① Attack Multiplier
※This corresponds to the red underlined section and is the "multiplicative calculation" of physical attack.
Calculation Rules within the Same Category
Multipliers from skills belonging to the same category (Attack Multiplier category) are added together.
Example: If a 10% increase and a 5% increase are applied at the same time
→ 10% + 5% = 15% UP (they are not applied multiplicatively)
List of Applicable Skills
| Skill Name | Lv1 | Lv2 | Lv3 | Lv4 | Lv5 | Condition |
|---|---|---|---|---|---|---|
| Burst | 5% | 10% | 15% | 20% | 30% | After consecutive hits |
| Offensive Guard | 10% | 15% | 20% | 30% | 40% | For 10 seconds after a perfect guard |
| Resentment | 10% | 15% | 20% | 30% | 40% | For 15 seconds after taking damage |
| Heroics | 10% | 20% | 30% | 40% | 50% | When HP is below 30% |
| Fortify | 10% | 20% | 30% | 40% | 50% | For 40 seconds after revival |
| Timed Charger | 10% | 20% | 35% | 50% | 70% | Only applies to perfect charge timing release |
The calculations for this skill group are performed before the "②Attack Up" skill group is applied, so please note that they are not affected by increases such as Valor.
In addition to skills, the following parameters are also added as part of the same Attack Multiplier group.
| Item | Effect | Comment |
|---|---|---|
| Switch Axe Power Phial | 15% | Sword mode only |
| Hunting Horn Melody Attack Up (S) | 4% | — |
| Hunting Horn Melody Attack Up (L) | 10% | — |
Style Boost Value is added to Weapon Attack before applying ① Attack Multiplier. Drift Parameters are added after applying ① Attack Multiplier, at the same stage as ② Attack Up. Do not round down intermediate physical attack values; round down only once, after applying ③ Attack Efficacy.
Worked example: Adding attack multipliers
The following assumed values illustrate the MHNowCalc formula. They are not measurements or the performance of a specific equipment build.
Assume Weapon Attack 1,001, Style Boost Value 100, increases of 10% and 5% in ①, Attack Up 100, Drift Parameters 10, and Attack Efficacy 10%.
The combined ① multiplier is 1 + 0.10 + 0.05 = 1.15, rather than 1.10 × 1.05.
((1,001 + 100) × 1.15 + 100 + 10) × 1.10 = 1,513.765 → round down to physical attack 1,513.
① applies to Weapon Attack plus Style Boost Value. Add Attack Up and Drift Parameters afterwards, keeping intermediate decimals until the final physical attack rounding.
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