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.

Monster Hunter Now damage formula with named factors. Round physical attack down once at the end, element twice, and final damage up.

※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.
  • For physical attack, round down once after applying ③ Attack Efficacy. Do not round down during the intermediate calculation.
((Weapon Attack + Style Boost Value) × ① Attack Multiplier + ② Attack Up + Drift Parameters) × ③ Attack Efficacy Round Down

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.
  • For elemental values, round down after applying ⑥ Elder Dragon Element Multiplier, then round down again after applying ⑦ Weakness Modifier.
((Weapon Element + Style Boost Value) × ④ Element Multiplier + ⑤ Element Attack Up) × ⑥ Elder Dragon Element Multiplier Round Down① × ⑦ Weakness 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) ) × ⑧ Damage Multiplier × ⑨ Weapon-specific Modifier × ⑩ Critical Multiplier × ⑪ Weapon SP Multiplier × ⑫ Status Effect Modifier × ⑬ Hitzone Value / 100 × ⑭ Motion 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".
  • Round down physical attack once at the end. Round down elemental values twice: after the Elder Dragon Element Multiplier and after the Weakness Modifier. Round up the final damage.
  • 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