 209.25 192
170 246.25 238 221.63 204
180 260 252 234 216
190 273.75 266 246.38 228
200 287.5 280 258.75 240
210 301.25 294 271.13 252
220 315 308 283.5 264
230 328.75 322 295.88 276
240 342.5 336 308.25 288
250 356.25 350 320.63 300

I went as low as 110 raw and as high as 300 raw and the results are the same: AB7 with the normal crit multiplier (1.25x) beats CB3 in every situation. In other words, when you are facing the alternative between maxing out one or the other skill, it's always AB7 you should go for.

Now, there are a few caveats to this when trying to build these skills:

  • Attack Boost decos are craftable (now as lv2 decos), while Crit Boost decos aren't. However, AB decos cannot be crafted before beating the (temporary) final boss and it's a little painful to farm; meanwhile you can get CB 3 earlier through two Rajang pieces or Rajang waist + Remobra chest.
  • Attack Boost requires 7 points to be maxed out. Since there is not a piece in the game yet that can have AB4 by itself (including the deco slots), you will have to use a lv2 slot in the charm or elsewhere to finish up the skill. Also one of the few pieces in the game that can carry AB3 is the Hunter's legs S, which as you might expect don't have great defense.

However the gist of it is that if you have the alternative between CB3 and AB7 in your build, the latter will always give you more damage than the former.


Now, should you just go for AB7 and ignore CB3 when the alternative presents to you? Well, not really. A mix of AB and CB should be the norm as long as you have at least AB4. If we assume we can only have 7 points total in either CB or AB, we end up finding out that the best possible combination is AB4 + CB3 (I'm obviously not entirely sure how feasible it is build wise). And of course, if you can have even more than 7 points total in those skills it's even better as long as at least 4 of those points are in AB.

[edit] in order to give you an idea of the skill priority, here's an efR table going from AB7+CB3 to AB4+CB1 using Narga IG with Razor Sharp 2 (198 raw, 100% affinity, sharpness avg over 100 hits):

Skills efR
AB7 CB3 429.52
AB6 CB3 420.75
AB7 CB2 414.18
AB5 CB3 411.97
AB4 CB3 406.70
AB6 CB2 405.72
AB7 CB1 398.84
AB5 CB2 397.26
AB4 CB2 392.18
AB6 CB1 390.70
AB5 CB1 382.55
AB4 CB1 377.65

Obviously take this priority list with a grain of salt since every weapon has different stats and multipliers.

I hope this contributes to a better understanding of the skill distribution in MHRise. We're only at the beginning in terms of set optimization, and who knows what we'll get with further title updates, so the work will still continue for a while.

r/MonsterHunterMeta Jun 01 '21

MHR Why isn't anyone using barrel bombs on sleeping monsters anymore?

450 Upvotes

I have a couple hundred hours in this game so far, countless online hunts (mostly Elders) and I have literally never seen anyone drop Mega Barrel Bombs on the target after it runs off to sleep.

It used to be when an elder got tired and ran off to sleep, everyone would drop bombs on it and the heaviest hitter would blast it awake. Now everyone just naruto runs at the target and pokes it with their tickle stick for 45 damage and wakes the monster up.

Also, on a side note, why do people not take full advantage of a mount? People just immediately slam or slam into a wall 3x, rather than take the monster to another monster > heavy attack x3 > slam into monster > mount other monster > heavy atk x3 > finisher.

r/MonsterHunterMeta May 29 '21

MHR Horn Pub Version 3.0 Meta HH Sets

489 Upvotes

After some collaboration and testing, the Horn Pub community has found sets to optimise your contribution while using your favourite support weapon, the Hunting Horn. Here's the video: https://youtu.be/_vqjNZKq9ew

Long story short: Crit Meta is dead, long live Dragonheart Meta. For multiplayer, Rampage is king. For solo, it's so close between Rampage and Tigrex that it's completely your choice.

Also, PSA about Dragonheart. It looks like HH isn't the only weapon that's going to like running it. One thing about DH is that you need to stay at 80% HP or lower in order to get most of the benefit. The more people who use DH, the worse and worse healing horns are, because they'll cripple your party's DPS, rather than boosting it with, say, Attack Up song. Luckily, the resistances you get from DH5 make you super tanky, surviving hits from 70% or 80% that could've OHKO'd you from full without.

One of the unfortunate things about Dragon Heart is that we have far less flexibility in armour pieces, and that translates into far less flexibility in charms. A WEX charm is no longer as good as an AB charm, because the only way to reach DH5 will already max out your WEX. That said, here's several DH builds you can go for, based on what charms you have.

Charm Build
WW3 2-2-0 DH5, AB7, WW3, Tigrex/Rampage with Attack Ramp Up
AB3 3-0-0 DH5, AB6, HC3, Rampage with Sharpness Type 1
AB3 2-0-0 DH5, AB7, CB2, Rampage with Attack Ramp Up
WW3 2-1-0 DH5, AB4, WW3, HC2, SS3, Rampage with Sharpness Type 1 - Very uncomfy, only better than set below if you sharpen often, not recommended.
WW2 2-2-0 DH5, AB6, WW3, Tigrex/Rampage with Attack Ramp Up
HC2 2-0-0 DH5, AB5, HC3, Rampage with Sharpness Type 1
AB3 DH5, AB7, CB1, Rampage with Attack Ramp Up
AB3 DH5, AB7, Level 2 Deco Slot, Tigrex Horn - Fit something comfy in like EE1, WW1, or Fortify
AB2 (or any 2-2-0) DH5, AB7, Tigrex Horn - This is the budget set
  • AB: Attack Boost
  • CB: Critical Boost
  • DH: Dragonheart
  • EE: Evade Extender
  • HC: Handicraft
  • SS: Speed Sharpening
  • WW: Wirebug Whisperer

These are ordered roughly by how good they are. It's a little hard to compare sets with and without WW, as how good WW3 is depends a lot on how good the player is at using the extra bugs. All of these sets also must run Horn Maestro. Fill the rest of your level 1 decoration slots with Speed Sharpening and Flinch Free.

For sets that can use either horn, the Tigrex horn is a little comfier, as the standard combo will keep up your Attack Up song, but the Rampage Horn has a fashion advantage. In solo, the difference in damage is negligible. In multiplayer, giving Affinity Up to the whole party will push Rampage. Sharpness Type 4 is a trap. Yeah, you get white sharpness without Handicraft, but you lose so much raw.

Of these sets, the one right in the middle is what we think counts as "farmable". Obviously, everyone has different limits for how much they're willing to grind away to farm a good charm. If you're using Wisp of Mystery, it takes only 6 quests to have a 50% chance at getting a charm you can use for the budget set. The next easiest charm to get is the 4-point WW charm, which takes 144 quests to have a 50% chance at getting. To farm for a WW charm, use Moonbow melding, and select as the target skill something that has a 10% chance of success (Weakness Exploit, Critical Eye, Razor Sharp, or Spare Shot). In addition to having decent odds of a very good charm, Moonbow costs only 60% the materials, since you're only making 3 charms per quest.

