Mhw iceborne sticky damage cap. well the explosion cant but that 100% of your dmg xD .
Mhw iceborne sticky damage cap I know with the new augment system you can go even further with adding elemental damage. The cap is based on attack level, so you can use the info in the video to figure out what your cap threshold is. There are basically 2 routes you can go: narga 3 piece then try and fit as many skills in to hit sticky cap, or go for artillery secret using razor sharp charm, where it’s much easier to hit sticky cap but spare shot procs less often. Elemental Damage Cap = (Weapon Base Elemental Damage + Elemental Augmentation) × 1. This additional Fire damage will be impacted by damage calculations. That said, the Bracky set with Kirin is really nice! Saltyman (Topic Creator) 4 years ago #10. Fortify makes maxing the sticky cap incredibly easy, and as such allows for an insane amount of possible ways to build it. No. LBG. Title says it all! this build will make you hit 200 damage per sticky. Yes, tru elemental crit would be the best, just few are there yet ;) From what I've seen so far the elemental cap is almost always 1. 2. Some sources of Fixed damage, such as Gunlance shelling and Wyvern Fire, and Bowgun Sticky shot and Crag shot, also deal additional Fire damage. Item buffs: Bombardier Atk L, Normal drug and Might seed. CHEEEEESE all the way my friends! Sticky cap ignored. Since the ammo capacity for Sticky is still small despite ammo up, its best to get 2 Evading Reload mod so you can reload fast while dodging monster attacks. Regardless of item or food buffs expiry, you'll go for max damage 180 damage before ate a might seed, 181 after ate a might seed. 04) - (X ÷ 2) = raw increase needed Yolo's channel:https://www. 15 = 534. Artillery is really The only use for Artillery 5 in a Sticky build is to hit the damage cap. 5 for HBGs. If you’re using the set with Narga essence and 4 attack, then the standard max damage for sticky 3 is 144-145. youtube. So I'd like to know if there is an artificial cap like before or is the only limit One of the aspects of sticky play is hitting the sticky cap, or getting as close to it as you can. Triggering the effect requires buildup inflicted by: Sources of Blunt Damage or attacks modified by the Impact Mantle dealt to a Monster's head; Exhaust Ammo fired at a Monster's head. And yes, the damage CAN be capped, so it's not worth stacking all of the attack skills in the world. Edit: note that Heavy Artillery and Bombardier (the armor skill) don't have any effect, despite the similarity of their names. It's recommended to eat for it on dedicated sticky builds if you can spare the voucher/max potion. 6 the base element for Iceborne, so you probably won't hit the cap even with elemental attack level 6. 6 Now, Elemental Damage Multipliers: Elemental Damage Multipliers = Critical Element Multiplier × Sharpness Multiplier × Weapon Attack Multipliers × Monster Elemental Hitzone Capcom increased the elemental cap to 1. The only use for Artillery 5 in a Sticky build is to hit the damage cap. 3 for LBGs and 1. Really Spare Shot feels so close to True Spare Shots (only 10% Razor sharp/spare shot is pretty essential. 3(LBG) or 1. artillary, spareshot/truespareshot, eat for felyne bombradier and then any skills that increase raw damage, just be mindfull of the sticky damage cap here is how you find the sticky cap for any bowgun, first you select the bowgun in the change equipment screen and divide the displayed attack by 1. On Velkana, there’s seems to be another ice armor multiplier and allows you to hit 175dmg. Then resume the Sticky attacks. A lot of HBG use shield mods for defense, so guard and guard up might prove valuable. Peak Performance 3 which adds 20 TR. AT FIRST I thought the new bracky HBG was better for sticky 3 due to the lightbring higher damage numbers, slots, and elementless. I like the normal reload versus having 4 recoil mods for recoil 1 and slow reload. I'm wondering how to calculate the sticky cap now I thought it was a percentage of the base weapon damage. any blocking chip damage or damage from your own shots will equal bonus damage. another fun damage route is to use resentment instead of peak and go two piece brach and three piece safijiva. "Buffs" are: Both Talismans (+9 & +6), Attack Up L Food (+15), Great for General hunts. 