- Mhw Level 2 Tempered Monsters
- Tempered Monsters Mhw Do So Much Dmg Download
- Mhw Tempered Monsters
- Tempered Monsters Mhw Do So Much Dmg Download
- Tempered Monsters Mhw Do So Much Dmg 3
- Mhw Arch Tempered Monsters
- How Many Monsters In Mhw
I've done a fight on a Rathalos co-op and did something like 12,000+ damage as the highest. So I'd imagine some monsters are at max double that damage or lower. I can't begin to think how much health some elder dragons have or even the end boss. That might be closer to 100k ranges in co-op or just below that range. Feb 20, 2018 So how do Monster Hunter World players get tempered investigations? The key is to track tempered monsters for as long as possible without engaging them. The key is to track tempered monsters for. XD Temper Tickle Pickle pretty much wins,one of few monsters to keep me on my guard and holds up the Monster You theme Mh is known for. Temper Tobi is on my hate list in 2nd place, the tree leap into tail spin does so much damage. That little f.er will triple faint a group with ease sometimes. Monster Hunter World - 'The Great Sword Sucks!'.When Noobs Play Monster Hunter - Git Gud Scrub #6.
Monsters are creatures residing in the world, some with immense strength.
Monsters can split into two groups: small monsters and large monsters. Small monsters do not have the same complexity as large monsters. They have very low health and their behavior are not as complex as large monsters.
- Types
- Habits
- Monster Hitzone
- Status Ailments on Monster
Types
Types | Example monsters |
---|---|
Bird Wyvern | Kulu-Ya-Ku, Pukei-Pukei, Tzitzi-Ya-Ku |
Fanged Wyvern | Great Jagras, Tobi-Kadachi, Odogaron, Great Girros, Dodogama |
Brute Wyvern | Barroth, Uragaan, Deviljho, Anjanath, Radobaan |
Flying Wyvern | Rathalos, Rathian, Diablos, Paolumu, Legiana |
Piscine Wyvern | Lavasioth, Jyuratodas |
Elder Dragon | Kirin, Teostra, Kushala Daora, Nergigante, Zora Magdaros, Vaal Hazak, Xeno'jiiva |
Monsters from the same type usually have similar body types and features. The only exception are Elder Dragons, which refer to a collection of rare and ancient monsters with immense strength and power.
Subspecies
Some monsters have a 'subspecies', which usually refers to a counterpart monster that has different colors and abilities. For example, Azure Rathalos is the Rathalos' subspecies.
Common | Subspecies |
---|
Tempered Monster
Tempered monsters refer to an exceptionally powerful individual monster of a species. Tempered monster tracks can be found in High Rank Expeditions. Collecting sufficient tracks will unlock a Tempered monster investigation.
Habits
Movement
Monsters move from area to area. Flying monsters can fly to a new area, while other monsters may walk, dig, or swim. Monsters can be located with trained Scoutflies.
Rage
When a monster is engaged in combat for a while, it can enter Rage mode. In Rage, monsters become more aggressive, their heart rate increases, their attack patterns may change, and they can access new attacks. Some monster weak spots change when in Rage.
Monster stamina
Monsters require stamina to perform attacks, and stronger attacks require more stamina. Monsters naturally recover stamina, but can also eat to do so.
Attacking monsters with Blunt damage weapons will apply Exhaust status. When monsters become afflicted with the Exhaust Status Ailment, they lose stamina.
Monsters with low stamina are slower and may fail in performing certain attacks. They may also stop moving temporarily to recover their breath.
Dying Monsters
When a monster is near death, it will limp and return to its nest to recover some health. Dying monsters can be captured.
Monster Strength and Size
The strength, health, defense, and status thresholds of a monster species varies depending on the quest taken. For example, the Rathalos in one quest may not have the same strength, health, and defense as a Rathalos in another quest.
If a quest features multiple monsters as quest targets, each individual monster has less health compared to a quest where that monster is the only quest target.
Monsters of the same species may come in different sizes. However, a monster's size has no effect on its strength, health, defenses, and status thresholds.
Monster Hitzones
The body of a large monster can be divided into different parts called Hitzones. Each Hitzone has different values, which represent the part's weakness to Physical and Elemental damage. Hitzone values range between 0 and 100, and higher values indicate a weaker Hitzone (i.e. more damage). The Hitzone value represents what percentage of an attack's damage is actually dealt to the monster. More information about how Hitzones influence player-dealt damage can be found here.