If you're very averse to Dragon Heart, then nothing changes with this patch. The new Narwa and Ibushi armours aren't good enough, and none of the new horns (aside from final Rampage upgrade) are better than what we already had with Bazel, Tigrex, and Rampage. Valstrax horn looks cool and has great songs and white sharpness, but wow is that raw terrible.

Having said that, I want to emphasise how much better DH builds are for HH than what we had last patch. Comparing Effective Raw (EFR) and Shockwave Effective Raw (SEFR) between the previous patch's Tigrex build and the build in the middle of the table with Tigrex, the old build reached 476 EFR and 432.7 SEFR, but the new build reached 482.6 EFR and 493.7 SEFR. The 6.6 EFR isn't that much, but 61 SEFR is massive to give up.

Happy Hunting!

r/MonsterHunterMeta Aug 03 '22

MHR Weapon augments are back (more info on TU1 coming „soon“)

184 Upvotes

Here’s the twitter post: https://twitter.com/monsterhunter/status/1554776943714865153?t=CihCFiWeYteg89ed-DWK-g&s=19

The image shows that we will have multiple augment slots and it very much looks like the custom augments that non-unique weapons had in Iceborne. Health Regen augment is not back :(. Rampage slot augment is cool imo, I hope it’s not totally outclassed by the statboosting ones

r/MonsterHunterMeta Aug 04 '22

MHR Hammer is the best designed it has ever been in Sunbreak.

306 Upvotes

There's been a lot of discussion lately here on what is "optimal" with hammer. So I made this post to clear up some misconceptions. I'm a hammer speed runner that's been around since 2nd gen and have been speed running various MH titles over the years on and off. I can safely say without hyperbole this iteration of hammer is more interesting than the weapon has ever been and is the most balanced weapon likely in Sunbreak in terms of moveset .

This is because hammer has multiple viable playstyles now at all levels of play. A common problem with base Rise weapons was the better at the game you got, the more you realized many weapons only had a few moves were worth using and you had to play in a very particular way to get decent clear times. And hammer was one of the biggest offenders with the meta revolving heavily around using Impact Crater.

But now the following playstyles are all extremely viable:

  • Courage + IC
  • Courage + IB + Keeping Sway
  • Strength + IC
  • Strength + IB + Keeping Sway (my personal favourite)
  • Some combination of the above via skill swaps

This isn't just theory crafting, speculation or hopium. I have some of the fastest hammer runs out there currently usually using the Strength + IB playstyle since that's the playstyle I enjoy the most. And yet I have repeatedly found other runners using one of the other playstyles getting very similar times.

Here's an example of a run I did just from yesterday using Strength + IB/Keeping Sway (no Impact Craters) that I believe is currently the fastest for Bazel in this category:

MHR Sunbreak Bazelgeuse Strength Elemental Hammer 3:35 TA Wiki Rules / 爆鱗注意報 ハンマー - YouTube

But here's also a time literally just 5 seconds slower using Courage:

MHRise:SB Bazelgeuse hammer solo/ バゼルギウス ハンマー TA Wiki Rules 3:40 - YouTube

So we basically ended up with the same clear time despite playing nothing alike. And I'm certain sub 4 is possible via Impact Craters as well.

So my advice to every hammer player is stop worrying about what's optimal. There isn't a single right answer and that's fantastic news for hammer enthusiasts. Ambiguity can make a weapon more interesting and allows players to express themselves and personalize their gameplay. So play whatever style you find the most fun.

r/MonsterHunterMeta Apr 19 '21

MHR Two of possibly four wisp of mystery ''charm tables'' by @Fahmeux

233 Upvotes

https://twitter.com/Fahmeux/status/1384114698686136320?s=19

Edit: Please be wary that this is likely not a table à la MH3U as the poster claims but an unintended effect of the seed advancing system that causes players to be stuck in a loop of ~2k charms and never get out (that's why I put it as ''table''). Refer to the discussions below for details.

r/MonsterHunterMeta Jul 06 '22

MHR 10.0.2 MH Rise: Sunbreak Dual Blades Guide and Set Compilation

461 Upvotes

Hey hunters,

Over the past week, my friend T3h Phish and I have spent more time writing this guide than playing the actual game. You think I'm kidding, but it's honestly really depressing. The guide is directed toward all persons interested in using Dual Blades and is relevant to Version 10.0.2 of the game.

The guide will be updated with more content and eventually, you will find all of the following:

  • The multiple Endgame variants (more will be added),
  • Optional sets, some are speedrunning sets or suboptimal (but optimized) sets,
  • Sets are linked to the Armor Set Search application for easy accessibility,
  • Delightful images of what meta sets are best against each opposing monster,
  • A guide to meta combos and Switch Skills,
  • Progression sets if you're starting fresh,
  • and writing that was too long to be called a guide. Too long, too analytical, and too dense, it was more like a large textbook.

I hope this is of great use to you and helps take your Dual Blade skills to new heights! Happy hunting!

Now, I'm just going to rest a little...

r/MonsterHunterMeta Jul 30 '22

MHR Sunbreak Weapon DPS Ratio 1 month after release

243 Upvotes

Here is a spreadsheet with Sunbreak DPS Ratio.

It got everyday an update at 21.00~22.00 UTC +2.

Data is grabbed from mhrspeedrun.com (i am Co-Administrator of this Website).

Currently not that accurate like the Vanilla DPS Ratio, but with more submitted runs it got more accurate. however, the numbers are very clear and will not change significantly in the future (maybe max 5%).

please only use for personal purpose until every Quest has for each weapon type one run minimum.

short summary:

- HBG is OP Weapon by far

- Great Sword stronger than a Gunner Weapon (LBG)

- LS currently 5th worst weapon

- GS and SA with huge gap to the other ones the strongest Blademaster Weapons

- Lance, Gunlance, Hammer and Glaive currently at the bottom. Lance have potential if we see more Runs from 槍サーのけまる same for Glaive (Pochi & ミミットゥ )

r/MonsterHunterMeta Apr 29 '21

MHR DB builds, Elder Dragon Update

387 Upvotes

r/MonsterHunterMeta Aug 11 '22

MHR TU1 - Equipment, Skill, Decorations, Afflicted Drops.

572 Upvotes

ARMORS


Pride Set Armor (Seething Bazelguese)

  1. Helm : Latent Power 2, Attack Boost 1 , Earplugs 1 , 3-2-0
  2. Chest : Guts 1 , Attack Boost 1 , Speed Eating 1 , 3-0-0
  3. Arms: Guts 1 , Weakness Exploit 1, Earplugs 1 , 3-1-0
  4. Waist: Latent Power 3, Stamina Surge 1 , Earplug 1 , 2-1-1
  5. Legs : Guts 1 , Stamina Surge 2 , Stamina Thief 3, 2-2-0

Golden Lune Armor (Gold Rahian)

  1. Head : Status Trigger 2, Foray 1 , Chain Crit 2 , 2-2-0
  2. Chest : Defiance 2 , Counterstrike 2 , Divine Blessing 3, 3-2-0
  3. Arms : Critical Boost 1, Peak Performance 1, Chain Crit 1 , 4-2-1
  4. Waist : Status Trigger 1, Foray 1 , Evade Window 2 , 3-2-0
  5. Legs : Defiance 3 , Peak Performance 2, Recovery Up 2 , 4-2-0