75 "Buffs": 534. Usually, with buffs applied, something like a few levels of agitator, peak performance and attack boost 6-7 caps the Offensive skills like Peak Performance and Agitator are good but the first skills to go in the set are usually Artillery 5, Free Elem/Ammo Up since you can reach the sticky damage cap easier. - copied from another thread You calculate true raw by taking the displayed value (before any buffs other than augments and awakenings) and divide it by 1. Tip: use evasion mantle for even more dmg. BUT with the sticky cap the FURIOUS rajang HBG does about the same damage only the recoil and reload Any crit modifiers do not affect sticky damage. You weapon has 310 tRaw, so the Cap gonna be 620 tRaw, now lets go: Artillery 5: 310 x 1. MAX damage output! No slugger needed. 5(HBG) to get your bowguns raw damage value to figure out how much more raw we need if we only have artillary 5 X= base raw (X × 2. But if you're looking to do damage, you can actually do a lot more damage by just shooting a few Cluster during KO. MGV is a better status gun but a few extra points in attack (which often doesn't matter with the damage cap) does not make up for lower EDIT One more thing, you want to ensure you are hitting sticky damage cap as much as possible. Augments and awakenings count as base true raw, so that increases the cap. Sticky Ammo 3 shares some properties with all levels of Sticky ammo, namely: Damage of each projectile is negligible due to an extremely low combo move multiplier. O. The best build for sticky aquashot! (As of Raging Brachydios update)For those who want to know about caps and this build crossing damage cap, check following Sticky Cap is weapons (base tRaw + Augments) x2, in case of Safi weapons its (base tRaw + Augments + Awakens) x2. If you get damaged - it's fine since you are not relying on pe The Sticky Cap of any given Bowgun is two times its True Raw. but actually, the determining factor seems to be a tiered system of base elemental power. In this case, Demonlord Beastbuster's Sticky Cap is at 600, meaning we need to fill another 300 worth of Motion value for stickies is 24+5 fire, so you're looking for damage at cap being in the neighborhood of 144 give or take the fire damage. 6x what the base Elemental is, so I wonder if the gained from Aug is treated as a base increase and the multiplier is applied to the new number, or if the base increase is added to the original cap. You will have to look at your build to see what your damage is dependent on (Either peak performance, agitator, or consumable buffs) and make sure that you have as close to 100% up-time as possible to squeeze out as much damage as you can. Like for my Aquashot Sticky 3 build, I use Attack 5, Artillery 5 and Peak 3 to hit sticky cap of 145/sticky 3. This is iceborne exclusive though FYI but can still show you what you need to have for max dps. com/user/DJMJ4The japanese video:https://youtu. I farm eyes with sticky LBG specifically because of that. It’s the cap? here is how you find the sticky cap for any bowgun, first you select the bowgun in the change equipment screen and divide the displayed attack by 1. In a not-so-great group, I'd love to have a Sticky user to get headbreaks to people don't get one shot in phase 3. Check out the sticky sections of the meta builds pages for: HBG. Element awakening on Safi weapons increases the base element, which also increases the cap. Note that many monsters have a damage Usually, with buffs applied, something like a few levels of agitator, peak performance and attack boost 6-7 caps the damage out. The point of Sticky is to hit the head as much as possible, as fast as possible. This is a big boost to sticky damage. This is also the best heavy bow gun hands down for sticky ammo currently. this will raise the cap (slightly) in your sticky damage, and j think you will notice the damage a bit more then your missing defense :) #6 < > Showing TSS is always better for Sticky. The sticky damage is capped pretty early on with just agi 7 and art 5. Sticky is also great on Fatalis specifically because it helps so much to get headbreaks, most weapons have a hard time aiming to the head, while Sticky just doesn't care. Stun incapacitates the Hunter or Monster for a short time. but if we compare sticky 3 LBG vs HBG they both do same damage! Also affinity not a issue on sticky you cant crit . Any extra damage is there to boost clusters and wyvern. With the build you posted you Adding PP1 only adds 1 damage, and adding PP2 only adds 2 damage, and is also the cap. well the explosion cant but that 100% of your dmg xD . It only scales with attack and boosts like artillery and feline bombardier. Originally posted by Alatreon: The sticky cap is twice the base true raw of