There are 3 elemental tiers, each tier subtracts from the multiplier that's used to calculate the elemental cap;
Base Element * (1+(1/3)) - Tier Difference
If you are using Free Element, each level of Free Element unlocks a 3rd of the element, the elemental caps for those values follow the same pattern but the value is rounded down to the nearest 10th.
For instance the Lumu Barone III Hunting Horn has a Hidden Water Value of 570.
With 2 levels of Free Element:
570 * (2/3)
380 * (1+(1/3) = 506.666
ROUNDDOWN(506.66) = 500
The base value of 380 is in the
Tier 2 range so we will
500 - 10 = 490
490 is the elemental Cap for lvl2 Free Element Lumu Barone III
|BASE||TIERS||*(1+(1/3))||DIFFERENCE||TRUE CAP||Skills Req'd.|
|(+5 elem + HH)|
Quick note, while most calculations in MH:W use rounddown since decimals aren't used in calculations, there is an instance of general rounding with element attack up.
Take Base Element 390 for instance.
With 4 levels of element boost we use the calculation:
ROUND(Base*1.05) + 100
ROUND(390*1.05) + 100
410 + 100 = 510
390*1.05 = 409.5, if it was rounded down to the nearest 10th it would have been 400, but that doesn't happen, so it's one of our only cases of general rounding.
This also happens to be the elemental cap for 390, which makes 4 levels of element up "optimal". But it's up to you if it's worth the extra deco slot for +20 element from lvl 3 to lvl 4.
Damage Calculations use the
True Element similar to how
True Raw is used for physical damage, but in the case of element we divide by 10.
390 Fire, in terms of damage calculations is
Monster Hit Value for Fire for each attack. This why it can sometimes be negligible to use an element attack deco that provides only 10 or 20 increase to your
© Post "【GUIDE】 Elemental Caps ; Revised" for game Monster Hunter World.
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