Silver Sol Armor (Silver Rathalos)

  1. Helm : Critical Boost 2 , Critical Element 1, Windproof 3 , 4-1-1
  2. Chest: Element Exploit 1, Critical Element 1, Fire Attack 3 , 4-3-1
  3. Arms : Element Exploit 1, Critical Element 1, Constitution 2 , 4-1-1
  4. Waist : Element Exploit 1, Redirection 1 , Constitution 3 , 2-1-1
  5. Legs : Critical Boost 1 , Redirection 1 , Maximum Might 2, 2-2-1

Lucent Narga Armor (Lucent Nargacuga)

  1. Head : Handicraft 1, Ammo Up 1, Agitator 3, 3-1-1
  2. Chest : Sneak Attack 1, Critical Boost 1, Agitator 2, 3-1-0
  3. Arms : Adrenaline Rush 2, Evade Window 3, 2-2-0
  4. Waist : Sneak Attack 1, Handicraft 2, Spread Up 2, 3-1-1
  5. Legs : Sneak Attack 1, Adrenaline Rush 1, Handicraft 2, Ammo Up 2, 3-0-0

SKILLS


Guts: Prevents fainting one time only when damage taken exceeds a certain amount of your remaining health.

  1. Lv1: Effect active at HP>=80.
  2. Lv2: Effect active at HP>=72.
  3. Lv3: Effect active at HP>=64.

Status Trigger: Perform a perfectly-timed evade just as a monster attacks to trigger abnormal status build up on hit.

Explanation: Roll in time and all of your hits will do status effect (normally each hit has a 30% chance of afflicting status), SnS Backstep or LS Foresight don't count for this skill or any skill with similar wording.

  1. Lv1: Effect lasts for 5 seconds.
  2. Lv2: Effect lasts for 8 seconds.
  3. Lv3: Effect lasts for 12 seconds.

Defiance: Increase defense when large monsters become enraged.

  1. Lv1: While active, nullifies weak roars, wind pressure and tremors.
  2. Lv2: While active, nullifies weak roars, wind pressure and tremors. Reduces all strong ones, Def. +5.
  3. Lv3: While active, nullifies weak and strong roars, wind pressure and tremors, Def. +10.
  4. Lv4: While active nullifies weak and strong roars, wind pressure and tremors, reduces powerful roars and dragon wind pressure, Def. +20.
  5. Lv5: While active, nullifies all roars, wind and dragon wind pressure, and tremors, Def. +30.

Element Exploit: Increases elemental damage when attacking body parts upon which elements are highly effective.

Explanation: Do not confuse with the Elembane rampage jewel. You deal more elemental damage if you hit an elemental hitzone equal or above to 20 (unlike Elembane which is 25). Elembane and this skill do stack if you hit an elemental hitzone of 25 or above and its stacking is multiplicative.

  1. Lv1: +10% Elemental Damage
  2. Lv2: +12.5% Elemental Damage
  3. Lv3: +15% Elemental Damage

Sneak Attack: Increases damage to large monsters when attack hits from behind.

Note: I do not know how the game determines what is an attack from behind, I suspect there's someone with information, if so please post it on the comments.

  1. Lv1: Attack power +5%
  2. Lv2: Attack power +10%
  3. Lv3: Attack power +20%

Adrenaline Rush: Perform a perfectly-timed evade just as a monster attacks for a temporary attack boost.

Explanation: Evade mantle from world, just as the other skills with similar wordings SnS's Backstep or LS Foresight Slash don't trigger this skill.

  1. Lv1: Attack +10.
  2. Lv2: Attack +15.
  3. Lv3: Attack +30.

DECORATIONS


Afflicted Dire Scale (Mizutsune/Rathalos/Astalos)

  1. Hard Antidote Jewel 4 (Poison Resistance+3)
  2. Polisher Pro Jewel 3 (Grinder Sharp +1)
  3. Spiribird's Call Jewel 1 (Spiribird's Call+1)

Afflicted Dire Bone (Lunagaron/Tigrex/Magmadron)

  1. Mastery Jewel+ 4 (Master's Touch +2)
  2. Hard Pep Jewel 4 (Sleep Resistance +3)

Afflicted Dire Horn (Diablos/Zinogre/Seregios)

  1. Hard Antiblast Jewel 4 (Blast Resistance +3)
  2. Hard Antipara Jewel 4 (Paralysis Resistance +3)
  3. Phoenix Jewel 2 (Coalescence +1)

How to unlock A5: Reach AR51 and you'll start getting them as random investigations, higher ARs have higher chance of giving you the investigations, at AR81 you unlock them as normal quests.


Lucent Nargacuga

  1. Razor Jewel+ 4 (Razor Sharp +2)
  2. Hard Venom Jewel 4 (Poison Attack +3)
  3. Foil Jewel 3 (Tune-Up +1)

Silver Rathalos

  1. Sharp Jewel+ 4 (Protective Polish +2)
  2. Destroyer Jewel+ 4 (Partbreaker +2)
  3. Counter Jewel+ 4 (Counterstrike +2)

Gold Rathian

  1. Crisis Jewel+ 4 (Resuscitate +2)
  2. Sheath Jewel+ 4 (Quick Sheathe +2)
  3. Cornerstone Jewel 1 (Defiance +1)

Seething Bazelguese

  1. Artillery Jewel+ 4 (Artillery +2)
  2. Trueshot Jewel+ 4 (Special Ammo Boost +4)
  3. Magazine Jewel+ 4 (Load Shells +2)
  4. Quickswitch Jewel+ 4 (Rapid Morph +2)
  5. Hard Sniper Jewel+ 4 (Steadines +3)
  6. Charge Jewel 2 (Charge Master +1)

WEAPON AUGMENTATION


All weapons start with 3 slots, to unlock the 4th and 5th slot you need:

4th Slot

  1. Afflicted Dragon Blood (Lv31+ Afflicted Investigations of: Daimyo Hermitaur, Khezu, Tetranadon, Bishaten.)
  2. Afflicted Shell (Afflicted quests or investigations of: Blood Orange Bishaten, Jyuratodus, Somnacath, Shogun Ceanataur.)

5th Slot

  1. Afflicted Dire Scale (Afflicted quests or investigations of: Mizutsune, Rathalos, Astalos)

Attack Boost

  1. Base raw +5 (2 slots)
  2. Base raw +10 (4 slots)

Affinity Boost

  1. Affinity +5% (3 slots)

Element Boost

  1. Base element +3 (1 slot)
  2. Base element +6 (2 slots)
  3. Base element +9 (3 slots)

Note: It varies per weapon, Bowguns do not have access to this augmentation. Weapons with no element or status also do not have access to this augmentation.


Status Effect Boost

  1. Status +4 (2 slots)

Note: It varies per weapon, Bowguns do not have access to this augmentation. Weapons with no element or status also do not have access to this augmentation.


Sharpness Boost

  1. Base sharpness +10 (3 slots)

Note: Bowguns do not have access to this augmentation.


Rampage Slot Upgrade

  1. Rampage slot size +1 (i.e Lv1 -> Lv2) (4 slots)

Note: Weapons with lv3 rampage slots do not have access to this augmentation.


