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Deathcream's version http://bit.ly/MHRWeaponAttackTables
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go to check this latest version motion value table! Its more complete!
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ITS RAWWWWWWWWWWWWWWWWWWWWWarchieve
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This is not a complete document about motion value, just some translation and data export. (thanks tranlation support by kevin, data by aradi, structure by Deathcream)demo1
https://docs.google.com/spreadsheets/d/1tpATx8danLjhBrq3h15teUYdOTlWQxlhJvdfCawMVwI/edit#gid=627676993
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v1.0.0 -> v1.1.1demo2
https://docs.google.com/spreadsheets/d/15R2oDZ-R4uML94gxujBve8L99gu_LpZNe5MVvpWeJTQ/edit?usp=sharing
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HH, Infernal Melody (Echo Spin) (234hit)28->27v1.0.0
https://docs.google.com/spreadsheets/d/10OdAMZd5q2FudGeKpQ186uxY0mLQ20P9OM5kgx7j_wc/edit?usp=sharing
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GL, Hail Cutter (Overhead Smash part)65->85demo2 change
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translation may not correct, those translation not sure will be coloredSA, Element Discharge (Thrust)have en_gen now
for mv, only LS helm breaker get nerfed in demo2 (base mv 10 -> 7)
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http://mhgen.kiranico.com/monster/arzuros
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to compare with iceborne, https://bit.ly/MHWIWeaponAttackTablesv1.1.1 -> v2.0.0release change
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There are lots of modifier did not stated here like bow's charge modifier, and GS's sharpness modifier(1.1\1.2\1.3 for some charge move) no change
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add-hit means the additional multi hit. like if it is 5, there are in total 6 hit here. But some multi hit attack without limit seems not stated here (like the Pierce Ammo)contentmovemv change
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too many modifier changed, would not mentioning here
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GSTackle Lv134->37
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Again, these data are reference only. This is not a serious document, its raw, not tested. Just for a quick glance about the motion value data
(TCS 1st hit do not hv part modifier now)
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LSIai Spirit Slash (sucess) (1st hit)60->55
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some of the move name get from the datamine of switchable moveLSIai Spirit Slash (2nd)40->35
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LSSerene Pose35->40(red 175->200)
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you may leave a comment if you hv any suggestion or found any mis-labelinghornstun almost all nerfed, about 30~50%
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if you want a dm you may find me on discord too dtlnor#6902hornHigh-Frequency has dmg now?
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horn
sonic atk do not hv any ele/status modifier now
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hornMagnificent Trio (ZR + X) (2,4,6,8th)15->8
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hornMelodic Slap?25->10
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hornSlide beat (4th)40->25
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hornInfernal Melody (Echo Spin) (234hit)30->28
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hornBead of Resonance20->5
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hornBead of Resonance (setting up)25->20
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hornOverhead Smash (1st Hit) 16->6
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hornDouble Swing (XA > XA) (1st hit)30->23
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hornDouble Swing (XA > XA) (2nd hit)20->18
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hornCrush (L&A)38->33
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hornChord for Melody Mode: Echo ?35->30
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SA
Element Discharge relate do not crit anymore
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SAFinishing Discharge (early finish)80->50
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SAZSD? Finisher (early finish)70->40
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SACompressed ED Finisher85->52
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SACompressed ED Finisher 2nd hit100->80
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bowLv4 Rapid 11->10
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bowLv5 Rapid 12->11
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ammoSpread Ammo Lv3 (5shot)8->10
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ammoPierce element Ammo8->10
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ammoDragon Ammo(raw/ele)
80/40->48/80
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ammoPierce Dragon Ammo (raw/ele)
24/22->20/44
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ご注意!!!
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これは不完全な解析、ただのデーターの取り出す,補正は一切なし(e.g. 大剣の斬れ味補正、弓の溜める補正)、データーは検証してない(技術制限)demo2 改変:
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兜割 基礎モーション値 10 -> 7 だけ
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名前は正式名称じゃなくでご注意してください(英語の翻訳は正式名称対応している、変換スキルも)
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コメント歓迎(日本語下手くそで許して)、dm欲しいなら discord dtlnor#6902
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mhwの モーション値 参考: http://kuroyonhon.com/mhwib/
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add-hit[interval] = 追加のヒット
Stun = 気絶値
Motion Value = モーション値
ele. type = 属性種類
ele. val = 属性値
status type = 異常種類
status val = 異常値
mvType = blunt=打, Slash=斬, Shot=弾, IgnoreHZV無視肉質
exhasut = 減気値
ele_mod = 属性補正
status_mod = 異常補正
part mod = 怯ませる補正
Mount = 操竜補正
ene. gen. = エネルギー蓄える
ReduceSharpnessRate = 斬れ味消耗補正
Raw = 物理
Ele = 属性
Crit = 会心
noSharpMod = 斬れ味補正なし
Draw = 抜刀
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太刀水月(ワイヤー当身)と兜割(強兜割り)は 計算の時、モーション値の1倍、2倍、3倍、5倍(無、白、黄、赤)になる
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水月と兜割のダメージ計算時の攻撃力は、一段階下がった状態の練気ゲージの色で計算される。
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eg: 赤兜割(強兜割り)は 35モーション値,ダメージは 35*1.1(黄練気ゲージ補正)
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水月は出始めの時ヒットだけは、練気ゲージはそのままの補正(赤200*1.2)。
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水月出たあた(1~2フレーム後)にヒットなら、一段階下がったの補正が使う(赤200*1.1)。
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中文版看這裡,【腾讯文档】全武器动作值補足(更新全部武器翻译)
https://docs.qq.com/sheet/DY1hwRkVUdm5xVkh1
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