Damage Calculator
-
Welcome to Wycademy's Damage Calculator! Calculate various game statistics, such as your total damage, by selecting the gear and weapon values. You can, for example:
- Select a weapon type such as Long Sword.
- Compare your attack values against Blinking Nargacuga orZenith Rathalos defense rate.Monster
- View element damage, motion values animations and the formulas for your total damage.
- And much more!
This damage calculator may not reflect the damage output you do in the game with total accuracy. In order to track and report damage testing, you can check the pinned issue in the repository . - Select a weapon type such as
Note:
Attack Display Value to True Raw Converter
True Raw: 0
- ✨ Affinity💪 Multiplied Base⚔️ Multipliers➕ Flat Additions🐲 Elemental Skills💤 Status Skills❓ Arbitrary Custom Motion Value⚔️ Weapon Stats⚔️ Blademaster🐲 Element💤 Status🎲 Other
-
- Fire: 0ElementWater: 0ElementIce: 0ElementThunder: 0ElementDragon: 0Element⚔️ True Raw: 680 (951 Bloat)🎫 My Missions: 0Status: 0Status⚓ Attack Ceiling: 0🗡️ Final Attack: 1530✨ Affinity: 100%
- Below are instructions for saving and loading the calculator inputs from various sources in case you want to reference them later.
-
Entries: 108
[3:12:39 PM] outputStatusValueMultiplier changed to 1
[3:12:39 PM] internalStatus changed to 0
[3:12:39 PM] internalAttack changed to 1530
[3:12:39 PM] inputElementalExploiter changed to None
[3:12:39 PM] outputWeaponElementMultiplier changed to 1
[3:12:39 PM] outputHHElementalSongMultiplier changed to 1
[3:12:39 PM] outputElementalAttackMultiplier changed to 1
[3:12:39 PM] outputWeaponStatusModifiers changed to 1
[3:12:39 PM] outputStatusSigilMultiplier changed to 1
[3:12:39 PM] outputDragonMultiplier changed to 1
[3:12:39 PM] outputIceMultiplier changed to 1
[3:12:39 PM] outputThunderMultiplier changed to 1
[3:12:39 PM] outputWaterMultiplier changed to 1
[3:12:39 PM] outputFireMultiplier changed to 1
[3:12:39 PM] outputFencingMultiplier changed to 1
[3:12:39 PM] outputPremiumCourseMultiplier changed to 1
[3:12:39 PM] outputAbsoluteDefenseMultiplier changed to 1
[3:12:39 PM] outputPointBreakthrough changed to 0
[3:12:39 PM] outputAcidShot changed to 0
[3:12:39 PM] outputExploitWeakness changed to 0
[3:12:39 PM] outputSniper changed to 0
[3:12:39 PM] outputThunderClad changed to 0
[3:12:39 PM] outputElementalExploiter changed to 0
[3:12:39 PM] outputSharpnessMultiplier changed to 1.8
[3:12:39 PM] outputGunlanceShellBoosted changed to 34
[3:12:39 PM] outputGunlanceShell changed to 23
[3:12:39 PM] outputGunlanceShellDamage changed to 23.047826086956523
[3:12:39 PM] outputGunlanceShellType changed to 1
[3:12:39 PM] outputGunlanceRaw changed to 0.4347826086956522
[3:12:39 PM] outputOtherMultipliers changed to 1
[3:12:39 PM] outputSwordAndShieldMultiplier changed to 1.25
[3:12:39 PM] outputCritValue changed to 1.25
[3:12:39 PM] outputCompressedShotPower changed to 0
[3:12:39 PM] outputCompressedShotsMultiplier changed to 0
[3:12:39 PM] outputFlatAdditions changed to 30
[3:12:39 PM] outputSecretTech changed to 0
[3:12:39 PM] outputArmorG changed to 30
[3:12:39 PM] outputArmor2 changed to 0
[3:12:39 PM] outputArmor1 changed to 0
[3:12:39 PM] outputSoul changed to 0
[3:12:39 PM] outputAssist changed to 0
[3:12:39 PM] outputHunterBond changed to 0
[3:12:39 PM] outputPartnyaBond changed to 0
[3:12:39 PM] outputMultipliers changed to 650
[3:12:39 PM] outputWeaponSpecificMultiplier changed to 1
[3:12:39 PM] outputHidenMultiplier changed to 1
[3:12:39 PM] outputCombatSupremacyAttackMultiplier changed to 1
[3:12:39 PM] outputHuntingHornMultiplier changed to 1
[3:12:39 PM] attackA changed to 650
[3:12:39 PM] outputRoadTowerAttack changed to 0
[3:12:39 PM] outputLanceRedPhialAttack changed to 0
[3:12:39 PM] outputRoadLastStandAttack changed to 0
