*GreatSword (GS) Guide for Monster Hunter 3 Ultimate* >Written By: Anubis_Drac [Below: "Vision of the Ideal L3," by Anubis_Drac] [Above: Note that the ~cover art~ diagram is a detailed depiction of the GS as it performs an ideal L3 charge attack under optimal circumstances. It may be too technical for newcomers to understand, but be assured it is accurate and meaningful. Hopefully the content of this guide will enable those who do not initially understand to appreciate why this is what a good L3 looks like.] -1: Title and ~Cover Art~ }XDXD{ 00: Table of Contents }TACO{ 01: README }READ{ 02: Intro & Getting Started }INTR{ 03: Highlights for MH3 (Tri) Players }MHTP{ 04: Charm Tables and Character Progression }CHTB{ 05: Controls, Attacks, & Settings }RTFM{ 06: Damage Theory & General Basics }BASI{ 07: Combat Specifics & GS Technique }CSGS{ 08: Armor Skills }KILL{ 09: Noteworthy Armor }NORM{ 10: Comparing GreatSwords }COGS{ 11: GS Time Values }TIME{ 12: Author's Notes }ATTN{ 13: Credits/Legal }CRLG{ 14: Version History }VSHS{ 15: Contact }HERE{ >>>>> 01: README }READ{ The following is a list of abbreviations, acronyms, and some miscellaneous terms in the guide: + A+1 or A+2: Adrenaline+1 or Adrenaline+2, the armor skills. + aka: also known as + AoE: Area-of-Effect; sometimes interchangeable with area-denial style attacks + AuS, AuM, AuL: Respectively Attack Up Small, Medium, and Large. + AuX: Nonspecific term for any of the Attack Up abilities. + BoT: Blade of Tartarus, the G-Rank GS. + CC1 or CS1: Classic-Control Style 1. + CC2 or CS2: Classic-Control Style 2. + CD: Critical Draw, the armor skill. + CoB: Center-of-Blade; usually refers to striking target with a weapon's CoB + DPH: Damage-Per-Hit. This is the specific amount of damage dealt as a result of a single hit. + DPS: Damage-Per-Second. This is the given amount of damage over a length of time. + DuS, DuM, DuL: Respectively Defense Up Small, Medium, and Large. + DuX: Nonspecific term for any of the Defense Up abilities. + FAQ: Frequently-Asked-Questions + GR or G-R: G-Rank (quests and hunter status). + GS: GreatSword (weapon class and general term for a weapon) + HGE: High Grade Earplugs, the armor skill. + HH: Hunting Horn (weapon class and general term for a weapon) + HnR: Hit-and-Run. + HR: May mean "High Rank" or "Hunter Rank (#)" depending on context. + HUD: Heads-Up-Display. In this game, it is basically all the icons and status bars on the screen except for the Map. + Kart(ed): As in Kitty-Cart(ed). Typically refers to a hunter losing all of their health from taking too much damage and thus being carted off by the Felynes to the safety of camp or failing the quest if it is their last attempt. Since hunters do not technically "die" and since being knocked out/unconscious/fatigued/stunned are ALL different states in MH, I prefer to use the term Kart than use any of those terms that are often used in other games to refer to the 0 Health state. I wonder if MH will ever have a ghost/revival system. + KO: Knockout. Usually refers to the state inflicted upon monsters when enough concussive damage is dealt to the head. + L1, L2, L3 Charge: Levels 1, 2, and 3 of the GreatSword's Charge Attack, respectively. + LR: Low Rank (quests and hunter status) + LS: Long Sword (weapon class and general term for a weapon) + MH: Monster Hunter (the game series; very rarely refers to a hunter) + MH3 (Tri): The console MH game that largely served as the base for MH3U. + MH3U: Monster Hunter 3 Ultimate, the home console and portable game. + mhp3rd: The portable MH game that was released between Tri and MH3U. + MOI: Moment of Invulnerability/Invincibility. This generally refers to the duration of time (or number of frames) that a hunter does not take damage during an action (e.g. evasion). + PD: Punishing Draw, the armor skill. + Q&A: Questions and Answers + QS: Quick Sheathe, the armor skill. + S+1 or Sharp+1: Sharpness+1, the armor skill. + SA: Switch Axe (weapon class and general term for a weapon) + SnS: Sword-and-Shield. + Tri: See MH3 (Tri) + WA: Wrath Awoken, the armor skill. The following is a note to players who are completely unfamiliar not only with the GS but with Monster Hunter in general: A lot of this guide is written from a perspective that many players may have never used the GS or will otherwise be starting from scratch when it comes to learning about the GS. However, this guide is not written as any kind of beginners' guide to MH in general or even MH3U in particular. Before reading this guide, I recommend new players familiarize themselves with some of the fundamental aspects of the game. Armor skills, the damage formula of a previous game (such as mhp3rd), monster hitzones, and weapon class differences are all things that hunters would do well to have a good understanding of before tackling this guide. I will cover these subjects to some extent as well as some points about the controls of MH3U and basic settings as they relate to GS combat, but I will not go very far beyond that. I also recommend that completely new players also watch a few videos or play the game for a while until they are familiar with the weapon classes available in MH3U. For some hunters, the GS simply may not be the right kind of weapon given their preferred playstyle, whereas for others it may be just about the only type of weapon they care to use. At the risk of oversimplifying things, the GS is an excellent weapon class for players who like high-risk/high-reward gameplay, glass cannon/damage nuke characters, and predictive combat styles that emphasize setups, surgical strikes, and tactical timing and positioning. Of course, there are other ways to use a GS if that does not sound appealing, but failing to play to the strengths of the GS can often result in a dramatic loss in damage output. >>>>> 02: Intro & Getting Started }INTR{ Welcome to the GS guide for MH3U. This guide is written as an in-depth resource for hunters looking to better understand the GS and master the techniques and combat style associated with the weapon class. This includes players with a casual interest in the GS as well as more dedicated players who intend to specialize in using the GS. In here you will find most if not all of the essential information for playing to the strengths of the GS and making the best use of the weapon class that you can in MH3U. *Pros & Cons of using a GS* For those who are completely unfamiliar with the GS weapon class, the following is a detailed overview in the form of a Pros & Cons list of what can be expected of a GS. For those who are familiar with the GS weapon class, it may still be useful to look over these pros and cons as a (relatively) brief crash course about the GS in MH3U. Note that this particular listing of pros and cons was constructed as a parallel set of points and counter-points to give a balanced overview of the main attributes of the GS. For those who would prefer a simpler list that just gives a brief overview of a weapon, see the GS guide for MH3 (Tri). For everyone else - prepare to be thrown into the deep end, because there is rarely any time to waste in the shallows when learning to use a GS well. /+Pros & -Cons/ + The GS has the highest DPH potential of any weapon class in the game. There is no other weapon class that can hit as hard as it can in one strike. - The damage output of a GS is highly variable in terms of overall DPS and average damage delivery despite having great DPH. As such, the GS can easily fall behind other "faster" or more combo-specialized weapons if it is used inefficiently, if opportunities to gain and maintain a lead on the target are rare, or if circumstances otherwise favor consistent cumulative DPS over high DPH in the long run. + The DPH-specialized nature of the GS and precision of its slow-but-steady attacks make it relatively easy to count and control attacks during combat. - In some senses, the GS is overspecialized as a DPH-oriented weapon; its basic (uncharged) attacks and combos have very little application against large monsters other than as (ideally rarely-used) support moves to supplement draw and charge attacks or link together chains of multiple charge attacks. + The combat style of the GS makes it a particularly effective weapon for knocking down monsters and using stagger abuse strategies. - Depending on the monster(s) being hunted, a GS user may often have to face the dilemma of trying to focus entirely on attacking their target's weakest hitzones at the risk of missing or else rely on knockdowns, stagger abuse, or similar strategies that often involve targeting sub-optimal hitzones. In other words, a GS user is constantly under pressure to make the right decision in terms of managing the trade-off between potential damage and actual damage; it is a very high-risk/high-reward weapon in all respects. + The relatively predictable, reliable, and significant stopping force of the GS attack makes it a very effective weapon class for high-risk/high-reward strategies (especially when used with Hypermode skills such as Adrenaline+2). - In some cases GS combat can be very frustrating or the overall damage output is effectively nerfed due to relatively unpredictable circumstances, misjudged strategies, unreliable teammates, erratic/failed attack execution, and other such issues which interfere with the benefits of playing to the strengths of a GS in terms of using predictive tactics and the high-DPH stopping force the GS is capable of. In other words, the GS can be very underwhelming when it is used - or when there is pressure to use it - as a primarily or entirely reactive weapon. + The stopping force of a GS attack also makes the GS a very effective weapon class for safely executing intercept and counter-attack strategies as though it were a high-risk/high-reward situation even when the user is not truly in danger. A good GS user can often save their teammates from a lot of damage. - Despite the incredible potential stopping force of many of its attacks, actual staggers and knockdowns from a GS can and will easily go to waste if a hunter is not intentionally trying to make the most of them or otherwise fails to anticipate them and be ready to follow up effectively. This is also true for multiplayer, and in fact a carelessly-triggered stagger/knockdown can not only be lost on teammates, but even interfere with their attacks (especially if they are GS users). + The stopping force of a GS attack, combined with good timing and prediction on the user's part also makes it great for cancelling monster roars and similar disruptions just before they have a chance to take effect. - It takes a relatively significant amount of practice hunting a given monster and extensive experience playing to the strengths of a GS and training to use the stopping force of its attacks against each monster to effectively and consistently cancel enemy attacks, negate disruptions, and otherwise actually benefit from the more abstract strengths of a GS. + Good time-management skills and offensive strategies can dramatically increase the overall damage output of a GS. In particular, the charge mechanic of a GS effectively allows a hunter to massively "spike" their relative DPS by setting up a charge attack outside of range and executing the attack when a monster moves into range and leading their targets or otherwise maintaining a forward-thinking strategic approach. In other words, it is a melee weapon that can almost attack like a ranged weapon in some situations. - It is often necessary for a hunter wielding a GS to use predictive attacks or otherwise manage their downtime between attacks such that they are effectively constantly attacking or readying for the next attack even when they are out of range in order to do a respectable amount of damage. Meanwhile, there is very little "middle-ground" in the overall damage output of a GS; either a hunter deals at least a respectable amount of damage or chances are that they are liable to fall down to some very low relative levels of damage output. + The ability to consistently deal relatively high amounts of concentrated damage during very brief windows allows GS users to capitalize on some relatively unique opportunities to attack monsters. A GS user can occasionally exploit particularly weak hitzones that are typically inaccessible for the majority of the hunt and by extension deliver damage much more effectively in some situations than nearly every other melee weapon class. - If a hunter is not very careful and selective about the hitzones they choose to target, enormous amounts of the overall damage potential of a GS can be wasted even from just a few attacks on a sub-optimal hitzone over a given period of time. In many cases, the GS is a very polarized weapon; there are very inefficient ways to attack a monster and very effective ways to attack it without much room for error correction or compensation. In other words, it is especially important to remember with a GS that every attack matters because not every hit really counts. + The draw (unsheathe) attack of a GS has the highest DPH and DPS of any of its uncharged attacks and executes relatively quickly, allowing a GS user to do fairly decent damage even with simple uncharged HnR potshots. - Despite the high utility and considerable effectiveness of the draw (unsheathe) attack of a GS and even the most basic HnR tactics, relying too much on their value when using a GS will practically equate to playing with a self-imposed handicap. Even if a hunter does not suffer dramatic loss in overall damage output and sustained DPS, it severely limits the chances of dealing optimal damage or otherwise unlocking the full potential that the GS is capable of when playing to all of its strengths. + The draw (unsheathe) attack of a GS can be drawn into a charge stance, enabling a GS user to rapidly shift from being in transit or otherwise idling during the "downtime" of a hunt to