Hitzone values can change during combat. For example, Barroth covered in mud becomes weaker to water damage. When in Rage, a monster's original Hitzone values may change. When a monster's body part is broken, it may also become more vulnerable to player attacks.
A Hitzone is generally considered vulnerable when its physical Hitzone value is 45 or higher or when its elemental Hitzone value is 20 or higher.rable.
Hitzone Example
Hitzone | Sever | Blunt | Projectile | Fire | Water | Thunder | Ice | Dragon |
---|---|---|---|---|---|---|---|---|
Head | 22 | 25 | 15 | 40 | 0 | 0 | 20 | 10 |
Front Leg | 50 | 55 | 50 | 20 | 0 | 0 | 10 | 5 |
Hind Leg | 36 | 30 | 25 | 20 | 0 | 0 | 15 | 5 |
The above table describes the Hitzone value distribution of different monster parts on a monster.
When a Physical-only Severing damage weapon is used, the best Hitzone to attack would first be the Front Leg (Hitzone value of 50), then the Hind Leg (Hitzone value of 36), then finally the Head (Hitzone value of 20).
When a Severing damage weapon with Fire Element is used, it will deal Physical damage to the monster and will additionally deal Fire damage due to the >0 Fire Hitzone values on the monster. Contrastingly, if a Severing damage weapon with Water Element is used, only the Physical damage component is dealt, because no monster part is weak to Water Element (i.e. all Water Hitzone values are 0).
Breaking Monster Parts
Some monster parts are breakable, and dealing sufficient damage to these parts will break them to yield additional rewards upon completing the quest. Some rare materials can only be acquired by breaking monster parts. For most monster parts, the type of damage used to break them does not matter.
However, there are a few exceptions. For example, monster tails can only be cut (i.e broken) with Severing damage. In order to cut a tail, sufficient Severing damage must be accumulated on it. Elemental, Blunt, and Projectile damage do not count towards tail cutting. The severed tail can be carved for monster materials.
When a monster part is broken, the Hitzone may become weaker to player attacks. Shorter tails may reduce the reach of certain monster attacks.
Bouncing
An attack may deflect and 'bounce' off the monster if the Hitzone is too tough. If a Blademaster weapon bounces, the weapon loses Sharpness and the player is locked in a flinch animation indicating the weapon has deflected. Shots fired by Gunner weapons will deflect and may end up hurting the player.
Factors in determining if an attack will bounce include:
- Monster Hitzone values
If Hitzone
X Sharpness
X Sharpness adjustment
is less than or equal to 25, then the attack will bounce.
Mhw Level 2 Tempered Monsters
Green Sharpness and Blue Sharpness
Hitzone | Sharpness | Sharpness Adjustment | Result |
---|---|---|---|
22 | 1.05 | 1.0 | 23.1, will bounce |
22 | 1.20 | 1.0 | 26.4, will not bounce |
Great Sword Lv 1 Charge Slash and Lv 3 Charge Slash
Hitzone | Sharpness | Sharpness Adjustment | Result |
---|---|---|---|
20 | 1.05 | 1.1 | 23.1, will bounce |
20 | 1.05 | 1.3 | 27.3, will not bounce |
When an attack bounces, the monster still receives all damage dealt by the attack and no damage penalty is incurred. Having a Mind's Eye effect active, either from an Armor Skill or because the weapon's attacks have the effect innately, only stops the attack from bouncing. Mind's Eye does not impact damage dealt by the attack.
Inflicting Status Ailments on Monsters
The player can inflict Abnormal Status Ailments on monsters, which damages them or temporarily immobilizes them. Status Ailments can be inflicted by status weapons, status shots/arrows, status items (e.g. a paralysis knife), or by interacting with the environment.
Blademaster weapons with a status attribute have a 1-in-3 chance of applying status damage when hitting a monster. Gunner weapons have a 100% chance of applying status damage when they hit with a status shot or status-coated arrow.
Status-related skills do not increase the ailment's effectiveness on the monster. Instead, they increase the status damage dealt by player attacks, thus making it easier to inflict a status ailment.
Icon | Status | Sources |
---|---|---|
Poison | Poison weapons, Poison Coating, Poison Ammo, Poison Knife, Poisoncups | |
Paralysis* | Paralysis weapons, Paralysis Coating, Paralysis Ammo, Paralysis Knife, Paratoads | |
Sleep** | Sleep weapons, Sleep Coating, Sleep Ammo, Sleep Knife | |
Stun | Hammer, Hunting Horn, Blunt damage from other weapons, Phial explosions from the CB, Exhaust Phial from the SA, Sticky from the Bowgun, Arc Shot from the Bow | |
Exhausted | Hammer, Hunting Horn, Blunt damage from other weapons, Phial explosions from the CB, Exhaust Phial from the SA, Sticky from the Bowgun, Arc Shot from the Bow | |
Blast*** | Blast Ammo, Blast Coating, Blast weapons |
* Shock traps do not affect Paralysis and vice versa.
