⑫ Status Effect Modifier
※This corresponds to the red underlined section and represents a multiplier applied to monsters affected by status ailments.
※This category is calculated by multiplying each modifier, not adding them together.
(Paralysis + Sleep has not been fully verified, so please let us know if there are any discrepancies.)
It is applied under the following status conditions.
| Status | Multiplier | Notes |
|---|---|---|
| Paralysis | 1.1× | Calculated separately from Punishing Strike [Paralysis] |
| Sleep | 2.0× | Calculated separately from Wake-up Hit |
| Mud Armor | 0.3× | Does not affect attacks that ignore hitzones. Water element is not affected against Barroth |
| Mutation | 0.6× | Applies until mutated parts of Dimensional monsters are broken |
Status Effect Modifiers are always applied when the monster is affected by that status.
Additionally, since Paralysis Exploit is a damage multiplier, combining it with the Paralysis modifier (×1.1) allows for significantly higher damage output.
Sleep applies a 2× damage multiplier, so performing attacks after stacking other multipliers during Sleep can result in very high damage.
While Barroth and Jyuratodus are covered in mud, a 0.3× damage penalty is applied. However, this penalty does not affect attacks that ignore hitzones (such as Gunlance shelling or Bowgun ammo like Sticky/Cluster).
Since weak-point damage still appears when attacking normally, it is assumed that the hitzone values themselves are unchanged.
Additionally, when attacking Barroth with Water-element weapons, the mud penalty does not apply, allowing attacks without the penalty.
However, since this does not count as a weak point, the damage will be non-elemental (physical only).
A similar monster, Banbaro, also exists, but its hitzones change when covered in snow.
For Dimensional monsters, a 0.6× damage modifier is applied until the mutated parts are broken.
Worked example: Separating paralysis and a damage skill bonus
The following assumed values illustrate the MHNowCalc formula. They are not measurements or the performance of a specific equipment build.
Assume calculated physical attack 1,000, elemental value 500, hitzone value 130, and motion value 30. Set ⑨–⑪ to 1.00 and use a non-critical hit.
With only the paralysis modifier ⑫ at 1.10: 1,500 × 1.10 × 1.30 × 0.30 = 643.5 → round up to 644.
Also assume a 50% damage increase against the paralyzed monster in ⑧, with no other ⑧ bonuses: 1,500 × 1.50 × 1.10 × 1.30 × 0.30 = 965.25 → round up to 966.
⑧ and ⑫ are separate multipliers. Do not round 643.5 up to 644 before continuing; round up once after applying all final damage factors.
Back to Damage Calculation Basics