immediately preparing some of the most powerful attacks their weapon is capable of at a moment's notice. - Despite the high damage thresholds that can be reached by using the charge attacks of a GS and effectively managing what might otherwise be considered completely wasted downtime during a hunt, the combo attacks of a GS can be very ineffective when used carelessly to the point that there are moments when using an uncharged combo attack with a GS practically equates to idling during downtime and doing no damage at all during those moments in the grand scheme of things. In other words, as great as charge attacks are, it also means that using combo attacks can cost a hunter damage sometimes, or at least miss out on significant opportunities to deal optimal damage. + Because the GS has delivers such damaging draw attacks which can in turn be made even more powerful by drawing into a charge stance, it benefits incredibly from the Critical Draw skill. - Because the GS is very demanding in terms of weapon technique and familiarity with the enemy and general circumstances of the hunt, it can seem and indeed be relatively weak or otherwise ineffective without some "essential" skills such as Critical Draw depending on the context of its use. + Because effective GS combat often involves the use of a lot of draw attacks, the Punishing Draw skill can often be used to good effect without suffering a significant loss in overall DPS. - Despite having good synergy together, using Punishing Draw with a GS effectively typically requires a slight alteration in the normal combat style of a GS (in particular by placing a heavy emphasis on the use of the draw attack+slap combo). While Punishing Draw can be a good enough skill to be worth "sacrificing" a more straightforward "power skill," it can cost a lot more damage than it is worth if a hunter cannot adapt their combat style to benefit from it optimally. + Because draw attacks and charge attacks are the proverbial bread-and-butter of GS combat, skills such as Quick Sheathe and Focus can significantly improve the overall mobility and attack pace of the weapon. - Because the GS can be fairly demanding to use for some players with its default mechanics, it is easy to overestimate the value of otherwise good skills such as Focus and to a lesser extent Quick Sheathe. Many hunters may run the risk of becoming overly-reliant on the crutch value of such skills and failing to use them (or use other skills instead) in an optimal manner. + The GS has excellent sharpness efficiency due to the high DPH-orientation of the weapon class. Hunters who play to the strengths of a GS will rarely need to sharpen to keep it at maximum sharpness relative to other weapon classes, and even weapons with a relatively small amount of maximum sharpness can often be used to good effect. - The sharpness of a GS can run down very fast when hunters regularly use combo attacks and otherwise use it inefficiently, and falling into a "more hits = more damage" mindset while using a GS will often annihilate a hunter's overall damage output and burn through their whetstones at a ridiculous pace (if they even bother to sharpen their weapon). Using combo attacks with a GS is practically like having the negative skill Blunt Edge (several times over). + A GS user can often spend more time with their weapon sheathed than users of other weapon classes while still using their weapon effectively. As such, many GS users typically benefit from increased overall mobility that generally offsets the "slow" attacks and poor unsheathed mobility of the GS. - The GS has relatively terrible mobility while it is unsheathed, and its attack style typically requires a hunter to commit to their moves and be prepared to be practically locked in place for a significant amount of time. As such, it is often necessary for a GS user to use their evasion options simply to maintain their mobility while the GS is unsheathed. By extension, this also means that a GS user cannot always rely on evasion alone to avoid damage; they have to actually mind their positioning and timing constantly instead of merely abusing MOI mechanics. + Even though the GS is primarily a high-risk/high-reward type of weapon, more patient or "safe" approaches relying on HnR tactics and similar damage-avoidant strategies can also be fairly effective with a GS under many circumstances. - When using a GS, it can be easy to get carried away overusing HnR tactics or similarly "safe" approaches, and while these may not have an immediate negative impact on the game, they can severely drop the overall damage output of a hunter (and even an entire team) in the long run if they are used carelessly simply to avoid damage rather than strategically to maintain control and direction in a fight. + The hunter can rotate their stance slightly during a combo using the basic attacks of a GS, allowing them to adjust their attack direction slightly without wasting stamina or necessarily giving up their position. - The mobility of a GS user is still severely limited while attacking despite the ability to rotate slightly using basic attacks (which are often quite inaccurate and disruptive themselves). + The charged attacks of a GS can be angled slightly to either side of a hunter's immediate line-of-sight, allowing for split-second adjustments to the precision of a strike and also enabling a hunter to have a little more freedom to choose the exact position they take and directions they use to roll. - The high-precision nature of the main GS attacks and charged attacks in particular means that it is very easy to miss the main target or fail to connect entirely and lose out on a lot of potential damage. As such, effectively using a GS often demands extraordinary positioning and timing when executing attacks (especially since the visuals of MH do not always correspond well with the physics and weapons can and will occasionally clip through the textures of a monster harmlessly without actually registering damage, although the reverse phenomenon of "phantom hits" is also possible). + While it is not generally recommended, the GS can be used to block if necessary, and a hunter can also roll into an almost-instant blocking stance with a GS. The blocking stance of a GS can also be cancelled into a kick, and by extension, a smash charge attack. This can very rarely - but effectively - be used to recover from a high-pressure situation of being "backed into a corner" when evasion cannot be trusted. - Blocking with a GS utterly destroys a weapon's sharpness so much that blocking is almost as bad as regularly using combo attacks. Overall, using a GS to block has so many downsides that it the block feature is borderline worthless outside of some very limited niche uses or as a last-resort when it is absolutely certain that a hunter will kart if they fail to block. + The GS has a relatively unique "super-armor" (aka heavy attack) effect while a hunter is attacking that grants them temporary immunity to low-level disruptions such as the weaker variants of Wyvern Wind and Currents as well as attacks that would otherwise cause them to trip. This in turn makes it easier to choose an optimal position for an attack and stay in the fight in the face of typically disruptive conditions. - It requires excellent timing and positioning to actually benefit from the "super-armor" effect of GS attacks that allows a hunter to avoid minor disruptions, and in many cases a GS user is actually very vulnerable to disruptions and risks losing several opportunities to deal damage throughout a hunt if they fail to counter or anticipate disruptions during a hunt. Because of the DPH-specialization of the GS, this can be very costly in terms of overall damage relative to "faster" weapons that can recover quickly from disruptions and do not have quite as much riding on a single attack. + The charge attacks of a GS have a slight piercing effect akin to the Mind's Eye armor skill in practice. This often prevents a GS user's charge attacks from bouncing off of a target even when most attacks would normally bounce at the given level of sharpness. While this is not always a good thing in terms of overall damage output - it can be great for farming or otherwise breaking heavily-armored hitzones. - Despite being good at breaking things and piercing through otherwise highly- resistant hitzones that would typically bounce a weapon, the heavy raw damage bias of a GS usually leads to significant losses in overall damage output relative to the potential of a GS when sub-optimal hitzones are targeted. + The charge attacks of a GS have unique stacking multipliers (distinct from the basic attack type modifiers) that significantly increase raw and attribute values proportional to the charge level. This allows the GS to deliver incredibly high raw damage and a decent amount of elemental damage (or slime/status affliction) despite being a weapon class with "slow" attacks. - The special multipliers of GS attacks can in some senses translate to losses in damage potential when the weapon is carelessly or otherwise ineffectively used. The damage differences of GS attacks are varied enough that failing to land the strongest attack reasonably possible in a given situation is often effectively like having a nerfed attack or even completely missing. + Because playing to the strengths of the GS weapon class usually involves a lot of predictive gameplay, a GS can be a good weapon of choice for people who typically lack the reflexes or reaction times for gameplay that places a higher emphasis on reactive combat and fast-paced twitch mechanics. - The GS is extremely demanding in terms of predictive gameplay and still moderately demanding in terms of reactive gameplay when a hunter intends to deal optimal damage. Even though it is less reliant on fast-paced twitch mechanics than several other weapon classes, it is still of critical importance for players to be able to recognize and react to the various cues and events in the game as soon as possible without losing their composure. + GS attacks have fairly good reach, allowing for somewhat easier access to weak hitzones and a little more freedom in terms of attack positioning. The GS is also typically very good for cutting tails (and breaking other destructible hitzones). - Despite having good reach, GS attacks often become inaccurate and may lose the extra damage from special multipliers when a hunter tries to abuse range too much or otherwise gets careless taking excessive liberty with their attack positioning. + The basic attacks of a GS cover a fairly wide area overall. The sideswing can hit most targets in front of a hunter and is great for clearing out mobs of small monsters even while continuing to attack a main target. The upswing has excellent vertical reach and is capable of hitting targets behind the hunter. - The wide area and disruptive potential of the basic attacks of a GS can be very problematic in multiplayer, and this poses its own set of problems in terms of space management and team coordination especially if a hunter insists on using the sideswing and upswing attacks. + The upswing attack of a GS is capable of launching targets; this can rarely (but occasionally) be useful for getting a teammate out of harm's way. - The upswing attack in particular is so potentially disruptive in multiplayer that it is borderline worthless; even when trying to get a little extra reach to cut a tail it is almost never worth it. Likewise, launching a teammate can often lead to them taking a lot of damage or even karting, so that effect should rarely be used even with best intentions in mind. + The GS has a slap attack that deals a small amount of impact damage and can consequently contribute to inflicting exhaust/KO states upon a target, and with the addition of the Punishing Draw armor skill and good execution of charge attacks, the GS can be a reasonably effective weapon for inflicting exhaust/KO states in general. - The slap attack of a GS is relatively weak, and while the damage differences can be relatively trivial compared to other basic GS attacks, if it is used carelessly especially by a hunter who struggles to consistently execute high- level charge attacks, it can be very ineffective. + Because the vast majority of the damage output of GS attacks is raw damage, the GS benefits immensely from skills, strategies, and circumstances that favor raw damage delivery. - While the elemental damage of a GS is not completely irrelevant, the GS weapon class is still relatively mediocre compared to other weapon classes in terms of effectively delivering elemental damage or triggering status afflictions. + The emphasis on raw damage also makes the GS a good "general-purpose" weapon class (at least in a basic casual sense) for hunters who prefer to focus on using and maintaining a relatively small number of weapons without necessarily having to worry about exploiting elemental weaknesses and making a wide range of different weapons for every situation. - Despite being generally regarded as all-raw, "general-purpose" weapons, the damage output of the GS weapon class is still situational enough that optimizing damage in terms of skill and weapon/attribute selection can be a very complicated process. If a player intends to deal the most damage they can with a GS, chances are they will have to forge and construct many more GS options and loadouts than they might expect from such a simple, apparently brute-force weapon class. + Because the GS deals damage primarily in short concentrated bursts, a hunter is relatively free to observe and study the monster, their surroundings, and their teammates without necessarily devoting quite as much continuous attention to their attacks and immediate circumstances as they might need to with other weapon classes. (Of course, this is not to say that a hunter does not need to pay any attention to what they are