** Sleeping effects and Tranquilizing effects are not the same. They do not affect each other.
*** Blast and Barrol Bombs are not the same and do not affect each other.
Status Thresholds
Applying Abnormal Status damage to a monster does not instantly activate it's effect. Instead, monsters have an innate tolerance to Status Ailments. To trigger a Status Ailment, enough Status damage must be dealt to a monster to overcome its tolerance threshold. Once a monster is affilicted with the Ailment, the accumulated Status damage is reset to 0 and additional Status damage cannot be dealt until the monster recovers. The only exception to this is Poison (more information below).
After the monster recovers, its tolerance threshold for the Ailment increases. This means it takes more Status damage must be accumulated before being able to inflict the monster with the same Ailment.
For all Ailments (except Blast), the accumulated Status damage disappears gradually due to the monster's tolerances. Overcoming this gradual decay is necessary to successfully trigger a Status Ailment on a monster.
Poison
When a monster is poisoned, they start to drool purple saliva and take damage over time. The amount of poison damage a monster takes differs from monster to monster.
Unlike other status ailments, Poison Status damage continues to accumulate even while the monster is afflicted with Poison. After the monster recovers, if the accumulated Poison Status damage exceeds its new tolerance threshold, the monster will be immediately poisoned again.
Paralysis
When a monster is paralyzed, it stops immediately and is rendered immobile. This creates a large window of opportunity to attack the monster freely. Additionally, paralyzed monsters take a bit more damage. Paralysis duration varies from monster to monster.
Although Paralysis has the same impact on monsters as a shock trap, they are considered different effects and do not influence each other. This means Paralysis is not a replacement for a shock trap in capturing monsters.
Paralyzing a monster while it is in a pitfall trap will pause the duration of the trap. After the monster recovers from Paralysis, the pitfall trap's duration will resume.
Sleep
After being afflicted with the Sleep Ailment, a monster goes into a deep slumber. In this state, the monster can be awoken prematurely by attacking it or making it fall into a trap. Monsters naturally wake up from Sleep after a short duration.
The attack that wakes up a monster will get a damage bonus. Physical attacks get a bonus damage multiplier of 2.0x, but only the first hit will get this bonus damage. Explosives get a bonus damage multiplier of 3.0x. If multiple explosives, only one of the explosives (typically the one that wakes the monster up) gets this bonus damage.
Sleep is not the same as a tranquilizer effect, and putting a monster to sleep while it is trapped will not capture it.
Stun
Stun (or KO) damage only occurs when the attacks with the stun property land on a monster's head.
Landing sufficient Stun damage will knock out and immobilize a monster. Stunning a monster releases it from a shock trap, but not from a pitfall trap. When a monster is stunned inside a pitfall trap, the monster stops flailing and the pitfall trap's duration is extended.
Exhaust
The same attacks that can KO a monster can also apply Exhaust Status damage. Inflicing an Exhaust Status Ailment drains a monster's stamina.
When a monster's stamina is drained, it starts to drool, moves slower, and may ocassionally pause to catch its breath. Traps also last longer when they ensnare a monster with depleted stamina.
Blast
When sufficient Blast status damage is accumulated, a small explosion is ignited and damages the monster.
Unlike other status ailments, accumulated Blast staus damage does not decay.
Flinching Monster
A monster is staggered and/or flinched when sufficient damage is dealt to a monster part. While breaking a monster's horn or tail always causes a flinch, breaking a monster's legs or arms may only somtimes cause a flinch.
When a monster is flinched, most attacks and movement are interrupted. Sometimes, flinching a monster will cause it to fall over for a short duration, During this time, the player can deal damage relatively freely. Flinching an airborne monster will cause it to fall to the ground. If a monster is trapped or immobilized (e.g. Paralysis), they cannot be flinched, even if sufficient damage had been accumulated on a monster part to flinch it.
Interrupting Monsters
Monsters can also be interrupted by a bright flash of light from a Flash Pod, which sends monsters into a brief state of disarray. The flash must be within the line-of-sight of the monster to take effect.
Some monsters have sensitive hearing and can also be interrupted by a Screamer Pod.