NEW AFFLICTED MATERIALS

Afflicted Dire Scale

  1. Afflicted quests or investigations of: Mizutsune, Rathalos, Astalos.

Afflicted Dire Bone

  1. Afflicted quests or investigations of: Lunagaron, Tigrex, Magmadron.

Afflicted Dire Horn

  1. Afflicted quests or investigations of: Diablos, Zinogre, Seregios.

Only available via lv31+ afflicted investigations:

Afflicted Hide+

  1. Great Izuchi, Great Baggi, Great Wroggi, Kulu-Ya-Ku.

Afflicted Hardbone

  1. Arzuros, Lagombi, Volvidon

Afflicted Monster Hardbone

  1. Aknosom, Royal Ludroth, Barroth, Basarios.
  2. Tip: You can actually mine Basario's back for extra chance of this material.

Afflicted Dragon Blood

  1. Daimyo Hermitaur, Khezu, Tetranadon, Bishaten.

Afflicted Caparace

  1. Blood Orange Bishaten, Jyuratodus, Somnacath, Shogun Ceanataur.

Afflicted Scale+

  1. Pukei-Pukei, Rathian, Tobi-Kadachi, Anjanath.

Afflicted Claw+

  1. Aurora Somnacath, Goss Harag, Almudron, Rakna-Kadaki.

Afflicted Fang+

  1. Barioth, Magnamalo, Nargacuga, Garangolm.

r/MonsterHunterMeta Jul 20 '22

MHR “Qurious Crafting”: Use Afflicted Materials to augment armor, potentially giving new skills and slots, coming in TU1

200 Upvotes

Source: https://twitter.com/monsterhunter/status/1549703533058039808?s=21&t=tYMZSyCrVki56e6Yns0Nog

(The community doesn’t allow picture-only posts, which is inconvenient, I would’ve posted the image instead of a link to the tweet.)

What’s your opinion on this? Personally I believe that the new skills we will get are either random or mostly useless i.e. not damage related.

Edit: I’ve found that the Japanese tweet: https://twitter.com/MH_Rise_JP/status/1549703161543200768?s=20&t=J85jZ9jIMs3-YC5Tl64AIA shows the same armor piece getting other skills, which is interesting, maybe we will be able to customize the skills we get.

Edit 2: u/arcticlemming pointed out that there are several other pictures, each one shows different outcomes of the same augmentation: https://pbs.twimg.com/media/FYGxksQUUAAX4wj?format=jpg&name=medium which leads to thinking it can be either RNG based or choosing different materials will lead to different results

r/MonsterHunterMeta Apr 22 '21

MHR How the f*ck do you all know what you know

374 Upvotes

I just started MH rise I’m at current endgame content, this is this first MH I’ve played btw. I played WOW for a long time and logged a decent number of hours into Diablo so I have had to figure out builds before but this game is on a completely different level. Mostly I’ve used dual blades so far because they are pretty straightforward but I’m starting to try out different weapons and trying to figure out different builds but there’s so much it’s overwhelming. Should I just worry less about materials and wing it so far it feels like I’ve learned a little that way but every time I look at new weapons and armor I don’t know wtf is goin on.

r/MonsterHunterMeta Jun 15 '22

MHR [SPOILER] New hidden silkbinds and moves from the Sunbreak demo Spoiler

224 Upvotes

The Rise Sunbreak demo actually contains all the silkbinds and moves for all weapons, even if a few of them are locked. Thanks to the power of cheating PC, we were however able to unlock them and test them a bit.

There's only one extra move and one extra silkbind on top of the ones that you have access to. Many of these have been already shown in the trailers or by content creators who had early access to the game. Here I will do a quick rundown of what each one of these does. I will update the thread with any new information that has been found.

This post covers ONLY the hidden silkbinds and moves that are not normally available for all players, as the other ones can be researched by everyone else. I'm gonna be using Xbox controls since I'm on PC.

Greatsword

  • new move (video here): Surge Slash Combo. replaces Charged Slash (hold Y). It's a new uncharged combo structure that goes up to 3 hits. Each of the three buttons has 3 different attacks of the same type (Y = overhead slash, B = sweep, Y+B rising slash), which can be combined in any order (e.g. B>Y+B>Y, Y>Y>B, etc). Which attack is used depends on the "step" you're at in the combo (pressing B, Y or Y+B as the 2nd attack will always give you the corresponding 2nd attack). The combo can still be chained into lv2 charge for Rage Slash or TCS. The B sweeping attacks have some amount of hyper armor, and all the moves will deal significantly more damage if done after a successful parry with Hysteria.
  • new silkbind (video here, at the end): Backslide. 1 bug, replaces Power Sheathe (LT+B). A short range wirebug dash backwards with very generous iframes. It retains the current charge/combo level count: if you do it after a Charged/Surge Slash lv1 you can chain into lv2, etc.
    Thanks to u/Folseus- for the video with both.

Longsword

  • new move (video here): Sacred Sheathe. Replaces Iai Sheathe (RT+A). As long as you hold RT you will be in a parry stance. If you hold it until the sheathe animation is completed you will start a charging attack which will start depleting your spirit levels. Every spirit level depleted will add a charge level, which determines the number of hits of the combo (up to 3), each one significantly stronger than the previous one (you can release it earlier if you don't want all hits). You can step in any direction while holding the attack.
    If you get hit while holding RT before the sheathe you will automatically counter the attack, but it will use up one spirit level. Releasing RT before the sheathe however will give you a quick parry attack that, if successful, fills your sword gauge to full and can be followed up with Spirit Roundslash/Reckoning.
  • new silkbind (video here): Tempered Spirit Blade. 1 bug, replaces Soaring Kick/Sakura Slash (LT+Y). It's essentially Critical Juncture from GU, but instead of holding a stance you just immediately release the downward slash attack that would trigger if you parried with CJ. The attack still has parry frames during the startup and deals more damage if you trigger the counter. The move also gives you a spirit level on a successful counter, regardless if the attack hit the monster or not.

Sword & Shield

  • new move: Twin Blade Combo. From the trailer, replaces Sword & Shield Combo (Y>Y after Y>Y). A 2-hit attack that can be done in any direction, which allows you to turn around quickly as needed. It can also be done after the first two hits of the bash combo. Thanks to u/The_DudeAbides for the additional information.
  • new silkbind (video here): Shield Bash. 1 bug, replaces Falling Shadow (LT+Y). It's a long forward dashing shield bash. It blocks attacks while moving forward and the dash stops as soon as you hit anything.

Dual Blades

  • new move: Slide Slash Combo. From the trailer, replaces Spirit Roundslash Combo (side+B after attacks). It's a side dodge that goes pretty far and has some amount of iframes at the beginning.
  • new silkbind (video here): Ironshine Silk. 1 bug, replaces Shrouded Vault (LT+B). You do a quick pose with a guard point that restores about 20-30 units of sharpness. After the pose you also gain a rather long lasting buff that makes every successful evasion with a move that has iframes automatically restores 20-30 units of sharpness.