doing with their weapon, but the typical flow of GS combat by its nature allows - and requires - a hunter to decisively execute attacks and immediately look ahead to decide on the next step, study the monster for a new opportunity to attack, &c.) - Because the GS deals damage primarily in short concentrated bursts and its main strengths come from its DPH-specialization, its damage output in terms of DPS can be so variable that hunters run the risk of dragging out the fight unnecessarily and wasting a lot of damage potential if they fail to manage their time effectively or otherwise lapse in their strategy. Similarly, when using a GS there is a fine line between paying too much attention to the attacks and not paying enough attention to the fight, and it is critically important for GS users to avoid getting distracted by their own plans without losing track of what they are doing. The GS can be an incredibly high- maintenance and demanding weapon to use, and even the slightest mistakes and errors in judgment can be heavily punished. *Using this Guide* Just as MH3U is basically an expanded update of MH3 (Tri), this GS guide started out with a primary focus of building upon the content of the GS guide for Tri. The top priority in this is to cover the GS-relevant content specific to MH3U (or at least inherited from mhp3rd resulting in differences since Tri). That said, in writing this document, I have tried to strike a balance between maintaining that priority and including enough material for this guide to more or less stand on its own for readers that have not read the GS guide for Tri or simply do not want to. The vast majority of this guide is written from scratch; there is little copy-and-paste content from my previous guide. Much of the material that was not written specifically for this guide is developed from notes I wrote for Tri's guide that never quite made it past the cutting board or otherwise did not seem to warrant updating the guide for Tri. For those who have read the GS guide for Tri or at least played Tri enough to be familiar with the GS and associated mechanics in that game, I have included a section highlighting some of the more noteworthy and important changes present in MH3U. Moreover, the general ~recommended reading~ order of sections from this guide for players familiar with Tri (and/or to some extent mhp3rd) is as follows: Highlights for MH3 (Tri) Players Armor Skills Comparing GreatSwords Damage Theory & General Basics GS Time Values Combat Specifics & GS Technique Noteworthy Armor >>>>> 03: Highlights for MH3 (Tri) Players }MHTP{ People who played Tri will find MH3U fairly familiar at first glance, and a lot of the core combat techniques, strategies, and mechanics relevant to GS users are quite similar in MH3U if not completely the same as in Tri. However, MH3U is a fairly robust expansion of Tri, and several important changes ranging from minor tweaks of some values to major overhauls and alterations of content are present. The following is a basic overview covering some of the key changes comparing Tri to MH3U written primarily for those that have used the GS in Tri, although people that have played mhp3rd may also find it useful to review this section. *Charm Tables* In MH3U, a hunter is assigned a fixed charm table at the beginning of the character creation process. Each possible charm table restricts the types of charms (in terms of skills, slots, and skill point combinations) a hunter can obtain. Unfortunately, some skillsets that other players may be able to make will simply be impossible for another player to construct with their given table. Other similar issues may arise such as having difficulty obtaining a good charm with a skill or combination of points that is relatively rare on a given charm table. The good news is that there are established RNG-manipulation methods for players to both control which charm table is assigned to their character upon creation and check their charm table to either confirm that the manipulation worked or at least find out which table a previously-created character is on. Furthermore, the values of the charms possible on each table and there are resources available in the MH3U community which allow for players to have a somewhat easier (or at least more controlled and theoretically reliable) time of getting the charms they want in MH3U. *The Village and Port - Online and Offline* In some ways this is only a minor change, but it is worth noting that in MH3U, the full set of Port quests (including G-rank) are available for people to play and complete solo and offline. Meanwhile, the Village quest pool in MH3U has been expanded to include High-Rank quests and some unique (Village) final quests that are borderline G-Rank in difficulty despite technically being High- Rank, although players will still need to go to the Port and progress there to take on the full set of available G-Rank quests. *Saved Gem Configurations* The saved loadouts in the equipment system of MH3U now save the gem configurations of registered sets as well as the equipment in a given loadout. This makes it a lot easier and faster to change between sets, and players no longer have to forge duplicate gems for each set to avoid taking the time re- gemming the armor they want to switch to since the registered loadouts basically auto-gem the armor from the shared set of a hunter's decorations. *G-Rank and Related Changes* In MH3U, there are Low-Rank, High-Rank, and G-Rank sections of the game. In addition to plenty of new and more challenging (as well as rewarding) quests, possible armors (as well as skills), and weapons in G-Rank, the Low-Rank and High-Rank content of MH3U is also significantly different from Tri in several ways. The skill properties of many equipment sets have been changed, and in particular, players basically have to wait until G-rank before they have access to Sharpness+1 and Critical Draw. Similarly, whereas many overforged LR equipment pieces were still relatively useful in HR in Tri, the vast majority if not entirety of LR equipment in MH3U is completely outclassed by later equipment, and even most of the HR equipment players obtain in MH3U will probably be obsolete shortly after they obtain enough equipment in G-Rank to make a set or two. On the flipside, G-Rank is full of excellent sets and skills including hybrid skills that combine multiple skill effects (such as the Honed Blade skill - which activates the effects of Sharpness+1 and AuL). Several other skill-related tweaks have been made in MH3U, and the activation requirements and gem properties of skills such as Sharpness+1 have been modified (e.g. you only need Handicraft+10 to activate Sharpness+1 in MH3U, but the [Handicraft+1, Sharpness-1] gem requires 2 slots in MH3U and the 3 slot gem now gives [Handicraft+2, Sharpness-2]). It is also worth noting that the metavalues of some skills in MH3U (especially at endgame) are significantly different from Tri; for example, the metavalues of the AuX skills are somewhat diminished in consideration of other options due to the much higher damage properties of G-Rank weapons. The inclusion of G-Rank has also altered the pace of the game quite a bit; it is a bit of a chore to get from green sharpness to blue sharpness GS options in MH3U, and without mincing words, High-Rank can be a bit of a drag in terms of the experience, rewards, and weapon progression. On the flipside, it is fairly easy to blitz your way to G-Rank in MH3U by focusing on completing the minimum required quests, and the lower ranks are not too much trouble even when soloing offline. *Weapon Tree Changes* In addition to the various armor and skill changes present in MH3U, the weapon trees have been overhauled, and many GS paths are significantly different from Tri. Several of the weapon paths corresponding to 'new' monsters in MH3U have not merely been tacked on as stand-alone paths (although some have); they have been integrated into the core weapon trees. Likewise, several familiar paths from Tri have been altered or moved, and of course the actual upgrades in each path have been expanded with the inclusion of G-Rank in MH3U. Players that used the GS in Tri may note that the Ludroth path is no longer a trash-tier dead-end like it once was and Cataclysm Blade now expands such that it can potentially be upgraded along paths that lead to proper (and relatively decent) weapons derived from Barioth and Plesioth (and their subspecies). For a few other examples, the Viking (Ceadeus) path is now an upgrade branch of the Carapace (Barroth) path, the Lagiacrus path now splits into either a balanced thunder path that ends with a GS based on Ivory Lagiacrus materials or the more elementally specialized thunder Usurper (Zinogre) path which further splits into paths ending in either a thunder GS based on Abyssal Lagiacrus or a balanced (and incredibly good) dragon GS based on Stygian Zinogre. *Sharpness Distributions and Innate Purple Sharpness* In Tri, innate white sharpness was an extreme rarity and there were only 2 endgame GS options that could go beyond white sharpness and achieve purple sharpness with the Sharpness+1 skill. In MH3U, the selection of viable endgame weapons and balance of sharpness distributions throughout the game is significantly better. In particular, there is a fairly wide variety of endgame weapons with innate white sharpness in MH3U, and many of these can achieve purple sharpness with Sharpness+1. Furthermore, there are 3 GS paths in MH3U with innate purple sharpness, allowing hunters to use endgame sets that don't require Sharpness+1 to maximize the damage of the weapon (although it is worth noting that the weapons with innate purple sharpness are somewhat underpowered, and using other GS options with Sharpness+1 may yield better results). *Slime Attribute* A relatively minor yet interesting change since Tri is MH3U's introduction of the slime attribute (associated with the flagship monster of MH3U - Brachydios). Technically, the slime attribute is not an element or status attribute; it randomly procs like a status, but builds up to eventually trigger an explosion that deals flat damage in a way that is almost more pragmatically comparable to elemental damage. It also does not benefit from skills that enhance element or status (although Bombardier and Felyne Pyro do enhance the slime attribute). Another major difference between slime and status attributes is that monsters do not continuously recover from slime, so it is an attribute that can prove quite useful for GS users even if they are occasionally unlucky with infrequent procs or hunting under unlucky circumstances where there is a lot of downtime between attacks. *GS Combat Mechanics and Charging Changes* Some GS attack mechanics in MH3U have been altered in a few ways compared to Tri. A particularly noteworthy change is that the charge attack can now be angled such that it will execute slightly to the right or left side of the hunter's line of sight if the corresponding direction is held on the analog stick when the attack is triggered. This allows for a little more versatility in attacking, some more freedom in positioning and dodging, and makes the GS somewhat more manageable in relatively unpredictable situations in MH3U. The other major change to the GS in MH3U is that the charge series has been completely overhauled; the charge times are slightly different and the sequence of charge phases in MH3U has in a sense been leveled out to evenly progress from one level to the next. Moreover, the L3 charge is no longer a ~hidden~ charge level between the L2 and overcharge like it was in Tri; in MH3U there is a distinct blue flare in the charge aura flash and rising shift in the charge sound when the L3 attack can be triggered. *Critical Draw Mechanics* I figure this change warrants its own section due to the popularity and effectiveness of Critical Draw. In Tri, Critical Draw functioned by completely overriding a weapon's affinity and guaranteeing 100% affinity resulting in a certain critical hit for every draw attack regardless of other circumstances and weapon properties. Unfortunately, in MH3U, Critical Draw functions by adding +100% affinity to the total calculated affinity of a weapon. As a consequence, negative affinity on a weapon may result in occasionally failing to score a critical hit with draw attacks while using Critical Draw. *Changes to Damage Formula Values and Modifiers* There are quite a few differences between MH3U and Tri in terms of both general damage formula values and GS-specific modifiers; many of these changes were introduced in mhp3rd, and by all indications (and a fair bit of testing), the formula for mhp3rd combined with officially released information specific to MH3U seems to yield the best approximations (if not certain/guaranteed values) of damage in MH3U. Most of the key values and such are covered in greater detail in the damage theory section of this guide. /Purple Sharpness/ The purple sharpness modifier has been nerfed so that it does not provide quite as much of a disproportionate increase over white sharpness in MH3U as it did in Tri. As such, the damage disparity between weapons at white and purple sharpness is no longer so great as to render white-sharpness GS options borderline worthless in MH3U's endgame, although the damage dealt by weapons at purple is still significantly greater than at white. /Raw Attack Type Modifiers/ The base attack type modifier of the regular L3 charge attack has been slightly nerfed bringing its damage more in line with the normal charge series and the base attack type modifier of the L3 smash charge attack has been slightly increased bringing its damage more in line with the smash charge series. At the risk of oversimplifying things, these changes basically have two main effects: First, the L3 smash charge attack is a lot more respectable in MH3U compared to the relatively