the The Sticky Cap of any given Bowgun is two times its True Raw. In this case, Demonlord Beastbuster's Sticky Cap is at 600, meaning we need to fill another 300 worth of True Raw to hit the cap. Out of those options with Sticky 3, Rampage with attack boost 4 and attack surge would tie with tigrex at 240. It's also much comfier to go for For Safi aquashot, if you have 4 attack awaken and level 1 attack augment, your cap would be 146 per sticky 3 iirc. Sticky damage has a cap, so if you eat for felyne bombardier (food skill) only a couple more attack boosting skills (such as Peak performance or simply attack boost) should reach this cap. Stun Effect On Monsters. We have Attack Boost 7 which adds 21 TR. If your looking for a endgame Max DPS sticky ammo build and what deco’s and skills go into effect for the damage on sticky ammo, feel free to check out this build. Rapid fire sticky 2 in real scenario can end with a cart more often then not due to how rooted you are. This means you can drop Agi and PP entirely basically if you're making a sticky build. Sticky scales off raw, so the highest possible damage would be highest raw. I did not like the nargacuga/brachy build in the meta sticky post. Here’s the sticky cap calculator. So assuming your weapon has a true raw of 300, any boosts over 600 true raw will not benefit sticky ammo. It needs all these atk boosts to get better usage, and quite frankly all the listed deco's for it to work well. I tried looking this up myself but I was getting old videos and mixed answers. Sticky Cap is weapons (base tRaw + Augments) x2, in case of Safi weapons its (base tRaw + Augments + Awakens) x2. [MHWorld] Some info on Elemental Damage, Caps, and Critical Element MHWorld "SnS has a lower elemental damage cap", "SnS can only have their elemental power be increased to X amount", etc. The sticky cap has always just been a raw cap that's applied to all weapons, stickies are only talked about because of how easy they hit the raw cap whereas almost everything else wouldn't hit the raw cap without heroics and evasion mantle In Rise however, the raw cap is not the same as it was in Iceborne. As for math - this is gonna be a brief crash course on the damage formula along with quick maths on how affinity affects damage. Agitator 5/7 which add 20 TR and 28 TR respectively. , is a Status Effect in Monster Hunter World (MHW). Another tip is eating for feyline bombardier. 75; So you have left with ~29 tRaw from other skill/buffs until you I made this version clearer and more STEP by STEP on how I got results. Notably Rajang at 230 comes with sticky effect 2, access to paralysis ammo, no deviation, and a level 3 slot that will make it easier to fit in the decos you need This means that Fixed damage attacks are not mitigated by the monster's Hitzone values or affected by the player's Attack value. First off, Skills. :) Now it's Garuga on the spotlight and we will test The sticky cap is twice the base true raw of the weapon. Damage of each explosion is affected by the Player's Attack Power and the Artillery Skill. And it can hit 172-173 on monsters with enraged defense multiplier (takes 20% more damage). You can see that clearly in that Thunderbolt Sword II benefits True Spare Shot + HB3 Sticky 3 or the more suicidal slugger variant. Let me start this with what normally be the TL;DR: Critical Eye is generally stronger than Attack Up with weapons at or above Rarity 10 because it is percentage based. All easily farmable and I can include special ammo boost 2 too, instead The sticky cap is twice the base true raw of the weapon. be/AoH-V7ur1fgGuys, this is my first attempt in making like a math video so Only Bowguns can make use of Sticky Ammo. 5 = 465; Felyne Bombardier: 465 x 1. Damage is not affected by recoil, Bowgun In vanilla MHW the number would turn green and be capped despite being able to throw on more elemental damage with decorations. 5(HBG) to get your bowguns raw Not an expert, but I’ve been using lbg and hbg stickies a good amount since getting to guiding lands. Stun - also called K. Reply reply badtiming220 • Safi Aquashot/Demonlord Beastbuster with 1 Health Aug + 1 Damage Aug, 5 Attack Awakenings, Sticky 3 at Recoil +1 Artillery 5 Attack Boost 7 Peak Performance 3 Felyne Bombardier I have 3 questions about MH Generations Ultimate. Hope this time everyone gets it. Ranged attack mode doesnt affect the sticky damage. Inspired by common misconceptions I see in comments around the sub. 75 + 57 = 591. bekbu xzch jisorokx apfi aqkmfj wspjqfqw leop jckqm dkyspoph jqttk