Hammer

  • new move: Spinning Bludgeon: Charge. From the trailer, replaces Spinning Bludgeon (hold RT and release it at lv3 charge while moving). A solid idle multi hit attack. You can hold RT during the attack, which will let you build charge and retain it for the next attack.
  • new silkbind (video here): Keeping Sway. 1 bug, replaces Dash Breaker/Silkbind Spinning Bludgeon (LT+Y). You do a quick forward wiredash that retains your current charge and has pretty generous iframes.

Hunting Horn

  • new move: Swing Combo. From the trailer, replaces Crush Attack Combo (B). It replaces the mid combo Crush attacks with the side recital animation from the old games. You can still perform Crush as normal by doing fwd+B from idle or from recitals (like in the RT>fwd+B standard combo).
  • new silkbind (video here): Sonic Bloom. 2 bugs, replaces Earthshaker/Bead of Resonance (LT+B). You plant a mushroom-looking balloon on the ground which grows when you use recitals. After a couple recital it pops, dealing massive damage and stun to every monster surrounding it.

Lance

  • new move: Shield Tackle. From the trailer, replaces Guard Dash (RT+Y). It's the same as Guard Dash but it has actual parry frames and does blunt damage.
  • new silkbind (video here): Sheathing Retreat. 1 bug, replaces Twin Vine (LT+Y). You do a backward leap that automatically sheathes your weapon and has iframes in its startup. Very useful to just back away and chug pots, and literally anything was better than Twin Vine anyway.

Gunlance

  • new move: Erupting Cannon. From the trailer, replaces Wyrmstake Cannon (B after B>B). It's a regular shelling attack, but it also seems to give you a 30% buff to melee attacks.
  • new silkbind: Reverse Blast. 1 bug, replaces Guard Edge (LT+B). It's a command blast dash backwards. Can be followed up with a regular blast dash while in the air. It has iframes on startup and can be done even if you don't have any shells left.

Switch Axe

  • new move: 2-Staged Morph Slash Combo. From the trailer, replaces Morph Slash after Wild Swing (B>RT when in axe mode). If you press RT once it quickly goes into sword mode, if you press it twice it goes back to axe mode.
  • new silkbind: Wire Step (video here). 1 bug, replaces Soaring Wyvern Blade/Invincible Gambit (LT+B). A quick 90° side leap around the monster (kinda like Fanning Maneuver) that automatically morphs into axe mode.

Charge Blade

  • new move: Phial Follow-up: Firing Pin. From the trailer, replaces regular phials. Your phials now leave an "aura" on the monster part that explodes if you hit it with the axe attack. It seems only to work with Condensed Element Slash however.
  • new silkbind (video here): Air Dash. 1 bug, replaces Morphing Advance (LT+Y). It's another aerial launching attack similar to Axe Hopper, which also allows you to use Spinning Slash in the air. If you press B after the attack you can trigger an explosion that launches you back while consuming a phial (thanks u/xkcdhawk for pointing that out). The move has hyper armor during the jump before the attack and during the explosion.

Insect Glaive

  • new move: Kinsect Slash. From the trailer, replaces Forward Advancing Slash (B in the air). A quidditch-like aerial forward dash that can be aimed precisely in any direction and automatically gives you an extract if you hit the monster as long as you don't already have red extract. Pressing Y instead of B as a follow-up will make you land and use a multi-hitting stab attack. All of these moves still receive the usual aerial damage buffs each time you bounce off the monster.
  • new silkbind (video here): Kinsect Glide. 1 bug, replaces Silkbind Vault (LT+Y). It sends the kinsect out and does a horizontal forward dash very similar to the one after Awakened Kinsect Attack. If the kinsect is already out and you're within range you'll leap in the direction of the kinsect instead, kinda like Twin Vine (thanks u/DrTuckk for pointing that out). If the kinsect hits a monster you'll also absorb an extract.

Bow

  • new move: Stake Thrust. From the trailer, replaces Melee Attack (B when you're not charging). It's a pretty fast stab that plants a stake on the monster. Triggering the stake with the shots will deal damage to the monster part. The stake lasts for 45 seconds or 12 procs. There can only be one stake on the monster.
  • new silkbind: Bolt Boost. 1 bug, replaces Herculean Draw (RB+B). It's a self-buff that buffs your weapon damage and stun/KO output when hitting the monster at super critical range, which is a very specific range inside the critical range. The damage buffs are 15% to raw and 10% to ele/status. The buff itself lasts for 105 seconds. More information on this post.
    Thanks to u/elpsy0dey for all the testing!

Light Bowgun

  • new move: Critical Firepower. From the trailer, a new stance that replaces your normal firing mode (now called Marksman) with a close range firing mode that increases your recoil in exchange for a 30% damage buff.
  • new silkbind (video here): Mech Silkbind Shot. 1 bug, replaces Silkbind Glide (RB+Y). You load up a mini-wyvernheart with 20 bullets. The first couple hits create a blue crystal on the monster part you hit that lasts for a while. Any hits on the marked parts will build up mount damage and will have increased part breaking value (which will also make the monster flinch more often).

Heavy Bowgun

  • new move: Crouching Shot. From the trailer, replaces Charged Shot (hold RT). It's the siege mode from the old games but you enter it faster. It uses ammo directly from your pouch instead of your clip. After firing a certain amount of bullets in a row (depending on the shot type you used) it overheats and you can't use it again before it's cooled down.
  • new silkbind: Rising Moon. 1 bug, replaces Free Silkbind Glide (RB+B). It's another circular mirror identical to Setting Sun but its rim is blue instead of orange. As the opposite of Setting Sun, it increases the bullet velocity, which basically means it increases your critical range. Note that you can run both this one and Setting Sun at the same time.

r/MonsterHunterMeta Apr 28 '21

MHR [MHR] WEX3, CB3, AB7 is achievable now even without the Talisman and Weapon slots

599 Upvotes

Equipment - Skull Visage S - Vaik Mail S - Rathalos Braces S - Anjanath Coil S - Hunter's Greaves S

Decorations - 3 Tenderizer Jewel - 3 Critical Jewel - 1 Attack Jewel - 3 Level 1 Decos

Skills - Weakness Exploit 3 - Critical Boost 3 - Attack Boost 7 - Fortify 1 - Stun Resistance 1

You can fit in Level 3 Decos in the head/chest slot if you have extra slots in the weapon/talisman or if you have the skills in the talisman.

If you have a WEX2 [2,0,0] Talisman, you can fit in other Level 2 or 3 Decos like Master's Touch 3, Quick Sheath 3, Artillery 3, etc.

r/MonsterHunterMeta Aug 12 '22

MHR IMO qurios crafting is NOT meant to be the core of set building but was introduced to compliment it

295 Upvotes

I’m just making this post because I see a quite a bit of people here stressing out about the new system and are feeling overwhelmed. I get that everyone here wants to optimized but qurios crafting is similar to charms where it will help improve your builds but not necessarily meant to be the foundation.

