In Monster Hunter Now, the damage dealt by a hunter to a monster is not determined solely by the attack value, but is calculated through multiple formulas.

On this page, we will organize the three key steps for understanding damage calculation — “Physical Damage”, “Elemental Damage”, and “Final Modifiers” — and explain the overall structure in an easy-to-understand way.

As a rough flow:

(Physical Damage + Elemental Damage) × Damage Multiplier × Critical Multiplier

This is the basic form of the calculation, but in reality, each element includes detailed adjustments as well as rounding (floor/ceiling) processing.

The overall formula is as follows.

※This page summarizes the basic concepts. Detailed explanations will be added for each section.

Three Steps of Damage Calculation

1. Physical Attack Calculation

  • In addition to the weapon's base attack, modifiers from skills and enhancements are added.
  • Some values are rounded down (decimal points are discarded), which affects the actual final value.
(
(Weapon Attack + Style Boost Value) × ①Attack Multiplier Round Down①
+ ②Attack Up + Drift Parameters) × ③Attack Efficacy Round Down②

Please refer to the links below for details on each skill.

① Attack Multiplier
② Attack Up
③ Attack Efficacy

2. Elemental Value Calculation

  • Based on each weapon's elemental value (Fire, Water, Thunder, etc.), modifiers from skills and weakness adjustments are applied.
  • The effectiveness of elements varies depending on the monster, which affects the final damage.
  • Be aware that rounding down (decimal truncation) also occurs in this calculation.
((Weapon Element + Style Boost Value) × ③Element Multiplier + ④Element Attack Up) × ⑤Elder Dragon Element Multiplier Round Down①
× ⑥Weakness Modifier Round Down②

Please refer to the links below for details on each skill.

④ Element Multiplier
⑤ Element Attack Up
⑥ Elder Dragon Element Multiplier
⑦ Weakness Modifier

3. Overall Damage Calculation

  • After combining "Physical Damage" and "Elemental Damage", overall modifiers are applied.
  • Typical examples include "Hitzone Value (damage multiplier per body part)" and "Status Effect Modifiers".
  • In the final damage calculation, values are rounded up (decimal points are rounded up).
( Physical Attack (1) + Elemental Value (2) ) × ⑦Damage Multiplier × ⑧Weapon-specific Modifier × ⑨Critical Multiplier × ⑩Weapon SP Multiplier × ⑪Status Effect Modifier × ⑫Hitzone Value / 100 × ⑬Motion Value / 100 Round Up

Please refer to the links below for details on each skill.

⑧ Damage Multiplier
⑨ Weapon-specific Modifier
⑩ Critical Multiplier
⑪ Weapon SP Multiplier
⑫ Status Effect Modifier
⑬ Hitzone Value
⑭ Motion Value

Summary

  • Damage is determined through three stages: "Physical Attack → Elemental Attack → Final Modifiers".
  • Since rounding down (decimal truncation) occurs at each step, the actual value may be lower than the theoretical value.
  • Details on each parameter and related skills will be released gradually.

Now that you understand the basics, try using the damage calculation tool available here.

Damage Calculation Form