|Fonctionnement des Armes | Types d'Arme|
The Attack Power is the raw damage done without the aid of elements or secondary Effets Statuts. It is important to favor raw damage over elemental damage and secondary statuses because raw damage is universal and has more weight in most cases (100 points of raw damage is worth more than 100 points of element damage).
Affinity is a hunters chance to deal either more or less damage with a weapon attack. It is measured in percentages, and varies based on weapons, armor, and skills. A positive affinity means attacks have that percentage chance to use 125% attack power, while a negative affinity is the chance to use 75% attack power. Some monsters can cause a status condition which lowers affinity temporarily. Note: Affinity doesn't effect element, shelling, crag S or clust S; however, affinity does affect status-inflicting weaponery. While they may both appear under weapon element, they are considered separate in comparison to one another as far as the game coding and mechanics are concerned.
Sharpness is the sharpness of a melee weapon, represented by the color of the little blade near the clock on the game interface. It is a very simple scalar variable which increases attack power by a percentage.
MHFU: Purple: 1.50, White: 1.30, Blue: 1.25, Green: 1.125, Yellow 1.00, Orange: 0.75, and Red is 0.50.
MH3: Purple: 1.50, White: 1.32, Blue: 1.20, Green: 1.05, Yellow: 1.00, Orange: 0.75, and Red is 0.50.
MH3U: Purple: 1.44, White: 1.32, Blue: 1.20, Green: 1.05, Yellow: 1.00, Orange: 0.75, and Red is 0.50.
Note - These Numbers represent the amount of your weapons attack power which is used when calculating damage, not straight damage.
Sharpness also affects elemental damage similarly.
MHFU & MH3: Purple: 1.20, White: 1.125, Blue: 1.0625, Green: 1.0, Yellow: 0.75, Orange: 0.50, and Red is 0.25.
Also, the sharpness influences the chance of your weapon bounce on hard body parts of a monster. A Gravios back shell for example can only be penetrated by white, or not even purple when on a G-ranked quest. The head of a Barroth is only penetratable with blue or above, while elsewhere on its body green sharpness will work. Additionally, bouncing will prevent you from chaining attacks.
Like armor pieces, weapons may or may not have empty slots where decoration jewels can be placed to supplement a skill tree.
Formule des dommagesModifier
On this Page, you will find the exact description on how damage you deal with your weapon: MHFU Monster Damage Formula. (Under construction)
Elements are the secondary damage that is done. Like raw damage, it is done directly. How much the element effects a monster is dependent on the monster's weaknesses. In MH3, monster's element attacks now have status conditions. The elements are fire, water, thunder, dragon and ice. Each link will take you a page with more specific information.
Fire is a common element found in nature. Many species of wyverns are imbued with it. Using Flame Sacs or other flammable materials, hunters can forge weapons with fire element, as well as armor. In MH3, being hit by a fire attributed attack (like an Alatreon's fire blast, or an Agnaktor's fire beam) inflicts a secondary effect called Fireblight, which slowly lowers the red part of your health before reducing the green section of your health.
Monstres fiables au Feu:
Water is an element that is extremely abundant in nature. Weapons and armor can be imbued with the element of water. In Monster Hunter Tri, being hit by a water attributed attack will inflict Waterblight, which lowers the rate at which your stamina recovers.
Bosses weak to water:
Thunder is an element that is rarely found in nature. In MH3, being hit by a thunder attributed attack induces a status called Thunderblight.
Monstres faibles à la Foudre:
Dragon element is special in the sense that it can be devastating only to monsters that are dragons or have dragon lineage. As with other elements, the damage dealt varies with each monster. In MH3, Dragon attacks dealt by some monsters now have the ability to inflict Dragonblight, lowers your Affinity by -50% for an amount of time. The first to have this ability is Ceadeus. In MH3U, on top of that negative affinity any elemental or status attribute your weapon has is negated for the duration of the blight.
Monstres faibles au Elément Dragon :
A new element that was first introduced in Monster Hunter Freedom 2, as well as Monster Hunter 2. In MH3, every ice attributed attack induces Iceblight, which causes the Hunter's Stamina to be depleted rapidly. Some ice attacks may inflict the Snowman status.
Monstres faibles à la Glace :
Attaques à statut anormalModifier
The types of special attack attributes that weapons may have.
|Poison||Poison is a secondary status effect that affects monsters or you by gradually losing health over a certain amount of time. Different monsters are affected differently by it. Poison time can be increased or decreased. You can tell a monster is poisoned by seeing purple bubbles rising from atop its head. You can implement the poison from a monster into your weapons. If you poison an elder dragon that has an aura (Daora, Teostra, and Lunastra) their aura will be gone until the poison effect has ended. This will also disable the Chameleos' invisibility.|
|Sommeil||Some monsters have the potential to put hunters into sleep. This allows them to get an extra hit off them. The effects of sleeping can be increased or decreased if you have armor that allows you to do so. Being interacted with, either hit by a monster or a hunter during a sleep will wake you up. Sleep is also a secondary status effect that you can cause to your enemies by the use of weapons or items. While an enemy sleeps, you can do necessary things such as sharpening your weapon, drinking potions, eating meat, or even taking advantage of the sleeping monster and attacking it. It is worth noting that while a monster sleeps it regains lost health. However an added advantage of putting a monster to sleep is that the next attack dealt to it does triple the damage in comparison to normal attacks. Placing and detonating bombs on a sleeping enemy will give it a devastating wake-up call.|
|Paralysie||Paralysis is a secondary status effect. This immobilizes you or the monster for an amount of time, allowing for free hits without fear of getting hit from either side. You can tell if a hunter is stunned when they fall down frantically and yellow shock waves pass through their body. Stun duration can be increased or decreased by wearing armor with the appropriate skill. You can see a creature is stunned when it is hunched over, and yellow shock waves pass through its body. You can stun a monster by using a weapon or an item. Each monster has their own resistance to paralysis, and some stay longer than others in the stunned state.|
|Etourdissement||Also called dizzied. When a monster hits you several times in succession you have a high chance of getting knocked out. You become immobile for a short time, allowing the monster to get a free hit off of you. You know you are knocked out when you stand unbalanced and you have several stars circling your head. The knock out time can be diminished if you rapidly rotate the analog stick and press the X button repeatedly. You can also knock out a monster by using Flash bombs. But, if you're fighting certain monsters, you must throw the Flash Bomb in front of them. Please note that bosses can still attack you while in its dizzy status (Except the dromes) but attacks are made blindly, and can be easily avoided. In Monster Hunter 2, CAPCOM has implemented the Knockout skill in Hammers and Hunting Horns though not to be confused with the flash bomb type of knockout, this one will knock the monster down. After hitting a monster repeatedly with a hammer/hunting horn on its head, you have a chance of making it dizzy, leaving it completely defenseless.|
|None/ 爆破||The Blast Element, a new element for Weapons in Monster Hunter 3 Ultimate. When hitting a monster with a Blast element weapon, the attack impact will light up with three different colors, starting from green to yellow to red. When it reaches red and a few more hits are made, the next hit will cause an explosion, dealing blast damage on the target monster.|