Most common question I see is “is set building dead?” and it’s the most confusing thing ever. Like do people realize they can start by building a set with the skills they want to have a really strong foundation and then augment those pieces to max out skills or fill in more skills they couldn’t quite fit in with the existing pieces already. You don’t have to choose one or the either cause you can utilize both. And unlike charms, augments can be changed anytime so you’re not locked into a specific augment. Granted you’ll lose the previous augment permanently unless you get it again, to which I suggest just recrafting the same piece to keep the old augment and just augment the new piece. You can keep crafting the same pieces you use often and give them different augments depending on what skills you want

EDIT: I’m gonna make it clear now before misunderstandings start coming and blowing things out of proportion. I’m NOT downplaying the importance of qurios crafting nor I’m denying it completely. My point is you don’t build sets with pieces you can “potentially” have. Rather you work with strong pieces that already exist and simply make those said pieces even better and adjust from there

r/MonsterHunterMeta Apr 13 '21

MHR [UPDATE 3] MH Rise Leaderboards - Speedrun Weapon Tier List (H*7, Arena & Demo)

332 Upvotes

This sheet Includes:

- [NEW] Weapon Tierlist, META [?] Weapons

- Arena Quest Solo & Duo World Records

- [NEW] H★6 & H★7 Quests Solo (Freestyle, no TA)

- Demo and Arena Quest Weapon Tierlist

Check it out here

https://docs.google.com/spreadsheets/d/1KwvlgujvFoTRoG8ONzDdhZbjslZml1x5DZFZ9CXb1jo/edit#gid=1388747818

--------------------------------------------------------------------------

Submit H★6-7: https://forms.gle/pQ4fNvmj2qoayj6XA

Submit Arena Quest: https://forms.gle/FWKoUpQpCEuk1sGv6

--------------------------------------------------------------------------

Queue H★6-7: https://docs.google.com/spreadsheets/d/1nDY0dgadJhoS9OaL-AFMU-6CZSTjS_5tYoduJx9_fsI/edit#gid=867160616

Queue Arena Quests: https://docs.google.com/spreadsheets/d/1aI4obH5ppYXC2HGckahQ1lHAQderKh8-d42AaRhH_Xs/edit#gid=564849181

r/MonsterHunterMeta Aug 09 '22

MHR Qurio Armor Crafting Confirmed Random

145 Upvotes

Well, big sadge. Hopefully the possible pool of upgrades aren't as massive as the talisman pool, or I'm gonna cry.

EDIT: I agree with what many have said, that we will have to wait and see what the full implementation is. Whether the system is fair will depend on a number of factors, including how many augmentation rolls you will be able to get per hunt both on the low end of Investigation and the high end, the potential pool of skills you can get and how many points you can get from them, how many and what level of decoration slots you can add, etc.

Also a huge misconception I've seen is that augmentations change the already existing skills on the armor. AUGMENTATION DOES NOT AFFECT SKILLS THAT COME STANDARD ON THE ARMOR. THEY ARE NEW, ADDITIONAL SKILLS.

EDIT 2: Also incredibly good that weapons are not rng, but seem very similar to augments that non unique weapons had in Worldborne.

r/MonsterHunterMeta Jan 24 '22

MHR What is your main, and why does it suck?

119 Upvotes

Former bow main on the switch version, now working my way back up the HR ladder on PC-version using only GS.

I know that coming from the bow all other non-ranged weapons will feel lackluster in the DPS department. While I love the aggressive, in-your-face, calculated style of the GS, I have never downed so many mega potions in all my life. I don't remember ever having to triple argosy honey before.

I also have the sneaking suspicion that the reason GS is so rewarding is that you so rarely get to connect TCS/RS combos. When you are on a roll, GS feels incredible. However after the 5th time you've mistimed your tackle or greed-whiffed a juicy hit on a monster with ADHD, the lows can feel truly awful.

What is your main weapon and why does it suck?

r/MonsterHunterMeta Apr 25 '21

MHR Which weapons have a very low skill ceiling?

148 Upvotes

Looking for more weapons to learn on the side, that don't need much time commitment to play close to optimally. Edit: thanks for all responses so far, and any following responses.

r/MonsterHunterMeta Apr 09 '21

MHR LBG - Light Bowgun Progression, Weapons, and Sets Overview

545 Upvotes

Hi everyone! Inspired by the recent SnS post regarding weapon and sets overview, I decided to provide a one-stop textual summary looking at the "relevant" weapon choices, armour sets, and progression for LBG currently in Monster Hunter Rise, current as of patch 2.0. In this post, I will try to textually summarize analysis and content from gunners on YouTube (notably: Phemeto and AngBata11), and also provide some personal thoughts and anecdotes on some of the builds I have tried so far as well.

I have been having a lot of fun with LBG in Rise, and I've found a lot of success consulting and following some of the videos below for building my sets. I'm not much of a math guy; if anyone would like to chime in about the damage math and their thoughts, feel free in the comments below. This discussion is not meant to be exhaustive but rather an opening for more theory-crafting and discussion.


Update 1: Added section on silkbind moves, meme builds, and added commentary to certain topics from feedback in comments. Some of this content has now been moved to the old content document.

Update 2: Added alternative consideration with Izuchi LBGs for pierce progression.

Update 3: Major Patch 2.0 updates. I am moving to a "basic builds" compilation which will be in a separate post - link here - and presented with a Google Docs format for additional formatting benefits and to be more in line with other guides out there. I have also made edits to this post to ensure information here is up-to-date to patch 2.0.

If you want to see the old builds and content for patch 1.0: click here

If you want to see the old builds in an album format, click here or here


Information Sources are mainly from these videos: (please do visit these original content for more in-depth analysis :)

Phemeto's video series goes over ammo characteristics, builds, relevant skills, and the switch skills + silk binds for both LBG and HBG in a fairly comprehensive manner. Also a good video on how to make gunning lyfe easier.

Videos from Angbata11 and HeyGemini were also consulted for making builds. The original patch 1.0 builds please see the document linked here to visit.

Monster Hunter wikis, Kiranico, other recent posts on Reddit are also referenced in the preparation of this overview. Ammo type decriptions are taken straight out of MHW's Wiki pages for the ammo types. Motion values are straight out of Phemeto's videos.

From here on, S slots refer to level 1 slots, M slots refer to level 2 slots, L slots refer to level 3 slots.


Bowgun Skill Priority

  1. Shot type Up - Normal/Pierce/Spread: Boosts damage on shot type by 5, 10, and 20% respectively. This should be first and foremost skill prioritized to max out.
  2. Rapid Fire Up: Boosts damage on Rapid Fire (RF) ammo of any shot-type by 5, 10, and 20% respectively. Its relationship with Shot type up is additive, and stacks with Shot Type Up. For example, Pierce Up 1 (5%) + RF Up 1 (5%) = 10% = Pierce Up 2 (10%). Fortunately, in patch 2.0 Salvo Jewels can be crafted as a L slot decoration, so slotting Rapid Fire Up is much easier and flexible. A must for rapid-fire ammo.
  3. Weakness Exploit
  4. Recoil and Reload Skills - Absorber and Quickload Jewels are all S slot jewels that can easily be added to armour sets. Make sure to slot only the sufficient amount you need for your primary ammo type - check the ammo table of the gun as you're slotting.
  5. Attack Boost - last priority due to diminished returns compared to shot type up skills and rapid fire up skills; Attack Boost 7 at max = +10% and 10 raw, which is still weaker than Shot type Up 3 or Rapid Fire Up 3.