[3:12:39 PM] outputBowCoatingModifier changed to 1
[3:12:39 PM] outputBowCoatingsHidenMultiplier changed to 0
[3:12:39 PM] outputBowCoatingsWeaponMultiplier changed to 0
[3:12:39 PM] outputBowCoatingsArmorMultiplier changed to 0
[3:12:39 PM] outputBowCoatingsMultiplier changed to 1
[3:12:39 PM] outputCriticalDistanceMultiplier changed to 1.8
[3:12:39 PM] outputShotMultiplier changed to 1.3
[3:12:39 PM] outputConsumptionSlayerAttack changed to 0
[3:12:39 PM] outputShiriagariAttack changed to 0
[3:12:39 PM] outputDuremudiraAttack changed to 0
[3:12:39 PM] outputLoneWolfAttack changed to 0
[3:12:39 PM] outputPassives changed to 0
[3:12:39 PM] outputStatusAttackUpMultiplier changed to 1
[3:12:39 PM] outputStatusAssault changed to 0
[3:12:39 PM] outputDrugKnowledgeTotalTrueRaw changed to 0
[3:12:39 PM] outputMonsterStatusInflictedMultiplier changed to 1
[3:12:39 PM] outputStatusGuildPoogieMultiplier changed to 1
[3:12:39 PM] outputDrugKnowledgeMultiplier changed to 1
[3:12:39 PM] outputSeedAttack changed to 0
[3:12:39 PM] outputFoodAttack changed to 0
[3:12:39 PM] outputAttackSkill changed to 0
[3:12:39 PM] outputAttackMedicine changed to 0
[3:12:39 PM] attackB changed to 0
[3:12:39 PM] outputLengthUpTrueRaw changed to 550
[3:12:39 PM] outputObscurityTotal changed to 0
[3:12:39 PM] outputCritConversionTrueRaw changed to 0
[3:12:39 PM] outputCritConversionUpMultiplier changed to 0
[3:12:39 PM] outputFuriousMultiplier changed to 1
[3:12:39 PM] outputFuriousAttack changed to 0
[3:12:39 PM] outputStylishAssault changed to 0
[3:12:39 PM] outputRush changed to 0
[3:12:39 PM] outputAdrenaline changed to 1
[3:12:39 PM] outputVigorousUp changed to false
[3:12:39 PM] outputRoadAdvancement changed to 0
[3:12:39 PM] inputNumberRoadFloor changed to 0
[3:12:39 PM] outputRoadAdvLvFlr changed to 0
[3:12:39 PM] outputWeaponTypeMultiplier changed to 1.4
[3:12:39 PM] outputTotalAffinity changed to 0
[3:12:39 PM] outputAOETotalAffinity changed to 0
[3:12:39 PM] outputAOEAffinityCount changed to 0
[3:12:39 PM] outputDrinkAffinity changed to 0
[3:12:39 PM] outputGSActiveFeatureAffinity changed to 0
[3:12:39 PM] outputFlashConversionAffinity changed to 0
[3:12:39 PM] outputExpertAffinity changed to 0
[3:12:39 PM] outputStyleRankAffinity changed to 0
[3:12:39 PM] outputSharpnessAffinity changed to 0
[3:12:39 PM] outputIssenAffinity changed to 0
[3:12:39 PM] outputFuriousAffinity changed to 0
[3:12:39 PM] outputCeaselessAffinity changed to 0
[3:12:39 PM] outputStarvingWolfAffinity changed to 0
[3:12:39 PM] outputDivaPrayerGemTrueRaw changed to 0
[3:12:39 PM] outputDivaPrayerGemElementHitzone changed to 0
[3:12:39 PM] outputDivaPrayerGemShotHitzone changed to 0
[3:12:39 PM] outputDivaPrayerGemImpactHitzone changed to 0
[3:12:39 PM] outputDivaPrayerGemCuttingHitzone changed to 0
[3:12:39 PM] outputDivaPrayerGemAffinity changed to 0
-
The calculator does not include Diva Prayer Gems that do not affect it. The full list is found in our Hunter's Notes.
The final output of all your calculations is in 🗡️ Final Attack, defined as Internal Attack in the calculator's code.
If you select an option in a dropdown exclusive to a weapon and then change weapon type thus hiding that dropdown, the selected option will still apply.
- The damage fromZenith Sigils assume a constant duration with no cooldown, thus not the average damage. To check the average damage of such, see our Sigils Calculator.Sigil
- True Raw refers to your damage without taking into account the weapon type bloat multiplier, unlike Bloat Raw.
- Attack Ceiling denotes the minimum Style Rank Attack Ceiling level you need in order to not waste damage in the current setup. Likewise, My Missions denotes the required amount of My Missions needed to complete in order to not waste damage in the current setup. For more information, see the Style Rank page.
