hey so how does damage work in this game so your attacks have a motion value motion value like running and then you also see what the hzv is H said what sharpness which depends on level of sharp red orange yellow white whyp what hello Hunters JW here with another explanation of Monster Hunter mechanics I spent a pretty long time not really understanding exactly how damage Works in this game and especially element damage so hopeing this video will clear that up for you and I'm hoping to keep things as simple as possible so we won't be going into the extremely fine details so raw and element damage actually work pretty similarly the damage numbers that you see will always combine both the raw and the element damage so in this case we are dealing 397 total damage but 370 of it is raw and 27 of it is element at a high level the most important thing to understand is the hit Zone values in your Hunter's notes you will find physiology for each monster this will show you the hit Zone values when attacking that monster these numbers indicate the percentage of your damage the monster B will take for a given body part for example if you're doing searing damage and you do 100 damage to the great bey's head you'll deal 75% of that so you will deal 75 damage for element is the same so if it says 40 fire you will apply 40% of your fire damage the most important part is that if it's at zero you will not apply any element damage at all so if you were to strike a great baggie with an ice weapon you would deal your raw damage but Zero ice damage since a ice hit zone is zero it is not like other RPGs where an element weapon always gives you some benefit in Monster Hunter element is meant to be used to Target weaknesses okay let's get into the details for raw damage there are a number of things to consider the type of attack you were doing has a modifier on it called the motion value this is just a value that distinguishes a different amount of damage each of your attacks will do stronger attacks have higher motion values and weaker attacks will have a lower motion value essentially each of your attacks will de a percentage of your total attack value that you have in your status menu after this we have sharpness every level of sharpness has a multiplier this will increase or decrease the amount of damage you deal this doesn't affect bow or bow guns as there's no sharpness on those weapons in addition there are some exceptions like charge blade files which are not affected by sharpness then there is affinity for critting if you crit it will increase your damage by 25% this can be increased by 5% per point of crit boost there are plenty of other ways that damage can be increased from armor skills weapon mechanics and dangle Buffs but I'm not going to be going into them to keep things simple so altogether your damage will be your total attack from the status menu modified from the motion value of the attack you are using adjusted by the current sharpness level increased by the crit modifier if you crit further increased by any special armor skills weapon mechanics or dangle skills and then adjust it for the hit Zone you are attacking here I have an example of how this worked for the attack I showed earlier dealing 370 raw damage the head of the tote perer is a 100% raw hit Zone I won't go over everything here but this is an example of all these things put together to get a final attack value so I've had some pretty big frustrations with how element damage is usually explained something that is commonly said is that element damage is good for weapons that attack frequently however no one seems to explain why this is as if they don't actually know why they just say it it's like a carb no one in the world can tell you what it is but you should avoid them oh these are much bread as I want so element damage is very similar to Raw damage it is affected by sharpness except with different modifiers for each level so the calculation ends up being almost exactly the same we take the total element from your status menu every attack you do has an element modifier this is basically exactly the same as motion value except has a much more sensible name for element we play the sharpness modifier that we just saw earlier normally Critical Hits have no effect on your element damage however the critical element armor skill will increase the element damage you deal every time you crit just like raw there are other armor skills and weapon mechanics that may increase your element damage and then lastly we apply this against the element hit Zone that you attacking on the monster so once again going back to the initial example we have 73 total ice element the element modifying my attack is 100% purple sharpness adds 25% additional damage I do not have any critical element so critical does not increase element damage at all here and the element hits on on a totary is 30% all together makes for 27 ice damage so the reason why weapons that attack frequently tend to be good for element is because of the element modifier this modifier usually does not scale the same as the attack motion value for example the majority of the hits of the dualblade Spiral thrust just has a 6% motion value so each hit only deals 6% of your raw damage however each of these hits has a 110% element modifier so each of these attacks apply 6% of your raw but 110% of your element so for the most part most attacks will have a 100% element modifier so for four quick hits it will apply 400% of your element whereas one slow hit in the same time would only play 100% of your element this is a pretty general statement and in rise this isn't as true anymore as slow attacks and some quick attacks have been scaled up and down for their element modifiers but this is a general idea of why element is strong with multi-hit weapons as always thanks for watching this video if you liked it consider liking the video and subscribing to the channel this helps me out a lot take care