② Attack Up
※This corresponds to the red underlined section and is the "additive calculation" of physical attack.
Calculation Rules within the Same Category
Skills belonging to the same category (Attack Up category) are added together.
List of Applicable Skills
| Skill Name | Lv1 | Lv2 | Lv3 | Lv4 | Lv5 | Condition |
|---|---|---|---|---|---|---|
| Attack Boost | 50 | 100 | 150 | 200 | 300 | |
| Peak Performance | 100 | 200 | 300 | 400 | 500 | When HP is full |
| Hellfire Cloak | 0 | 150 | 250 | - | - | While afflicted with Hellfireblight |
| Valor | 400 | 550 | 700 | 850 | 1000 | After a monster's roar |
| Shared Sword | 80 | 160 | 240 | 320 | 400 | During group hunts |
| Raw Power | 100 | 200 | 300 | 400 | 500 |
When the "Attack Boost" skill reaches Lv5, additional attack power is granted by applying "Advanced Attack Boost".
| Skill Name | Lv1 | Lv2 | Condition |
|---|---|---|---|
| Advanced Attack Boost | 150 | 350 | Only when the Attack Boost skill is at Lv5 |
Additionally, Rising Tide increases attack power over time and is added as part of the Attack Up category.
| Lv | 0s | 25s | 50s | 75s | 100s | 125s |
|---|---|---|---|---|---|---|
| 1 (+40 / tick) | 0 | 40 | 80 | 120 | 160 | 200 |
| 2 (+80 / tick) | 0 | 80 | 160 | 240 | 320 | 400 |
| 3 (+120 / tick) | 0 | 120 | 240 | 360 | 480 | 600 |
| 4 (+160 / tick) | 0 | 160 | 320 | 480 | 640 | 800 |
| 5 (+200 / tick) | 0 | 200 | 400 | 600 | 800 | 1000 |
From the skills in this category, it can be seen that Valor is a highly effective skill, capable of increasing attack power by up to 1000 after a roar.
As explained in ① Attack Multiplier, Attack Up and Drift Parameters are added after applying the Attack Multiplier. Do not round down intermediate values; round down only once, after applying ③ Attack Efficacy.
Worked example: When to add Attack Up
The following assumed values illustrate the MHNowCalc formula. They are not measurements or the performance of a specific equipment build.
Assume Weapon Attack 1,000, Style Boost Value 0, Attack Multiplier 20%, Attack Up 100, Drift Parameters 10, and Attack Efficacy 0%.
Apply ① first: 1,000 × 1.20 = 1,200. Then add 100 and 10.
(1,200 + 100 + 10) × 1.00 = physical attack 1,310.
Adding 100 and 10 before multiplying by 1.20 would give 1,332, which does not follow this formula. ① does not multiply the flat increase from ②.
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