Mounting Monsters
The player can mount monsters to do additional damage. Completing a mount will topple the monster over, providing a brief window where attacks can be made freely.
To trigger a mount, the player must land aerial attacks on the monster, which accumulates mount damage. When sufficient mount damage is accumulated, the player will mount the monster. When mounting, the player has to keep attacking () while making sure the monster does not throw them off (R2). Eventually, the player performs a finisher attack and topples the monster.
Acquiring Items from Monsters
Completing quests will reward the player with monster materials and additional items. Additional rewards can also be acquired through the following methods:
Method | Description |
---|---|
Carve | Carve dead monster. Carve separated tails (etc) |
Shiny Drop | A monster may drop items when they are toppled or have their body parts broken. |
Capture | Capturing a monster will yield quest rewards in lieu of those normally gotten from carving |
Broken Monster Parts | Bonus quest reward from breaking monster body parts. Examples include horns, arms, back, legs, etc |
Bonus | Bonus quest rewards gained from killing additional monsters |
Last updated on October 21st, 2018
Monster Hunter World features 14 different weapon types, with the Dual Blades being one of them. In this Guide we’ll take a look at exactly how to use this Weapon to its fullest, as well as show you some things you may not know about it. If you’re new to the game or you are a veteran of the franchise and just need a quick refresher, this Guide is for you.
Dual Blades Guide
The Dual Blades are the Fast and Furious weapon of Monster Hunter: World, rewarding an extremely aggressive style of play. The Dual Blades boast the highest attack speed of any weapon in the game and aren’t particularly hard to learn, thus they are recommended for new players. There is no way to block when using Dual Blades so Hunters wielding them will have to learn to Evade or face the consequences.
Tempered Monsters Mhw Do So Much Dmg Download
- Difficulty: Low
- Role: DPS
- Mobility: High
- Sharpness: Low
Basic Combos
Mhw Tempered Monsters
Unlike some other weapons, Dual Blades have a vast quantity of combos, and so much so that it would be impossible to list them all here and still make a short concise guide. Players are encouraged to play around with both and in various combinations because they all pretty much work and the variance in attacks is not large enough for a beginner to worry about.
These are merely a few of the possible combinations.
Special Attacks and Things of Interest
Tempered Monsters Mhw Do So Much Dmg Download
- Players using Dual Blades can enter Demon Mode, by pressing . Demon Mode allows the player to attack for more damage at an absurdly rapid rate without fear of bouncing off of their target. While in this Mode two things will occur: 1) your Stamina will deplete on its own whether you attack or not and 2) you will fill your ArchdemonBar. Once your Archdemon Bar is full (solid red) you will gain further increased attack. When your Stamina has been fully depleted you will enter Archdemon Mode which alters your normal moveset, only leaving this when you re-enter Demon Mode (kudos to Viotech from the MHW Discord for the clarification).
- When in Demon Mode or Archdemon Mode if you press + you will perform a flurry of slashes and attacks called Blade Dance that deals crazy damage. However, you are locked into place for the duration of the combo and cannot exit it, so be sure to use it when you won’t be struck.
- When in Demon Mode you can perform a spinning mid air attack by dashing off the edge of a ledge or cliff. It can hit for a decent amount of damage, so learn to use this when possible if you can.
Blade Dance hits incredibly fast, but you are completely stationary and are vulnerable to attacks when doing it.
The Dual Blades have the shortest reach of all weapons, requiring the player to be at near point blank range in order to connect with attacks. This can put them in a dangerous position when facing monsters that hit hard and have somewhat unpredictable attack patterns.
Tempered Monsters Mhw Do So Much Dmg 3
Final Tips
Mhw Arch Tempered Monsters
Stamina management is the name of the game when using the Dual Blades, as Demon Mode will drain it quickly. Keep a close eye on your gauge and be sure to exit it with when you aren’t fighting so you don’t run out.
How Many Monsters In Mhw
As mentioned above, you cannot block when using Dual Blades so you must become more proficient with Evade than other players using other weapons. You also dash when in Demon Mode so you will need to get a feel for this as you play.
Because of the rapid pace at which you attack, the Sharpness of your weapon depletes much faster than most other weapons. Be sure to use a Whetstone when you are low and keep your Blades in good shape at all times to prevent them from bouncing.
You can see how quickly the sharpness goes down. This clip is just a bit slower than real time.
Be sure to check out our other Weapon and Monster Guides for all your needs and if you have specific questions be sure to check out the Monster Hunter World Wiki. Good Luck Hunters! May the furs be with you!