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PoV
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Joined: 21 Aug 2005
Posts: 10977
Location: Canadia
PostPosted: Thu Feb 19, 2015 5:07 pm    Post subject: Monster Hunter Notes Reply with quote

I don't really have a good place to put this, and I'd rather put it online, so here are some Monster Hunter 4 notes.

First off, I'm trying to gauge how damage works, using this page as a reference:

http://gaijinhunter.tumblr.com/post/73946102476/mh4-how-damage-calculation-works-simplified

This page further makes reference to this Japanese page.

http://www.dopr.net/formonsterhunter/%E3%80%90MH4%E3%80%91%E6%AD%A6%E5%99%A8%E7%A8%AE%E3%81%94%E3%81%A8%E3%81%AE%E3%83%A2%E3%83%BC%E3%82%B7%E3%83%A7%E3%83%B3%E5%80%A4%E3%81%AE%E3%81%BE%E3%81%A8%E3%82%81%E6%97%A9%E8%A6%8B%E8%A1%A8

Google Translate isn't great, so I'm going to have to make estimates on the intended meaning. Also the formatting gets absolutely butchered, so this is me fixing it in to something readable (maybe understandable too).


I play GunLance, and the translated text that describes it is difficult to understand. My notes are in brackets.

Code:
■ Physical Damage
depression push-up ... 32 (Forward+X)
was cut up ... 28 (X+A)
upward thrust ... 18 (R+A)
middle butt ... 24 (Neutral X, or as part of a combo)
slams ... 40 (End of a Combo)
Jump slams ... 34 (X+A+R while jumping, or Forward+X while near a ledge)
Jump butt ... 19 (X while jumping)


I can't be 100% sure, but I'm guessing based on effect this is what each value is.

Code:
■ Shelling Damage (Damage+Fire Damage)
     通常型  放射型  拡散型
Lv.1 10+4    15+9    20+6
Lv.2 14+5    21+11   30+8
Lv.3 18+6    28+14   40+10
Lv.4 21+7    32+16   44+11
Lv.5 24+8    36+18   48+12


Google translates this as "usually type", "radiation type" and "diffusion type".

Is this Normal, Long, and Wide, or is it Normal, Charged, Super Attack?? Leaning towards the later, but I'm not quite convinced of the power of the super attack.


On a related note, even though the names aren't necessarily the same (poor translation), this is a great reference:

http://kiranico.com/en/mh4u/weapon/gunlance
_________________
Mike Kasprzak
'eh whatever. I used to make AAA and Indie games | Ludum Dare | Blog | Tweetar


Edited by PoV on Thu Feb 19, 2015 5:16 pm; edited 5 times
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PoV
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Joined: 21 Aug 2005
Posts: 10977
Location: Canadia
PostPosted: Thu Feb 19, 2015 5:12 pm    Post subject: Reply with quote

And for further reference, some of the other weapons I'm considering, because the page really is unreadable, I need to reformat it.

Switch Axe (my old Monster Hunter 3 main):
Code:
■ ax mode
next to the sword ... 23
vertical sword ... 40
was cut up ... 28
... 24 swing
and swing F 57
rush sword ... 19

■ sword mode
vertical sword ... 30
sword up and ... 25
horizontal and sword ... 25
duplicate sword ... 28 + 36
attribute release butt ... 28
continue 13x7
any finish ... 50
release finish ... 80
little撃瓶1.2 times (attribute release ~ continuation 1.1 to 1.15 times) strength attribute bottle attribute 1.25 times


Charge Blade:
Code:
■ The sword mode
weapon out sword ... 22
sword up ... 12
sword-back ... 17
rotating cutting ... 30
reservoir rounded up ... 16
were pooled duplicate cut 1 ... 30
reservoir duplicate cut 2 ... 20
jump attack ... 22

■ ax mode
※ numeric / numeric Without bin / bin there ※ [] within the motion value of attribute strengthening

state slams ... 47 (weapon out 41) and [56]
sword up ... 40 [48]
vertical sword down ... 40 [48]
attribute sword release (bottle-free / bottle Yes) ... 14 / 26+ explosion x1 [31]
attribute release sword II (swing) ... 14 + 47/18 + 80 + explosion x2 [21 + 96]
high output attribute release sword ... 40 / 90+ explosion x3 [108]
ultra-high output attribute release sword ... [25 + 99 + 100]  
ax jump attack ... 44

■ explosion grenades bottle = fleshy ignored weapon damage magnification 0.05 Strong binning = attribute value 2.5 high output = weapon magnification 0.10

_________________
Mike Kasprzak
'eh whatever. I used to make AAA and Indie games | Ludum Dare | Blog | Tweetar
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