inefficient novelty attack option and barely-worth-it finishing move that it was in Tri. Second, it makes it slightly less punishing to miss the L3 charge attacks or settle for the L2 charge attacks and in turn makes the L2 charge attacks the general baseline standard for respectable damage with a GS in MH3U and even makes cheap-shots with L1 charges a little more viable and a little less theoretically costly (whereas in Tri there were many cases where, put bluntly, if a hunter could not manage to execute L3 charge attacks without frequently missing or at least reliably land L2 charge attacks, they would typically be better off using a different weapon against the monster in question if they cared about dealing optimal damage considering how much damage one missed out on otherwise). /Attribute Multipliers/ Probably one of the most noteworthy and more noticeable changes to the damage delivered by the GS since Tri is the inclusion of special attribute modifiers for charge attacks. In MH3U, there are charge multipliers that scale the attribute to be more in line with how both the base attack type modifier and special attack modifiers of the raw damage component are greater with different charge levels. In other words, higher level charge attacks deal significantly more elemental damage (or result in greater status/slime affliction) than standard uncharged attacks and lower-level charges, and this effect is even more pronounced for smash charges. In Tri, the attribute on a GS was borderline meaningless and elemental damage made such little difference in overall damage that it could typically be completely ignored when comparing different GS options and trying to figure out the best weapon for the hunt. However, in MH3U, elemental attributes can actually make a significant difference and a good elemental GS can even reliably outperform pure raw or otherwise general options under the right circumstances, even though the raw damage component still contributes more to the overall damage output of a GS. Similarly, the status attribute of a GS is also multiplied so that status afflictions build much faster from charge attacks when they proc, although putting the theory briefly aside, status GS options are still relatively terrible in practice because the optimal combat styles for dealing damage with the GS are still somewhat at odds with the optimal methods for inflicting status and the actual selection of status GS options is pathetic and ridiculously underpowered despite a few poison GS options that aren't completely trash. The unique slime attribute also benefits from charge attribute multipliers during GS attacks, and even though slime functions like a status in many ways, because monsters do not progressively recover from slime at a continuous rate, the GS is actually a decent option for making use of the slime attribute. It should be noted, however, that even though elemental damage in MH3U scales with charge attacks, elemental GS options do not necessarily trump options with better raw, and the game in general as well as GS damage mechanics still favor raw damage delivery over elemental damage. Even when using highly specialized elemental GS options, executing high regular and smash charges, and otherwise playing to maximize elemental damage delivery against monsters particularly weak to a given element, the majority of the total actual damage dealt to a monster by a GS still comes from the raw component of the weapon's damage potential. On the flipside, there is a much wider range of viable elemental GS options in MH3U than there were in Tri throughout the game as a whole as well as in the endgame, and G-Rank weapons are typically powerful enough that even the weaker (but not trash-tier) elemental options are still relatively good. /KO & Exhaust Damage/ While this is a very minor and relatively trivial point for most GS users and traditional GS combat, hunters that use the Punishing Draw skill should note that KO/Exhaust no longer scales with sharpness as it did in Tri. >>>>> 04: Charm Tables and Character Progression }CHTB{ *Charm Tables* The very first matter of character progression that most players should probably deal with is their charm table. In fact, because charm tables are assigned at the beginning of the character creation process - it is generally a good idea to deal with this before creating a character. However, it is not absolutely necessary to do so, and there are ways for a player to check their character's charm table after creation. That said, players that are interested in damage optimization or specializing in using the GS would do well to take note that there are a couple of charm tables that are considered significantly better for GS users than others. Charm tables in MH3U determine the talismans a hunter can get in their game. While most charm tables have some decent talismans that a hunter can obtain, there are a few charm tables that are generally considered better than others - especially depending on the type of weapons a hunter prefers using and the skills they intend to use. So, the bad news about charm tables is that a restricted RNG system like this prevents everyone from having the chance to get the same talismans - so there may be a number of awesome sets that some players have later in the game that simply are not possible for other players to make. However, the good news is that there are fairly well-established RNG manipulation methods allowing players to take advantage of charm tables to have a somewhat easier time of getting the exact charms they want (charm sniping) - provided that a given talisman is actually on their charm table. These methods can be easily found by checking out some Monster Hunter forums or using a search engine. Similarly, there is also an RNG manipulation method that allows players to effectively choose the charm table that is assigned to their character. I will not go into detail on this method since it is also easily found with a simple search and there are several FAQs and stickied forum topics on the matter. That said, I have personally used the RNG manipulation method for assigning charm tables on two characters in my game - and both attempts were successful the first time as the common method is relatively easy to execute. Of the various charm tables in MH3U, there are basically 2 tables that are relatively ideal for GS users in terms of obtainable talismans: Table 6 and Table 10. In general, Table 6 is arguably the slightly better table for hunters who intend to mainly use the GS and don't mind working with more specialized talismans and in some cases settling for more "traditional" skillsets. Meanwhile, Table 10 tends to be the slightly better general-purpose table for hunters who intend to regularly use other weapons as well as the GS or players who prefer to have plenty of options for making somewhat more "creative" skillsets even if those skillsets are sometimes sub-optimal. Personally, my main GS-only character is on Table 6, and my alt character is on Table 10. /Table 6/ Table 6 is the main table that I would recommend to GS specialists. It contains plenty of great talismans for Blademasters in general as well as ones with skill groups particularly well-suited to GS users such as Handicraft, Crit Draw, Sheathing, and Fast Charge as well as more niche skill groups like Fury, Edgemaster, and Punishing Draw. Table 6 talismans also tend to have good value in terms of skills and decoration slots, somewhat adding to their versatility. However, compared to talismans that may be obtained on other tables, Table 6 may seem somewhat lacking in good combination charms with two skill groups. /Table 10/ Table 10 is a somewhat more general-purpose charm table than Table 6. There is a lot of overlap between Table 6 and 10 in terms of skill groups and to a
lesser extent decoration slots. In fact, even though I recommend that GS
specialists choose Table 6, really they aren't missing out on much with Table
10. Table 10 also tends to have slightly better combination talismans featuring
two good skill groups, although it lacks some of the more exceptional charms
that Table 6 is commonly known for. Overall it is a great table for players who
want to have good charms for the GS as well as other weapons.
*General Character Progression*
There are several significantly different ways to progress through MH3U.
Because the game requires a lot of time investment just to master one weapon,
it is generally a good idea for players to decide early on whether they want to
specialize in one weapon class or take the time to progress through the game
while learning several different weapons. Another major decision is whether to
focus on weapon or armor progression - as attempting to make most weapons even
in a single class and most of the good armors throughout the game can stretch a
hunter very thin. Similarly, how and when a player chooses to hunt in the
village or in the port (and solo or multiplayer) can also make a major
difference in the overall experience and their general progression.
At the risk of oversimplifying things, I recommend players using the GS as
their main or a relatively regular weapon of choice decide early on how they
might choose to progress based on one of the following three styles:
/GS Specialist Blitz/
The goal with the GS Specialist Blitz is to rapidly progress through low-rank
and high-rank. Since most of the early and mid-game armors and skill options
are outclassed by G-rank content, the main idea here is for hunters to take a
minimalist approach to armor and overall quest progression and focus primarily
on weapon progress by expanding and upgrading their GS options diligently. With
this style of progression, hunters will typically settle for armors that are
relatively easy to make and at least have one or two decent skills, but
otherwise put more effort into ensuring that they have optimal weapons for
every situation at a given point in the game rather than relying on armor to
get them through various challenges. In other words, there is a major emphasis
on combat technique and very little farming or repetition of quests beyond what
is needed to keep primary weapons fully upgraded at any given point in the
game.
Note that blitzing through low-rank and high-rank is probably not the best idea
for hunters who are not very familiar with the GS. Unless a player is familiar
with the GS and most of the monsters from previous games and can quickly learn
the patterns of new monsters, taking the time to practice with the GS before
reaching G-rank is vital. On a related note, however, blitzing the game with a
GS-only character can be a fun challenge for hunters who care about their
combat technique above all else or simply want to specialize in using the GS.
/Balanced Hunting/
The goal with progression that falls under the Balanced Hunting style is to
spend roughly even amounts of time making progress in the game and practicing
against various monsters while farming a wider variety of armor and weapons.
Taking the time to farm materials and enjoy low-rank and high-rank quests is
also particularly useful for hunters who use multiple weapon classes or simply
want the extra practice that comes from repeating quests. This also makes it
easier for hunters to work out which weapons and strategies work best for them
in various circumstances. Likewise, the Balanced Hunting approach is good for
hunters who like to use weapon classes and tactics that involve greater
emphasis on status afflictions and elemental attributes and prefer to use the
GS primarily for its raw damage potential in select situations.
This type of progression is probably the most efficient approach for players
who do not intend to specialize in the GS or wind up struggling to get by with
just the GS in the early parts of the game. Progressing in this manner
typically allows a player to gain a decent amount of experience hunting without
getting carried away and winding up with a bunch of neglected weapons and
outclassed armors by the time they reach G-rank.
/General Adventuring/
For hunters who intend to take their time with the game, savor every quest, and
collect a wide range of armors and weapons from very early on, General
Adventuring can work fine. The main emphasis in this style of progression is
gaining overall experience with a variety of weapons and armors. The GS can
still be a good main weapon, but if a player is going to spend a lot of time
farming materials in low-rank and high-rank, they might as well try using
different weapons and see if they can optimize their own gameplay. Meanwhile,
taking the time to do every quest and repeatedly farm various monsters will
help ensure that a hunter has plenty of experience by the time they reach G-
Rank.
*Recommended Quest Progression*
For hunters who intend to go through the game in a manner consistent with the
GS Specialist Blitz progression, the main goal is to focus on primarily
completing key quests (and urgents of course) and moving on as quickly as
possible. Beyond that, forging new GS options and upgrading weapons are top
priorities - and pretty much the only reason a hunter blitzing the game should
take time to farm or do quests that are not required key quests. Players who
simply want to get through the early and mid-game as fast as they can will
probably want to start out mainly with Port (Guild) quests, get to G-Rank, and
then mill through the Village quests as needed. However, I personally recommend
that players start in the Village and wait until they have more or less
finished blitzing the Village key quests before finally taking on quests in the
Port. While this may take a little longer than blitzing the Port and revisiting
the Village with overpowered gear, it is still a relatively quick way to
progress through the game and it allows players to pick up a little more
experience than they would just sticking with the Port fast-track to G-Rank.
