Monster Hunter World

Defense and Attack Maximization (with math and explanations)

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Full Data with Graphs and Explanation Here

All calculations are made with the goal of finding the percent (multiplicative) extra effective health/damage. Calculating it additively would make it impossible to figure out how different buffs work together. It’s also just not useful.


Damage taken is (at least from my research) calculated as:

Damage Taken = Damage of attack * 80 / (80 + Armor) 

This gives Armor diminishing returns later in the game, as shown in the graph.

All late game Armor has at least 70 armor maxed out. This means your Armor will be at least 350. Looking at the Armor sheet, you can see that each addition of +5 Armor gives less than 2.5% effective health.

Divine Blessing

Divine Blessing’s proc rate seems to be a mystery. I’ve found reports ranging from 20% to 33%. So, I’ve done calculations for both extremes.

In all calculations, Divine Blessing’s effect is more than twice the effectiveness of Armor.

This is true for each point and is more effective the more points you put in.

If it were anywhere near close in strength, I’d recommend a more consistent form of damage mitigation.


Health is a simple calculation.

Assuming 150 Health (the +50 from food or drugs), Each point of health gives about 10% effective health.

The problem is, having more health means that healing items are relatively less effective, so keep that in mind.

The effective health is so much more than the others that I believe it’s worth it.

The Health Per Point (Hpp) of the three options are:

Armor Divine Blessing Health
~Hpp 2% 3-5% 10%
Trend Down Up Static

TLDR: When building for survivability, get Health, then Divine Blessing and Armor only if that’s the only useful skill you have left.

Read:  Theory on the functionality of the charge blade energy mechanism.



Building Attack only increases damage by 1.8% Dpp at best.


Affinity is better only with Weakness Exploit. The Dpp doesn’t reach 2% until you build Crit Damage with 45% crit chance or more.

Weakness Exploit has 3.5-6% Dpp at all times (assuming no above-cap affinity).

This means you must build full Weakness Exploit or else Affinity is always worse than Attack (with the same amount of points invested).

Afterwards, you can build a combination of crit chance and damage (going down the chance chart and right the damage chart).

The Damage Per Point (Dpp) of the four options are:

Attack Affinity Critical Boost Weakness Exploit
~Dpp 1.2 – 1.7% 1.0 – 1.3% 0 – 4% 4 – 6%
Trend Down Down Down Down

TLDR: When building for damage, always build full Weakness Exploit then build some combination of the other three skills. It depends on what damage-affinity balance your specific weapon has, but you’ll generally have more Crit Damage than Crit Chance than Attack

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