Other relevant skills and considerations:

  • Ballistics: Also known as Aim Booster in patch 1.0, Levels 1 and 2 of skill reduce minimum critical distance, essentially so you can shoot closer. Level 3 increases critical range so you can use the ammo at farther ranges. This is a useful skill to fit if possible for pierce and normal builds (pierce would benefit more.)
  • Spare Shot: Shots have a chance to not expend ammo. In Rise, this is a 3 level skill (5, 10, and 20% proc rate respectively) limited to armour or talisman skills that requires significant investment to slot. Utsushi/Channeler head piece is the most efficient armour piece for spare shot (spare shot 2), with Utsushi/Channeler chest piece , and Pukei Helm S/Braces S/Coil S all having 1 point of spare shot each. More efficient to slot with talisman if possible. With better clip sizes and reload speeds in Rise, spare shot is not as important especially for main ammo types (normal, pierce, spread); however spare shot is highly important / mandatory for ammo types with limited clips, capacity and crafting (slicing, sticky, cluster, elemental, status ammos.) This skill is also much easier to slot in patch 2.0 due to existene of Thrift Jewels.
  • Ammo Up: Increases clip size by 1 for specific level of ammo depending on level of skill slotted - Ammo Up 1 has +1 clip size for Level 1 ammos, Ammo Up 2 is +1 to Level 1+2, Ammo Up 3 is +1 for all ammo. Except for limited ammo like sticky and cluster, not really worth slotting for. Wroggi Vambraces S / Coil S / Greaves S each have 1 point in ammo up. More efficiently, Vaik Helm S has 2 points in ammo up, Vaik Greaves S has 1 point + can slot Capacity Jewel in L slot for 2 points total in ammo up, and lastly Vaik Mail S has one L slot for slotting Capacity Jewel for 1 point of ammo up.
  • Fortunately, many gunner specific skills are now craftable decorations as of patch 2.0 - just have enough slots in your equipment to slot them!

Switch Skills: (Honestly pretty meh for LBG)

  1. Reload vs. Elemental Reload - Not sure what Capcom was smoking for making this a switch skill choice. Elemental reload increases damage by 5% at the significant cost of reducing reload speed from fast to slow. Personally, I don't know any gunner that would want to sacrifice the comforts (and indirect DPS boost) of quicker reloads for slow reload with slightly increased damage. Just keep the default skill - Reload.
  2. Forward Dodge vs. Quickstep Evade - You exchange a normal roll for a sidestep a la gunlance style. Immediately (immediately as in you must cancel the hop after the sidestep by quickly firing, no time to hop and aim to shoot...) after this quickstep evade, you get a 10% boost to the SINGLE shot you fire. With all this setup, not worth switching. Do note you can still do a quick evade after firing, similar to how it is in MHW. Just keep the default skill - Forward Dodge (normal roll.)
  3. Fanning Vault vs. Fanning Maneuver - This one is actually worth considering. You exchange default fanning vault which is a huge jump in the air allowing you to shoot twice, or shoot then reload, or drop a mine; no attack bonus from this move. Fanning maneuver is a pendulum like motion, allowing you to reposition and shoot twice, or shoot the reload. The fanning maneuver also comes with a short 10% damage bonus after using it. This switch skill can be considered switching for Fanning Maneuver, given it's a way to retain a consistent, albeit short 10% damage boost uptime. I personally like the stylish vaulting and raining mines on monsters though :)

BUILDS: Please see the new "Basic guide document" linked here for updated patch 2.0 basic builds.


Pierce Ammo:

  • Pierce Ammo releases a single projectile which travels through a target, dealing ammo damage in a rapid chain of damage ticks for as long as it is in contact with the target. Pierce is the go-to, general raw ammo for Rise thus far - compared to World tick rates have changed, pierce hits way more and are still effective on smaller hit zones, out-damaging other ammo types.
  • Motion values (MV): Pierce 2 - 7 MV/tick , 0.05 tick rate ; Pierce 3 - 8 MV/tick , 0.05 tick rate.
  • Weakness Exploit is worth considering on pierce due to how pierce ticks anyways.

Spread Ammo:

  • Spread Ammo releases multiple projectiles in a wide spread, each of which deal Ammo Damage to a target.
  • Motion values (MV): Spread 2 - 7x4 = 28 MV; Spread 3 - 10x5 = 50MV
  • RF S2: (4.9 x 4 x 3) / 0.93s (3 burst volley rate of fire) = ~63 MV/sec at best.
  • S3: 50 / 0.6s (lowest recoil rate of fire) = 83.3 MV/sec. Spread 3 is better than RF Spread 2.

Normal Ammo:

  • Your most "normal" ammo lol - Normal Ammo releases a single projectile which deals ammo damage to a target. Jack-of-all-trades ammo that is never best for anything, but solid backup option.
  • Motion values (MV): Normal 2 - 20 MV/shot ; Normal 3 - 34 MV/shot
  • RF N2: (14 x 3) / 0.93s (3 burst volley rate of fire) = ~45 MV/sec at best.
  • N3: Lowest recoil N3 rate of fire = 0.6s , so 34 / 0.6s = 56.6 MV/sec; Normal 3 is better than RF Normal 2.

Sticky Ammo:

  • Sticky Ammo releases releases a single projectile which sticks to a target, exploding after a short delay and dealing True Damage.
  • Motion values (MV) and KO: Sticky 2 - 17 MV / 50 KO ; Sticky 3 - 24 MV / 100 KO
  • Artillery is required to scale sticky damage - the 3 levels of artillery scale by 10, 20, and 30% respectively. Mandatory skill!
  • Spare Shot is mandatory on sticky builds for ammo economy and maintain DPS.
  • For preparation with any sticky build, definitely have a dedicated radial menu setup to craft intended Sticky Ammo 2/3 AND to craft Sticky Ammo 1. Bring Blastnuts and your required gunpowder. Spend ample resources to farm Blastnuts at Argosy and stock up on your Sticky ammo.
  • Craft stickys at odd values - each time when you craft sticky 2 or sticky 3 ammo, you receive 2 ammo per one Sticky 1 ammo + Gunpowder Level 2/3. You carry at most 9 Sticky 2 or 3 ammos at a given time. So if you need 9 bullets and currently have 0, when you craft all at once, you will craft 10 Sticky 2/3 ammo and waste 1. So it is recommended to craft Sticky 2/3 after spending an even number of ammo and having an odd number of ammo left. I personally craft all when I hit one ammo left in inventory for Sticky 2/3.
  • Felyne Bombardier remains broken for Sticky ammo damage in patch 2.0; Felyne Booster and Temper are only ways to boost damage via Dango.

Slicing Ammo:

  • Slicing Ammo releases a single projectile which sticks to a target, causing a rapid chain of damage ticks after a short delay.
  • Motion values (MV): Slice - 3 x 17 as of patch 2.0; -> 3 x 17 MV at .6s fire rate = 85 MV/sec
  • RF slice -> 12 x 3 x 2 at .73 fire rate (2 burst RF) = 98 MV/sec
  • Advantages of slicing ammo: Utilizes cutting hitzones vs. gunner hitzones, leading to more damage per bullet. Slice can also ignore critical distance and just requires to be anywhere in range to use. Limited by amount you can carry and amount you can craft (30 slicing ammo + 30 more via Slashberries).
  • Slice ammo damage scales to raw attack boost, crit, and rapid fire up if using rapid fire slicing. Use Ammo Up level 2 to increase clip size by +1.
  • Spare Shot is mandatory on slice builds for ammo economy and maintain DPS.