For the Balanced Hunting approach, it is probably a good idea for players to
plan ahead and get an idea of the quests they need to do to get the armor,
weapons, and overall progression they want. It helps to work out a relatively
even mix of key quests and optional quests and avoid skipping any monsters so
that there are few real surprises in G-Rank. It can also be useful to work on
Village and Port quests evenly to truly balance progress in the game, although
hunters who still prefer to get through the early parts of the game may be
better off simply focusing on the Port quests and using the Village key quests
as later supplements to round out their experience.
Of course, there are plenty of quests available and a wide range of uses for
the various materials obtained throughout various hunts. Players who have a
large amount of time to invest in the game or just want to make the most of
their progression and focus on gaining experience can simply adopt a
completionist approach to the game and enjoy General Adventuring. It is also
worth noting that unlocking the final two Village quests requires completion of
all Village quests, so hunters who want to take on every quest with level-
appropriate gear may do well to take their time, attempt as many quests as they
have available, and farm for materials to make everything they want as they go
through the game normally. Players who really want to progress through the game
exhaustively will probably get the most out of the armors and weapons they make
if they choose to go through each section of the game in the Village and in the
Port evenly. This type of quest progression also helps to make the low-rank
armors seem somewhat less worthless.
*Recommended Weapon Progression*
Hunters who choose to use other weapon classes in addition to their GS options
may benefit from focusing primarily on GS paths that tend to have higher raw
and more decoration slots. While there are plenty of decent elemental GS
options throughout MH3U, there are other weapon classes that tend to be
somewhat more reliable for exploiting elemental weaknesses and applying status
afflictions. For players who intend to use other weapons to supplement their GS
arsenal, I personally recommend the LS, although the SA, Hammer, and Bow can
also be good choices to round out a hunter's combat options.
It is typically a good idea to choose the intended progression for a weapon
early on, especially since there are numerous alternate lines and branching
upgrade paths in MH3U. That is, check out a weapon tree and pick some endgame
weapons to upgrade toward, using that destination and the materials required
for various upgrades along the way as a quest and character progression guide.
In general, players can choose to follow a minimalist, efficient, or specialist
GS progression when forging and upgrading weapons.
/Minimalist GS Progression/
For players who prefer to just have a good GS to use when they want to use one,
there are a few GS paths that are good enough throughout the game to allow for
a more minimalist approach of sticking to 1-3 GS paths without being too
underpowered.
For the absolute minimalist who does not mind having an underpowered GS
occasionally or intends to use other weapons between upgrades, the best option
is probably to start with the Bone Blade and continue along aiming for either
the Myxo Demolisher or Rathalos Gleamsword as the final upgrade. In other
words, follow the upgrade path from Bone Blade -> Bone Blade+ -> Jawblade ->
Giant Jawblade -> Red Wing, then after making Red Wing decide on whether to
branch out and upgrade into either the Dios Blade or the Rathalos Firesword.
The Brachydios path is arguably slightly better for minimalists who only want a
few GS options to use. Alternatively, the path from Bone Blade to Pale Kaiser
is also an excellent option for minimalists.
That progression should last fairly well through low-rank and high-rank.
However, even a person going for minimalist progression may benefit from
forging the Berserker Sword at the end of high-rank. After reaching G-rank,
Blade of Tartarus is incredibly easy to make, especially since the Golem Blade
can be forged from scratch instead of having to upgrade all the way from a Bone
Blade. Beyond that, the true minimalist who does not intend to specialize in
using a GS can focus on making Nero's Anguish - which is such an excellent
general-purpose GS option that a hunter can pretty much leave it at that if
they are not concerned about expanding their options.
/Efficient GS Progression/
If players do not intend to invest that much in the GS or simply prefer to have
a balanced variety of weapons and armors, choosing 3-5 GS paths to work on can
suffice for more efficient overall progression.
In general terms, starting with 2 Bone Blades and aiming for the Plesioth
Aquablade and the Rathalos Gleamsword, Myxo Demolisher, or Pale Kaiser and
starting with 1 Iron Sword and aiming for Lagia Fulmination or Stygian Acedia
will yield a fairly efficient weapon progression. These paths are good enough
for a hunter to get through the majority of low-rank and high-rank quests
without having a terribly sub-optimal GS. However, it should be noted that the
Iron Blade paths become somewhat high-maintenance and underpowered by the end
of high-rank and in early G-rank. At those points in the game, it is a good
idea to forge a Berserker Blade to start the Deviljho path at the end of high-
rank and make Blade of Tartarus early in G-rank until weapons such as Cera
Cymmetry and Nero's Anguish can be made.
/Specialist GS Progression/
Hunters who choose to exclusively use the GS or otherwise make a GS their main
weapon would do well to work on expanding their options even if they intend to
blitz through the earlier parts of the game. For players who care about high
utility and damage optimization, it can be useful to choose at least 5 GS paths
to work on.
Specialist progression is similar to efficient progression at the start; the
goal is to maintain several upgrade paths that allow a hunter to have a
relatively optimal GS selection at any given point in the game. However, the
key difference is that the GS specialist ultimately prioritizes damage
optimization over efficiency and is willing to make redundant weapons when
planning ahead for future branched upgrades as well as invest the time and
materials needed to forge or upgrade GS options that may be short-lived in
terms of their actual use even if they are particularly good at the time.
In addition to following efficient paths as part of an overall specialist
progression, it is worth checking new forge and upgrade options at every point
in the game and making weapons that are useful as soon as possible. For
example, Vulcanis and Frozen Speartuna can be good GS options if they are
forged immediately when they become available even though their upgrades are
generally terrible in the grand scheme of things and their usefulness runs out
quickly if a hunter is blitzing through the game. Moreover, even though their
paths overlap and create redundancies, a GS specialist would do well to forge
multiple Bone Blades from the beginning and work toward ultimately creating
Rathalos Gleamsword, Myxo Demolisher, and Pale Kaiser instead of merely
choosing one of those paths for the sake of efficiency.
Beyond that, a hunter who intends to specialize in using the GS from the start
may benefit from looking at the in-depth weapon analysis and comparisons of
endgame GS options located in this guide to get an idea of what to ultimately
make. From there, since progression efficiency is not the highest priority, it
is a relatively simple matter of working backwards and keeping weapons upgraded
throughout the game. I have also included an example based on my own weapon
progression using my GS-only character, although it should be noted that I also
blitzed through most of the game with that character, so there is still a
little more emphasis on efficiency than there would be if I intended to take my
time in low-rank and high-rank.
/Example GS Progression Log/
The following is a log of my own GS progression for my GS-only character in
MH3U. In a sense, this log can also serve as a quest and character progression
guide since obtaining the materials necessary for these weapons throughout the
game was one of the main priorities that influenced the quests I chose to
attempt while blitzing the game (other than key quest and urgent classification
of course). At the very least, it may serve as a good template for hunters to
look to and try editing to suit their own plans if they intend to plan out an
optimal progression for their game.
Note that in this log [square brackets] around a GS name indicate that it is
forged from scratch, and asterisks* indicate that the given GS was my main
weapon of choice (occasionally alternating with other GS options but primarily
using the marked one) around the time it was made. A basic arrow -> indicates
upgrade progression.
1: [Iron Sword]
2: [Bone Blade] -> Bone Blade+*
3: [Bone Blade] -> Bone Blade+ -> Ludroth Bone Sword*
4: Iron Sword -> Iron Sword+
5: [Bone Blade] -> Bone Blade+ -> Jawblade
6: Iron Sword+ -> Buster Sword -> Rugged Great Sword*
7: [Vulcanis]*
8: Ludroth Bone Sword -> Cataclysm Sword
9: Rugged Great Sword -> Chieftain's GS -> Lagiacrus Blade*
10: [Frozen Speartuna]*
11: Jawblade -> Giant Jawblade -> Red Wing*
12: [Bone Blade] -> Bone Blade+ -> Jawblade -> Giant Jawblade -> Red Wing
13: Cataclysm Sword -> Cataclysm Blade -> Finblade*
14: Red Wing -> Dios Blade*
15: Red Wing -> Rathalos Firesword -> Rathalos Flamesword*
16: Rathalos Flamesword -> Blue Wing*
17: Dios Blade -> Dios Blade+
18: [Berserker Sword]*
19: [Golem Blade] -> Blade of Talos -> Blade of Tartarus*
20: [Usurper's Storm]
21: [Double Diablos] -> Cera Cigil -> Cera Cymmetry*
22: Lagiacrus Blade -> Lagiacrus Blade+
23: Usurper's Storm -> Despot's Blackstorm -> Oppressor's Forger
24: Finblade -> Plesioth Watercutter
25: Blue Wing -> Rathalos Glinsword
26: Dios Blade+ -> Demolition Sword
27: Plesioth Watercutter -> Plesioth Aquablade
28: Bone Blade+ -> Jawblade -> Giant Jawblade -> Valkyrie Blade -> Siegmund ->
Auberon -> Pale Kaiser
29: Berserker Sword -> Anguish -> Nero's Anguish
After getting Nero's Anguish, I stopped taking notes on my progression.
However, beyond that point in the game, I turned my focus to investing
materials in armors. I vaguely remember my next major upgrade being Oppressor's
Forger -> Brimstren Drakepride -> Stygian Acedia, but beyond that, most of the
later weapon progression is a blur since I was working on so many other paths.
Overall, this progression worked out pretty well for me in my GS-only blitz.
Moreover, throughout most of the game I used the best GS available (as long as
it was not too impractical to make for the time I would spend using it), so
this example should be a good general guideline for GS specialists who do not
want to miss out on the optimal weapon choices. Of course, this is not the most
optimal progression even for a specialist who does not mind working on multiple
weapons as there were several points throughout the game when I let some
weapons lag behind for the sake of blitzing ahead and a few weapons that I did
not even bother to fully upgrade as soon as possible.
For players who might follow this progression, here are a few points to take
note of:
The Bone Blade forged and upgraded to Bone Blade+ in step 2 is sort of
neglected in the example progression because there are so many good branches in
the bone blade path that I wanted to have one in reserve (so to speak). That is
the reason why a new Bone Blade was forged from scratch to upgrade into the
Ludroth Bone Sword in step 3. In my case, the "left behind" Bone Blade+ was
eventually upgraded all the way to Pale Kaiser - which is actually an excellent
path to follow throughout the game. However, some players may prefer to skip
that other Bone Blade or keep it upgraded to the maximum level possible as they
go if they do not want to have a completely redundant "extra" GS lying around.
For example, the Bone Blade+ from step 2 could be used to go down the Jawblade
path in step 5 instead of creating a Bone Blade from scratch at that stage or
similarly it could be used for step 12 to create a second Red Wing (which is
upgraded into the Dios Blade in step 14) while the other Red Wing is upgraded
along the Rathalos path.