Weapon Motion Values
Loading values:
Sword and Shield Motion Values (82)
13・21 | 66 | 0 | 66 | 0 | 5・0 | 2 | 1 | |
Slide Slash | 21 | 41 | 0 | 41 | 0 | 0 | 1 | 1 |
Slash 1 | 20 | 39 | 0 | 39 | 0 | 0 | 1 | 1 |
Slash 2 | 26 | 51 | 0 | 51 | 0 | 0 | 1 | 1 |
Slash 3 | 10・16 | 51 | 0 | 51 | 0 | 5・0 | 2 | 1 |
Horizontal Slash | 31 | 60 | 0 | 60 | 0 | 0 | 1 | 1 |
Vacuum Slash | 31 | 60 | 0 | 60 | 0 | 0 | 2 | 1 |
Vacuum Slash Sigil | 31・16 | 92 | 0 | 92 | 0 | 0 | 2 | 1 |
Jump Slash 2 | 26・24 | 99 | 0 | 99 | 0 | 0 | 1 | 1 |
Upslash | 20 | 39 | 0 | 39 | 0 | 0 | 1 | 1 |
Infinite Slash | 25 | 49 | 0 | 49 | 0 | 0 | 1 | 1 |
Infinite Slash Sigil | 28 | 56 | 0 | 56 | 0 | 0 | 1 | 1 |
Shield Bash | 13 | 25 | 0 | 25 | 0 | 5 | 1 | 1 |
Shield Bash 2 | 18 | 35 | 0 | 35 | 0 | 10 | 1 | 1 |
Shield Bash Sigil | 19 | 36 | 0 | 36 | 0 | 5 | 1 | 1 |
Shield Bash 2 Sigil | 27 | 52 | 0 | 52 | 0 | 10 | 1 | 1 |
Slide Slash | 21 | 41 | 0 | 41 | 0 | 0 | 1 | 1 |
Slide Slash (Sigil) | 31 | 60 | 0 | 60 | 0 | 0 | 1 | 1 |
Continuous Bashing 1 to 3 | 20 (Up to x3) | 39 | 0 | 39 | 0 | 13 | 1 | 1 |
Dash: Aerial Shield Bash | 34 | 67 | 0 | 67 | 0 | 10 | 1 | 1 |
Dash: Frontflip Slash | 18・34 | 102 | 0 | 102 | 0 | 0 | 2 | 1 |
Dash: Jump Slash (Unsheathe) | 13・21 | 66 | 0 | 66 | 0 | 5・0 | 2 | 1 |
Evade Slash | 17 | 33 | 0 | 33 | 0 | 0 | 1 | 1 |
Sigil Additional | 30 | 0 | 0 | 2 | 2 | 0 | 1 | 0 |
-
A motion value is defined as the intrinsic attack power of a weapon move, which can be comprised of a single or multiple hits. As an example, Great Sword Shining Sword attack has a motion value of 27, and its comprised of 17 hits total; Magnet Spike has Magnetic Pin Finisher which has a motion value of 600, composed of a single attack. The difference between the motion value column and the raw column is that motion value is innate to the weapon type, while raw depends not only on the motion value but also on the stats of your weapon, armor, etc.
You can also change the table's weapon type in the Inputs section.
- Depending on the selected weapon type, additional columns may show. For example, selectingSwitch Axe F will show the gauge consumption column.Weapon
- Some motion values haveStun values. Stun/KO indicates impact portions of the motion value, which use white sharpness as the maximum multiplier.Ailment
- The Additional column denotes a source of damage that is separate from your True Raw limit. This includesBombs andItemStatus Assault.Armor Skill
- Due to how often the calculations round down values, enabling more skills or barely increasing your damage may not have any effect. For example, some motion values may not benefit fromCeaseless Up.Zenith Skill
- Motion Values comprised of multiple hits have their raw damage calculated separately by each hit value and then added together. To demonstrate an example of multiple small hits and one big hit having the same total MV but different results, see Shining Sword fromGreat Sword and then input as Custom Motion Value the value 459.Weapon
Extra table columns may show depending on the selected element.
There are a total of 1460 motion values, including for each style and section.
Shared Motion Values
Loading values:
-
- Dual Swords,WeaponHammer,WeaponHunting Horn,WeaponLight Bowgun,WeaponHeavy Bowgun andWeaponBow cannot use Reflect or Perfect Guard.Weapon
- Motion Values comprised of multiple hits have their raw damage calculated separately by each hit value and then added together. To demonstrate an example of multiple small hits and one big hit having the same total MV but different results, see Shining Sword fromGreat Sword and then input as Custom Motion Value the value 459.Weapon
Formulas
Bugs:
-
The final values whose formula depends on certain conditions are called piecewise functions.