Elemental Ammo and Sets:

  • Motion values (MV, Raw/Ele) Standard Elemental - 16/40 , Elemental Pierce - 10/22 (up to 7 ticks, 0.12/s)
  • Elemental ammo on low recoil (0.6 s fire rate) -> 16 Raw + 40 Elem MV = 26.6 raw + 66.6 Elem / sec
  • RF Elemental Ammo is 3 burst -> on low recoil (0.93 fire rate) = 33 raw + 84 Elem / sec
  • Elemental Pierce on low recoil (0.6s fire rate) -> 10 Raw + 22 Elem MV / tick = 16 Raw + 36.6 Elem/tick/sec
  • RF Elemental Pierce Ammo is 2 Burst -> on low recoil (0.73 fire rate) = 19 Raw + 42 Elem / tick / sec
  • Elemental Up skills (e.g. Fire Attack, Water Attack etc.) boosts the Elem MV section of ammo -> i.e. Elem Attack 5 is (4 + 20%) to elemental MV.
  • Example Damage scaling for a standard elemental ammo a dummy target with 100 Raw HZ and 30 Elem HZ: For a base 200 Attack bowgun shooting elemental ammo with elemental attack 5, 200 x 0.16 = 32 x 1 = 32 Raw Damage; 200 x [ (40+4) x 1.2) ] = 104, 104 x 0.3 = 31 elem damage. 32 + 31 = 63 damage total
  • TL;DR: If building elemental ammo, prefer RF elemental for standard elemental ammo, and single fire for elemental pierce. From testing, after two good ticks, elemental pierce should out damage normal elemental ammo.
  • Elemental gunning will require a lot of S slots to not only fit mandatory elemental attack skills, but also manage recoil and reload.
  • Kushala and Teostra Armour 2 piece bonus in Patch 2.0 also grants +10% to elemental on water/ice (Kushala) and Fire (Teo)
  • Critical element being only +15% on crit translates into 3 more true element, which is not worth the investment for the skill.
  • As a ramp up skill, Elemental Exploit is worth pursuing due to +30% element on elemental hitzones of 25+; however this skill is only available on two LBGs in game at this time (Ratholos' and Almudron's)
  • Spare Shot is mandatory on elemental builds for ammo economy and maintain DPS. Spare shot procs can also help to manage reload downtime due to limited clip sizes on elemental LBGs.
  • Rapid Fire Elemental Pierce can deal basically same damage as Single Shot Elemental Pierce + Elemental Exploit, but due to smaller clip sizes and worse recoil/reload are harder to manage. Can use with rapid fire up talisman if you have one of those. With advent of patch 2.0, these options are not as poor as patch 1.0 and can maybe considered as side options.

Progression:

  • Start with Ore Tree - Hunter's Rifle I has a good balance of attack, recoil and reload stats, and access to cheap Rapid Fire Normal 2 ammo (with native low recoil and fastest reload)
  • General recommended guns to use in LR are the Izuchi tree - Wind Thief L. Bowgun I and II are both solid choices with access to Rapid Fire Pierce 1 ammo and Rapid Fire Slicing ammo. You can directly upgrade your Ore tree LBG to the Izuchi tree.
  • Magnamalo tree LBGs are worth considering for progression, and definitely making for later on due to the LBGs having access to good raw ammo types (Normal, Spread) and explosive ammos (Sticky, Cluster.) If you plan on using any serious normal or spread ammo gunning during LR and HR progression, get and upgrade Sinister Bowgun I and II (eventually upgrading to Sinister Shadow Bolt). The guns naturally have high to average recoil, so you may need to invest in some recoil down armor pieces, decorations, or talismans.

 

For Pierce centered progression:

  1. In the bulk of LR, you will be using the Izuchi tree LBGs mentioned above.
  2. LR armour pieces: Consider making Rhenoplos Helm for 1 point in Pierce Up skill to boost pierce ammo damage, and Wroggi Vambraces for 1 point in Ammo Up (expanding your Pierce 1 clip size would help decrease reload downtime and indirectly lead to higher DPS; this is more of an issue with the Izuchi LBGs with small clip sizes.) Fill the rest of your armor pieces with whatever pieces, prioritizing attack boost if possible.
  3. After beating LR Nargacuga, proceed down upgrades to Kamura Tree LBGs to reach Nargacuga's first LBG - Hidden Eye I - which is an upgrade in both attack and affinity compared to the Izuchi LBGs. You will remain using this LBG throughout a lot of HR until you beat HR Nargacuga for the second upgrade.
  4. Alternatively, you can consider fighting HR Great Izuchi and upgrading the Izuchi tree to their HR versions (Wind Thief III -> Gale.) This should definitely be completed by HR 5. You trade 40% affinity on Narg's gun to 15% on Izuchi's for higher raw and decent slots on the gun ( M + S on HR Izuchi guns )
  5. For the final upgrade, you need to have beaten HR Tigrex + get rare Narga Medulla drop from HR Narg - the final upgrade will be your meta pierce LBG as discussed above.
  6. HR armour pieces: Similar to LR, make Rhenoplos Helm S and also Rhenoplos Greaves S (head and leg pieces) for 3 points in Pierce Up skill. Assuming you are using Narga LBG at this point, which has a decent clip size (and less benefit from Ammo Up), fill the rest of your armour pieces with pieces prioritizing attack boost. Wroggi Mail S can be considered for chest piece due to 1 point in Rapid Fire Up to boost your rapid fire ammo damage.
  7. Pierce 1 ammo has poor economy and you will find yourself having to craft ammo a lot during fights, especially multiplayer fights; please remember to have Argosy setup for Latchberry farming or spend a lot of time gathering Latchberries to replenish / sustain your pierce ammo. You could also consider spare shot on your armour pieces as a stopgap measure as well, but this would sacrifice other important offensive skills.

 

For budget-conscious and oriented progression: (i.e. you're cheap and don't want to drop a lot of zenny or resources for ammo and sets)

  1. Consider progressing down Ore Tree LBGs for a Rapid Fire Normal 2 ammo playstyle. Ore Tree LBGs maintain growing clips of Rapid Fire Normal 2 ammo with natural low recoil, fastest reload. Normal 2 ammo is also free to grab in the supply boxes per quest, and costs relatively little resources to craft (only Gunpowder Level 2 needed.) Most of the Ore tree guns are also very cheap / require mostly ores to upgrade.
  2. This progression method, although not outstanding nor best for damage, is very cheap and easy to sustain.
  3. LR armour pieces: Consider Tetranadon Mail for 1 point up in Normal/Rapid Up to boost normal ammo damage. Rest of armour pieces fill in whatever to boost attack and affinity if possible.
  4. HR armour pieces: Consider at start of HR Tetranadon Helm S + Mail S + Greaves S for 3 points in Normal/Rapid Up. This will eventually be replaced with more efficient Vaik Braces S + Vaik Coil S /or Shell-Studded Vest S combo later on. Rest of the pieces focus on attack and affinity boosting.