Another major point to note is that steps 17, 20, and 22-26 inclusive do not
result in weapons that were actually used for hunts at those points in the
game. That said, hunters who really want to blitz even G-Rank as quickly as
possible without even taking some time to work on weapons they might want to
use later can consider those 7 steps "skippable." In my case, by the time I
reached my final urgent I decided to slow down the blitz and work on upgrading
some weapons and gathering materials for armors, although that decision did not
last long enough for me to make Stygian Acedia, Myxo Demolisher, or expand my
elemental options at the time. That said, I still recommend that players make
Plesioth Aquablade and Pale Kaiser for the slots and elemental attributes,
although to some extent those (and steps 27 and 28) can also be considered
"skippable" if players are in a rush to get through G-Rank.
Another minor point about the example progression is that the Rathalos
Flamesword upgrade in step 15 only has a sliver of blue sharpness and is only a
little stronger than the Dios Blade. Thus, some players may prefer to keep
using the Dios Blade until they can make Blue Wing or even Dios Blade+. On a
related note, I got lucky and was able to easily make the (second) Red Wing in
step 12 without having to go out of my way to spend a lot of time farming.
However, players who do not intend to follow both the Brachydios and Rathalos
GS paths or hunters who want to leave the farming for later may be better off
skipping step 12 or delaying it until obtaining the Dios Blade in step 14 -
which in turn makes farming much easier.
The following is an overview of how each weapon in the example progression was
upgraded at various points in the game (steps are in parentheses):
Iron Sword* (1) -> Iron Sword+ (4) -> Buster Sword (6) -> Rugged Great Sword*
(6) -> Chieftain's Great Sword (9) -> Lagiacrus Blade* (9) -> Lagiacrus Blade+
(22)
Bone Blade (2) -> Bone Blade+* (2) -> Jawblade (28) -> Giant Jawblade (28) ->
Valkyrie Blade (28) -> Siegmund (28) -> Auberon (28) -> Pale Kaiser (28)
Bone Blade (3) -> Bone Blade+ (3) -> Ludroth Bone Sword* (3) -> Cataclysm Sword
(8) -> Cataclysm Blade (13) -> Finblade* (13) -> Plesioth Wattercutter (24) ->
Plesioth Aquablade (27)
Bone Blade (5) -> Bone Blade+ (5) -> Jawblade (5) -> Giant Jawblade (11) -> Red
Wing* (11) -> Rathalos Firesword (15) -> Rathalos Flamesword* (15) -> Blue
Wing* (16) -> Rathalos Glinsword (25)
Vulcanis* (7)
Frozen Speartuna* (10)
Bone Blade (12) -> Bone Blade+ (12) -> Jawblade (12) -> Giant Jawblade (12) ->
Red Wing (12) -> Dios Blade * (14) -> Dios Blade+ (17) -> Demolition Sword (26)
Berserker Sword* (18) -> Anguish (29) -> Nero's Anguish (29)
Golem Blade (19) -> Blade of Talos (19) -> Blade of Tartarus* (19)
Usurper's Storm (20) -> Despot's Blackstorm (23) -> Oppressor's Forger (23)
Double Diablos (21) -> Cera Cigil (21) -> Cera Cymmetry* (21)
*Recommended Armor Progression*
There is little that needs to be said for early and mid-game armor progression.
In general, the defense and elemental resistances of armor are of little
significance as long as they are not so low that a hunter is constantly karting
because of them. However, one thing that is particularly important to pay
attention to throughout the entire game is the number of decoration slots on
each piece of equipment (including talismans). Beyond that, the armor skills
available in Low-Rank and High-Rank are fairly straightforward and simplistic.
Personally, I recommend trying to be efficient and highly selective about the
LR and HR armor one makes - even if the goal is not to be minimalistic or blitz
the game. Most if not all LR armors are significantly outclassed by HR armors,
and the same pretty much goes for G-Rank.
To put things into perspective, the following was my GS-only character's armor
progression through LR and HR in MH3U:
Leather
Barroth
Lagiacrus
Rhenoplos S (alternating with Lagiacrus when I didn't care about the defense)
Diablos S (gemmed with Quick Sheathe)
That is it. However, players who are not confident fighting Diablos may want to
forge something between Rhenoplos S and Diablos S. Although, on that note,
players who are not confident fighting Diablos would do well to hunt them until
they are confident - especially GS users.
Beyond considerations of specific or full armor sets, it is important for
hunters to be mindful of talismans. It is not a particularly major issue in LR,
but in HR and G-Rank, it is beneficial to make a point of mining or otherwise
farming charms at each level to get some of the best skills available as soon
as possible. For hunters specializing in the GS, I would recommend trying to
get at least one good talisman with Crit Draw or Handicraft points and at least
one good talisman with Sheathing or Fastcharge points as soon as possible.
Every hunter would also do well to farm charms until they recover a talisman
with 3 decoration slots. On my GS-only character in MH3U, I was lucky enough to
get a decent Crit Draw talisman and a great Sheathing talisman fairly early on,
so I did not spend much time farming charms until very late in the game.
As for G-Rank armor progression, it is worth taking the time to farm Goldbeard
Ceadeus for the Helios/Selene Z equipment at least. Of course, the full
Helios/Selene Z set has the negative skill Blunt Edge, so most hunters begin G-
Rank with a "fixed" version of the set. Personally, I used Vangis Coil (High
Rank Deviljho equipment) in the otherwise-full Helios Z set to turn it into a
basic GS loadout, although that was partly an aesthetic choice. Other hunters
may prefer to replace the mail of the base Helios/Selene Z set with Wroggi X
Mail or replace the coil with Helios/Selene Coil X. Any of these configurations
will allow a hunter to get at least the core skills [S+1, HGE] without the
negative while leaving enough slots free to potentially add another skill in,
especially with a good talisman.
As for more specific progression from G-Rank onwards, I recommend starting
simple with mixed sets that feature the basic "essential" GS skills from the
beginning. As hunters continue through G-Rank, they should be able to expand
from there, sometimes only changing a few parts and modifying a handful of gems
in their configurations to "improve" or change their set's design. In general,
hunters would do well to make at least one loadout that they consider a "solo
set," one loadout that they consider a "normal multiplayer set," and one
loadout that they consider a "high power" set (e.g. for lockdown situations,
Hypermode runs, and other such conditions). Similarly, it is a good idea to
have at least one set with a high-metavalue anti-disruption skill such as HGE
or Rock Steady. Moreover, while Focus and Quick Sheathe are both great skills
on their own, I highly recommend the combination of the two for a "Speed Demon
set" - which can be incredibly useful for accelerating your GS combat when a
hunter can get away with hunting without an anti-disruption skill that they
will (probably) have to sacrifice in order to make such a loadout. I would also
encourage hunters who can make a decent Punishing Draw set to do so.
My own armor progression - or rather skillset priorities - in most of G-Rank
for my GS-only character were as follows:
[CE+2, Focus, TremorRes, QS] (From HR)
[S+1, HGE, Water Atk+1]
[S+1, HGE, Water Atk+1, Focus]
[S+1, HGE, Water Atk+1, CD]
[S+1, HGE, CD, QS]
[S+1, CD, Focus, Earplugs]
[S+1, CD, QS, Focus]
[S+1, CD, QS, Rock Steady]
[S+1, CD, Focus, Rock Steady]
[S+1, CD, QS, PD]
[S+1, CD, QS, PD, TremorRes]
[S+1, CD, A+2, TremorRes]
[S+1, CD, HGE, Fortify]
[S+1, CD, Rock Steady, Fortify]
[S+1, CD, Focus, Fortify]
[S+1, CD, QS, Earplugs, Fortify]
Once I had loadouts with those fundamental skillsets constructed, I worked on
refining them to make loadouts that required the fewest decoration slots on a
weapon so that I would have greater freedom in my choice of GS. Then I started
drafting a to-do list for more experimental and niche sets - such as loadouts
using Honed Blade or Wrath Awoken or skillsets incorporating something like
Peak Performance or Weakness Exploit. It is also fun to make a few sets without
Sharpness+1 specifically for weapons with innate purple sharpness and also
consider making affinity-specialist sets using Critical Eye instead of Critical
Draw. However, the sets a hunter chooses to make and use are ultimately up to
them. The skillsets I have listed above were effective enough for my purposes
throughout G-Rank, during endgame, and beyond - even though there are plenty of
other interesting sets to make.
I will not list all of the loadouts I use in MH3U - partly because it is
generally better for hunters to figure out the best sets they can make with
what they have, especially when the loadouts of other hunters almost inevitably
incorporate some obscure talisman or otherwise prove impractical if not
impossible to construct. I also change my sets around a lot and try to refine
them as I go, so the notes I keep on the loadouts I make often fall behind what
I am actually using in the game. However, for the sake of giving a general idea
of some of the loadouts I have used at some point to good effect, I will list a
few examples:
/GS Traditionalist/
[S+1, HGE, CD, QS]
1-slot Weapon (Draw Jewel 1)
Diablos Helm X (Draw Jewel 2)
Diablos Mail X (Earplug Jewel 1)
Helios Vambraces Z (Draw Jewel 1)
Helios Coil Z (Earplug Jewel 3)
Helios Greaves X (Earplug Jewel 1)
King Talisman: +6 Sheathing; 1-slot (Sheath Jewel 1)
/Casual Concentration/
[S+1, CD, Earplugs, Focus]
0-slot Weapon
Helios Helm Z (Charger Jewel 3)
Diablos Mail X (Earplug Jewel 1)
Rhenoplos Braces X (Draw Jewel 2)
Helios Coil Z (Charger Jewel 3)
Helios Greaves Z (Earplug Jewel 1)
Legend Talisman: +5 Crit Draw, +1 Loading
/Quick Judgment/
[S+1, CD, QS, PD]
0-slot Weapon
Diablos Helm X (Draw Jewel 2)
Diablos Mail X (Gambit Jewel 1)
Vangis Vambraces X (Gambit Jewel 1, Gambit Jewel 1)
Diablos Coil X
Nibelsnarf Greaves X
King Talisman: +6 Sheathing; 1-slot (Gambit Jewel 1)
/Fudoshin GS/
[S+1, CD, QS, Rock Steady]
0-slot Weapon
Diablos Helm X (Draw Jewel 2)
Diablos Mail X (Steady Jewel 1)
Vangis Vambraces X (Handicraft Jewel 2)
Vangis Coil
Grand Yamato Gusoku (Steady Jewel 3)
King Talisman: +6 Sheathing; 1-slot (Sheath Jewel 1)
/Diabolical Speed/
[S+1, CD, QS, Focus]
0-slot Weapon
Diablos Helm X (Draw Jewel 2)
Diablos Mail X (Charger Jewel 1)
Rhenoplos Braces X (Charger Jewel 1, Charger Jewel 1)
Grand Yamato Koshiate
Uragaan Greaves X
King Talisman: +6 Sheathing; 1-slot (spare slot)
>>>>> 05: Controls, Attacks, & Settings }RTFM{
*Basic Movements*
Toggle Crouch/Stand:
[Press B with the weapon sheathed while stationary]
This is typically not of much practical value, although there are some cases -
especially with the armor skill sneak - that it seems a hunter can avoid
immediate detection by a monster for slightly longer than normal while
crouching and crawling/walking by respectively tilting the movement analog
barely/normally.
