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2/58 Table of Contents Introduction .................................................................................................3 Shoutouts and Credits.................................................................................3 Weapons .......................................................................................................4 General Purpose: Moteurvankel....................................................................................4 Armor............................................................................................................5 General Purpose: FulRey-G..............................................................................................5 Side-Grade: ZohRey-G.......................................................................................................7 Detailed Explanations..................................................................................9 Field Testing........................................................................................................................ 10 Motion Values and Hit-Zone Values ......................................................................... 17 Skill Selection ..................................................................................................................... 18 Damage Calculation ........................................................................................................ 20 Equipment Selection ....................................................................................................... 24 Launch – v1.000.050 ...........................................................................................................................24 Title Update 1 – v1.010.020 ............................................................................................................... 36 Title Update 1 – Rey Dau Gamma ...................................................................................................51
3/58 Introduction This document showcases meta sets for Hammer in Monster Hunter Wilds (MHWi) Title Update 1. Sets will be shown first with a high-level explanation, followed by a thorough explanation for anyone interested in the Detailed Explanations section. For any questions and feedback on the sets themselves, please read the Detailed Explanations section first as it exhaustively covers everything that went into what’s presented. For any questions not covered in Detailed Explanations, please reach out to radiant_dong on Discord or u/Radiant-Dong on Reddit. I’m not frequently online: any feedback not explicitly directed at one of my accounts will never reach me: you must @ or DM me. I don’t bite, I swear, I’m just not actively prowling the internet. I do this for fun, and I think it’s fun to optimize this stuff! Nothing in the document is a “must-play like this” rule, but instead guidance on optimal set building and play. Shoutouts and Credits Thank you to Kat for discussing Hammer, especially for bringing Focus, element, and refinements to Field Testing to my attention and discussing them. Kat’s Meta Hammer Document discusses elemental Hammer, which is largely omitted from this one. Thank you to my friends at 大噴火 (Dai Funka), for proofreading and the constructive set building discussions. And just our hunts in general, fun times. Thanks to the MHWilds wiki Armorset search: optimizing without this is genuinely a huge time-sink and this tool is amazing, and has been amazing since World. I miss you, Athena’s ASS, but this is the next best thing no contest. Thank you to Alexandre N. (let me know if you have a profile you’d prefer me to credit instead! Still haven’t found this guy online) the Monster Hunter Wilds datamine spreadsheet, it’s been a huge helpful resource even pre-launch. Really helped me get a head start on this weeks before the game even came out. Thanks to dtlnor for mining motion values, which were extremely helpful for being able to even calculate anything like this in the first place. Shoutout to Kiranico as well for having monster hitzone values as well as other miscellaneous info used for this.
4/58 Weapons Hammer’s damage output revolves around charge attacks for the most part, especially Mighty Charge Slam. Big Bang and Upswing combos for downed monsters and accessing the Upswing offset attack respectively. All core attacks and combos share similar traits (as they always have, for the most part): heavily raw dominated and poor elemental damage output. Optimal play generally revolves around queuing Charge or Upswing in neutral, to Charge Step or Offset Attack. Always aim for the head to build stun and KO, finding openings to land Mighty Charge Slam/Upswing as much as possible during openings. General Purpose: Moteurvankel A correctly built Artian Hammer is uncontested: 225 base raw (7 attack augments: 3 attack relics and 4 attack rolls/bonuses), 5% affinity, 50 units of white sharpness (1 sharpness augment). Build for affinity to maximize raw damage, and slot in Critical Boost 5 to the Hammer. Focus 3 + Handicraft 1 is good to boost sharpness to 60 units and gain quicker access to charge attacks, including Mighty Charge. If not running Focus, Critical Eye 3 can be substituted for it. While 60 units of white is just about enough for most monsters before they flee, a viable alternative is to instead build the Hammer for 6 attack augments and 2 sharpness augments, to net 80 units of white (90 with Focus 3 + Handicraft 1 decoration). This augment setup is actually recommended for most players instead of the former. For status, poison and blast are practically neck and neck. Paralysis is a mixed bag since Hammer struggles to paralyze monsters more than once or twice. If using paralysis, it’s highly recommend to switch to another status after paralyzing a monster a second (or even a single) time in singleplayer, or after a single time in multiplayer. Sleep is a decent option in single player, but is unreliable in multiplayer unless with a coordinated team. Not recommended over the other statuses. Elemental Artian Hammers are a viable alternative, although with only a small net benefit over raw status Artian Hammer. They are best reserved for speedrunning. Element vs. raw for optimal general play is discussed in detail at the end of the Detailed Explanations section. Spinning bludgeon playstyle is not covered as part of this document.

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