Slow Walk (Creep)/Jog:
[Barely Tilt/Push the left analog stick respectively]
Basic movement. Enough said.
Run:
[Hold R while moving with weapon sheathed]
Faster basic movement. Not possible when critically low on stamina or with GS
unsheathed.
Evade:
[Press B while moving in a direction with weapon sheathed]
[Press B and tilt movement in compatible direction with weapon unsheathed]
There is a basic evasion option in the form of a standard forward roll for when
the weapon is sheathed. With the GS unsheathed, the hunter can roll forward, to
their left, or to their right. Evasion can cancel a wide variety of ~idle~
animations including the recovery/reset phases of most GS attacks as well as
help a hunter avoid damage. Note that the actual direction needed to tilt the
analog stick depends on the Orientation setting in the options menu.
Block (Guard):
[Hold R while weapon is unsheathed]
The GS generally should not be used to block, but it can if needed. It can be
brought into a blocking position during just about any ~idle~ time, including
immediately after a roll (sometimes damage can be avoided entirely by holding
the block button while rolling, although this does still leave a window during
the end of the roll and the beginning of the block for damage to get through).
Note that the blocking stance of a GS can be cancelled into a roll or a kick.
Quick Block (Quick Guard, Block Draw, &c.)
[Hold R and press X+A simultaneously]
The GS can be drawn into a blocking position if needed. Other than that, the
Quick Block is practically identical to the regular Block.
Kick/Underwater Tackle
[Press the Start (+) button or kick touchscreen command]
The basic kick attack (or a short rushing tackle underwater) has a few general
uses such as briefly making small enemies flinch, setting off bombs, cancelling
some animations that teammates might occasionally be "trapped" in, or just
doing a pittance of damage for kicks. When the GS is unsheathed, it is possible
to combo into the slap attack and subsequently the smash charge series of
attacks after using a kick. The kick can also be executed from a blocking
position.
Passive Unsheathe (Soft Draw):
[Tap X when standing or crouch/slow walking]
The passive unsheathe is pretty much useless since the GS has a relatively fast
and effective draw attack that can also be unsheathed into the charge stance.
There are almost no situations in which a hunter using a GS would benefit from
unsheathing their weapon without the intention to attack the enemy as soon as
possible.
Sheathe Weapon:
[Tap Y when weapon is unsheathed]
Put the weapon away to move faster and use items. Expect to sheathe/unsheathe a
lot with a GS, especially when using Critical Draw and Punishing Draw skills.
On a minor note, the sheathe action appears to be faster when the hunter is
stationary, although it is possible to walk while sheathing, so in terms of
distance and mobility it might make practically no difference whether a hunter
stops to sheathe their weapon or sheathes as they are moving.
Use Selected Item:
[Tap Y with weapon sheathed]
Pretty much the only reason I included this is to remind hunters that the item
use button and sheathe button are both mapped to Y, so try not to make any
silly mistakes.
*Simple Attacks*
Unsheathe Attack (Draw Attack, Quickdraw, L0, &c.):
[Tap X while moving at least fast enough to jog]
One of the simplest and most effective attack options with a GS. Despite having
relatively slow basic attacks, the GS can be unsheathed into a relatively fast,
powerful, and precise draw attack that can be quickly rolled out of or used to
combo into another attack. The GS can also be drawn into a charge stance by
holding rather than tapping X while moving fast enough to draw the weapon. Note
that due to their similar execution, the Unsheathe Attack, Overhead Attack, and
Charged Attacks are all occasionally referred to using the general term
"Vertical Attacks."
Sideswing (Wideswing, Side Slash, Broad Slash, Horizontal Cut &.):
[Press A while weapon is unsheathed]
The sideswing is a fairly basic circular horizontal slash that is good for
clearing smaller monsters, and it has decent DPS for a combo attack. It is a
simple attack with mediocre DPH in and of itself. However, one of the best
things about the sideswing is that the latter part of the attack effectively
doubles as part of the setup portion of the animation for an overhead (and
potentially charged) attack in that specific combo. This means that as part of
a combo linking a chain of multiple charge attacks together, the sideswing has
a little more practical value and is a somewhat good source of extra DPS for a
weapon class that otherwise benefits very little from combo attacks. Players
should also take note that sideswing attack moves a hunter forward a lot more
than other GS attacks do, and this can be either good or bad depending on the
situation.
Upswing (Reverse Slash, Uppercut, Launch Strike, &c.):
[Press X+A simultaneously while weapon is unsheathed]
The upswing is a relatively bad GS attack. It actually has lower DPH and much
lower DPS than the basic vertical attacks, and it is barely more powerful than
the sideswing. However, it does have a noteworthy strikerange that can often
hit targets that are relatively high and roughly directly above a hunter. The
upswing also has a noteworthy launch effect that works on both enemies and
fellow hunters, making it such a potentially disruptive attack that it should
generally be considered worthless in multiplayer, and to some extent even solo.
There really is little reason to use it beyond what should be extremely
rare/borderline nonexistent cases of repositioning on the fly with its rotation
effect.
Slap:
[Press X after a kick or vertical attack]
This is a combo-only attack that cannot be executed without first either using
the kick attack or completing one of the vertical attacks. The slap is a fairly
unique impact/concussive attack that does a mediocre amount of damage and is
capable of inflicting basic (chip) exhaust/KO damage. It executes with a decent
balance of speed and precision (for a GS combo attack). Of course, the most
noteworthy thing about the slap attack is that it is the only GS attack that
can combo into the smash charge attack series. The slap is often overlooked as
~an attack with inferior DPS compared to the sideswing~, but good GS users
would do well to recognize the situational value of both the sideswing and the
slap.
*Charge Series Attacks*
Before getting to the specific controls and attack descriptions, the following
is a simplified breakdown of the components of the main GS charge attack
sequence:
Setup/Initial Phase (L0)
Level 1 Charge Phase (L1)
Level 2 Charge Phase (L2)
Level 3 Charge Phase (L3)
Overcharge Phase (Over/L2)
Automatic Trigger (Timeout/L2)
The charge sequence of a GS will continue in this progression as long as the X
button is held until finally passing the overcharge phase and eventually timing
out at which point the overcharged attack will be automatically triggered.
Meanwhile, an attack can be executed at any point during the sequence simply by
releasing X. The charge attacks can also be aimed slightly to the left or right
of the hunter upon being triggered. A slightly more powerful smash charge
sequence can be initiated after a slap attack by pressing and holding X. Note
that the smash charge sequence is effectively the same as the regular charge
sequence except that it does not appear to enter an overcharge phase, although
it will still timeout and automatically trigger if delayed too long.
Initiate Regular Charge Sequence (Charge Stance, Charge Position, &c.):
[Press and Hold X]
The charge sequence of a GS can be initiated by holding X which will in turn
cause the hunter to ready the GS in a charge stance. After setting up the
attack, a preliminary charge aura will appear and begin charging up to the
first level and beyond depending on how long the charge sequence is maintained.
From that initial point, the hunter can choose when and how to trigger their
attack until the charge sequence times out. Higher level charges deal much more
damage and multiply both the raw and attribute of the GS, but if a hunter
overcharges the weapon it will drop down to a mid-level charge attack.
Initiate Smash Charge Sequence (Slam Charge, Power Charge, Crouch Charge, &c.):
[Press and Hold X while holding movement analog after a slap attack]
The smash charge attacks deal significantly more damage than the regular charge
attacks, but they also have an extended recovery phase (akin to being stunned)
that cannot be cancelled out of even by using evasion and cannot combo into
another attack. Learn to use them efficiently or else limit them to finishing
moves if in doubt. The smash charge sequence is relatively easy to recognize as
the hunter will draw back and wind up the GS in a unique crouching/kneeling
reverse stance (almost turning their back to the enemy) that is very distinct
from the default charge stance when setting up the attack to initiate the
sequence. Likewise, the executed smash charge attacks involve the hunter
"unwinding" and completely throwing their weight and full force into the
almost-spiraling motion of the GS attack. One might even consider the decisive
brutality and overall style of the attack to be a diabolical technique.
Execute L0 Attack (i.e. Overhead Attack, Draw Attack, &c.):
[Release X during the setup phase or preliminary charge phase]
The L0 is basically just any vertical attack that did not make it through the
preliminary charge phase and to the point where the L1 would have been ready to
trigger. Pretty much any uncharged or insufficiently charged vertical attack
can be referred to as L0. It is worth noting that there are some occasions when
a hunter may benefit from intentionally delaying their attack, so in that sense
L0 does not always mean failure. In fact, I occasionally use L0 as a general
term interchangeable with even the draw attack, so watch out for that...
Execute L1 Attack (i.e. trigger Level 1 Charge Attack):
[Release X after the preliminary charge phase and before the second flash]
The L1 is simple enough to trigger as long as a player does not mistake the
preliminary charge phase as the L1 trigger window. After the initial setup
phase, the charge aura appears and begins charging up to the L1. Releasing the
attack during that preliminary phase will not trigger the L1; it will default
to a much-delayed L0 attack. Make sure to release the charge attack at the end
of preliminary phase to trigger the L1. The charge aura will flash and grow
larger in size as soon as the L1 can be triggered, so newer players are advised
to simply keep an eye out for that until they learn the charge times well
enough to trigger a perfect charge attack without relying on external cues.
Execute L2 Attack (i.e. trigger Level 2 Charge Attack):
[Release X after the trigger window for the L1 charge is complete]
Get ready to release the attack as soon as the charge aura flashes and grows
for the second time.
Execute L3 Attack (i.e. trigger Level 3 Charge Attack):
[Release X after the trigger window for the L2 charge is complete]
Get ready to release the attack as soon as the charge aura flashes and grows
for the third time. At the end of the preceding charge phase, the beginning of
the L3 trigger window is also signaled by a unique blueflare effect flowing
from the normal aura causing it to briefly look like a pillar of blue light. A
successfully triggered L3 attack can also be recognized by the relatively large
dispersal of blue/purple light as the aura bursts, a unique whitespark flash,
and a special sound effect. In other words, it should be pretty easy to tell
when the L3 is triggered.
Execute Overcharge Attack:
[Try to release X when the monster is in range of the attack at least]
Well, at least the GS still does a decent amount of damage even with a botched
or otherwise misjudged charge attack. Be wary of overcharging and try to get
the timing down for the L3. Also, Focus does effectively increase the chance of
overcharging slightly, so if a hunter finds their GS overcharging frequently
while using Focus, it may be that they really do not need that particular skill
under the circumstances. The overcharge phase at the end of the charge sequence
is easily recognized as the charging sound will tone down slightly and the aura
will dim and shrink immediately upon reaching the overcharge threshold - at
which point it is no longer possible to trigger the L3 in that charge sequence.
If the charge is still held, the overcharge will eventually timeout and
automatically trigger the attack, executing the equivalent of the L2 charge
attack.
Smash Charges:
[See controls for regular charge sequence initiation and attack execution]
By all indications, the smash charge sequences and attack execution are
effectively the same as the regular ones with respect to progression, controls,
and timing. The smash charge attacks are of course slightly different, but
nearly everything up to that point can generally be considered the same. Beyond
that, it should be noted that functionally, the Smash Charge Sequence cannot be
initiated as a Draw Charge since the slap is the only move that can initiate a
Smash Charge Sequence. However, the slap itself can combo into either the
Regular or Smash Charge Sequence.
Draw Charges:
[See controls for regular charge sequences and draw attack mechanics]
To reiterate, the GS can be unsheathed (drawn) into a charge stance that is
effectively equivalent to initiating the regular charge sequence in terms of
progression and controls for attack execution, except that the sequence sets up
and begins from the weapon's sheathed state. This mechanic in particular allows
GS users to benefit from the Critical Draw skill immensely. Meanwhile, terms
like "Draw L3" or "Unsheathe Charge Attack" refer to this technique. Just to
make it clear - the GS cannot be charged while it is sheathed, and GS charge
levels cannot be saved or otherwise stored in either the sheathed or unsheathed
states. The charge sequences of a GS are finite progressions that always start
at the uncharged L0 stage and release their entire charge when triggered. I
have been asked about these points a few times over the course of writing this
guide and playing MH in general, so newcomers need not feel too embarrassed if
they were under the impression that the various charge attacks themselves could
be immediately executed as draw attacks.
*Other Control Notes*
Combos & Cancels:
[Input compatible command before an executed attack resets to neutral]
Note that the smash charge attacks cannot combo into anything, so they are
exceptions that are not included as vertical attacks that other attacks can
combo from. Likewise, the smash charge sequence can only combo from the slap
attack, so it is an exception that is not included as a vertical attack that
other attacks can combo into. On a similar note, the kick is a relatively
stand-alone attack that can only combo into a slap and from a block, so it
generally does not count as an attack for the following.
The sideswing can combo into an upswing or vertical attack.
The sideswing can combo from a slap, upswing, or vertical attack.
The upswing can combo into a sideswing or vertical attack.
The upswing can combo from a slap, sideswing, or vertical attack.
The vertical attacks can combo into anything except a vertical attack.
The vertical attacks can combo from anything except a vertical attack.
The slap attack can combo into any GS attack except for another slap.
The slap attack can combo from a vertical attack.
The regular charge attack can combo from anything except a vertical attack.
The regular charge sequence can combo into anything except a vertical attack.
The block can combo into a kick or roll.
The roll can pseudo-combo into a block.
Any attack can combo into a roll except the smash charge attacks and kick.
Rotate Stance / Angle Attack:
[Tilt the movement analog in appropriate direction during compatible attack]
The hunter's stance can be slightly rotated mid-combo to effectively change
their line of attack and gradually turn around while remaining in roughly the
same place. In particular-
The Sideswing can be used to rotate the hunter's position anticlockwise.
The Upswing can be used to rotate the hunter's position clockwise.
The Overhead can be used to rotate the hunter's position anticlockwise.
The Charge Attacks can be used to rotate the hunter's position either
direction.
Note that the actual direction a player needs to move the analog stick to
achieve angled attacks and mid-combo rotation corresponds to their Orientation
setting in the Options menu.
*Game Options*
Note that these settings refer to the Wii U version of MH3U, so there may be
some minor differences or general gameplay biases in the following discussion
and recommendations.
/Options Page 1/
Music Volume:
MH3U has a pretty good soundtrack, but I usually have this set to Min to avoid
missing out on sound effects that might go unnoticed or otherwise get drowned
out by the music. Similarly, it is fairly important to be able to adjust one's
pace and play to one's own tempo - so to speak - when using a GS, so the
shifting soundtrack of MH may not be the best thing for a hunter who needs to
focus. Some of those themes are pretty good though...
SFX Volume:
Max. Unless a player wants to do challenge rounds with sound effects off, there
is generally little reason to turn the SFX down, especially since they are
often of critical importance to optimal gameplay in MH. GS users would also do
well to learn the timing of their charge attacks by the sound as well as the
visual cues.
HUD:
I have the HUD turned off in the settings. Note that this does not turn it off
completely - it just hides it like the item scrollbar such that the HUD is only
visible when the L button is held down to display the item scrollbar and the
rest of the HUD. Also note that the Map is considered separate from the HUD.
All of that said, I usually have my touchscreen panels configured to include
the mini-HUD/player status component, so this setting is generally irrelevant
with that setup.
Map:
My main panel set for the touchscreen includes the map, so like the HUD, the
actual setting in the options is somewhat irrelevant with my setup. In the case
of the Map, I do not really have a recommendation either way. It can be
somewhat annoying to play with no map whatsoever, especially when tracking
monsters - and even more so in multiplayer when there is a chance of another
hunter leading a monster to attack hunters just entering the room. However,
players who are highly familiar with the landscape of MH probably will not have
too much trouble without the map on, and it certainly is nice to have both the
main screen and touchscreen completely free.
Camera Angle:
This is just the initial camera angle. It really is just a matter of preference
and it is something that can be changed easily, but for the record, I have it
set at Type 3.
Camera Controls:
Flip Y. I'll leave it at that.
Scope Controls:
Unimportant in this guide.
/Options Page 2/
Quick Aim Controls:
Unimportant in this guide.
Quick Aim Camera:
Unimportant in this guide.
Orientation:
This is actually an important setting to pay attention to as it significantly
influences the controls for directional commands like evasion and angled
attacks.
The Type 1 Orientation setting is basically the ~hunter's perspective~ control
layout: the left and right directions of the movement analog stick correspond
to movements respectively to the left and right directions of the hunter and so
on. For example, with Type 1 Orientation, if the hunter is facing the camera,
holding the analog stick left while evading will cause the hunter to roll to
their left - i.e. the right side of the screen from the player's perspective.
Likewise, the Type 1 Orientation setting will result in the hunter rolling to
"their" left or right up and down on the screen from the player's perspective
when the analog stick is tilted in the left or right directions if the hunter
is side-on.
The Type 2 Orientation setting is basically the ~player's perspective~ control
layout: the directions of the movement analog stick correspond directly to
movement on the screen from the camera's view. For example, with Type 2
orientation, if a player wants the hunter to roll toward the upper part of the
screen, they hold up to roll in that direction (assuming it is possible to do
so) regardless of which direction the hunter is facing.
As for recommendations, I slightly prefer Type 2 in MH3U because I feel that it
simplifies overall navigation relative to the environment. Movement with the
Type 2 orientation is reliable regardless of how the hunter is facing relative
to the camera, whereas Type 1 can be problematic in my experience during hectic
moments in the game when the hunter is displaced, difficult to see, or
otherwise disoriented relative to the camera. I also find Type 2 to have
slightly better synergy with GS gameplay in general since effective GS combat
often requires a player to look at the bigger picture and keep track of
multiple things in the environment without getting fixated on their hunter
except during those brief decisive moments when it is necessary to precisely
control exactly what the hunter is doing. All of that said, oddly enough I
prefer Type 1 controls for angling attacks and rotating the hunter, but
unfortunately those controls are bound together with evasion directionality and
overall orientation and cannot be adjusted independently in MH3U.
Kick Panel Settings:
Kick.
Target Cam:
I always left this at Type 1. Type 2 seemed like it would get annoying.
Evade Camera:
I have my Evade Camera set to Type 1 so that it automatically rotates as needed
when evading, although since I also have the Orientation set to Type 2, I do
not have to worry about misjudging directionality if the camera does get
"thrown off" by evasion. While it may seem backward, I find this combination
slightly more reliable in practice than matching Orientation/Evade Camera
Settings.
ZL/ZR Buttons:
These settings just map generally redundant functions to the ZL/ZR buttons.
This option is largely a matter of personal taste, and many hunters may not
even bother with it. Personally, I have mine set to Type 4 which maps ZR and ZL
to the up and down D-pad directions respectively for a very specific reason: it
makes underwater combat slightly less terrible in my experience and simplifies
minor adjustments to the angle of attack for a GS when things might otherwise
be troublesome to judge underwater while managing the camera with one of the
other options.
/Options Page 3/
Meh. These are all basically just how a player is actually going to use their
machine to play the game - and the usual failsafe ~reset to default settings~
option.
*Touchscreen Panels and Miscellaneous Settings*
I am not going to go into great detail on the game's other technical settings.
Most of that really is in the territory of personal preference or whatever
works best for a player. As previously stated, I like to keep my main screen
relatively free of the HUD and Map, so most of my touchscreen panels are
devoted to that. That is about all there is to it.
>>>>> 06: Damage Theory & General Basics }BASI{
Note that this is not intended to be a "full" guide to in-depth damage for MH3U
in general. At the time of writing this, from the testing and evaluations I
have done in MH3U and the official information and values that are available
for MH3U, the damage formula of MHP3rd seems to yield the most accurate and
useful results. That said, most of the damage theory in this section will
highlight values specific to MH3U and GS-specific considerations primarily
based on the objective values in MH3U, but occasionally using the damage
formula from MHP3rd for some of the more specific and technical evaluations.
Some basic concepts will be covered, but mainly only as they pertain to the GS.
*Weapon Properties*
/Sharpness/
The sharpness of a weapon plays a significant role in determining its damage
potential. The sharpness icon in the HUD simply indicates the current color of
sharpness. However, there is a full sharpness gauge in the weapon details that
shows the distribution of a weapon's sharpness. The relative size of each color
in the distribution effectively shows how many hits a given color will last
for. Of course, it is good practice to keep a weapon at maximum sharpness, and
with a GS in particular, there is little excuse or need to use it at anything
less than maximum sharpness.
They sharpness progression is Red, Orange, Yellow, Green, Blue, White, Purple
from lowest level to highest. Note that the Sharpness+1 armor skill can upgrade
the sharpness of many weapons to achieve a higher color. There are also many
endgame weapons that can only achieve purple sharpness with the Sharpness+1
armor skill.
Every time an attack connects with a target, the sharpness of the weapon
deteriorates slightly, and bouncing off of a target (when the hitzone is highly
resistant to damage and deflects typical attacks) is particularly bad. Blocking
with a GS also takes a toll on sharpness. When a weapon's sharpness
deteriorates enough, it will drop down to a lower color, and this is
effectively the same thing as a persistent nerf in damage that will continue
until sharpness is fully restored. Meanwhile, the GS weapon class has excellent
sharpness efficiency when used well, so for the most part sharpness
deterioration should not be a major issue for a hunter wielding a GS in most
cases. There are a few high-maintenance options throughout the game that do eat
up quite a few whetstones though.
To some extent, sharpness also determines how successful attacks will be at
"piercing" a monster's defenses. Hitzones which frequently deflect attacks from
a weapon typically have effective sharpness thresholds such that they can only
be attacked without bouncing by weapons of higher colors of sharpness. However,
this generally should not be an issue for GS users because the charge attacks
of a GS practically function like temporary sharpness increases, making it much
easier to pierce resistant hitzones (this can also be thought of as a built-in
Mind's Eye effect). That said, it still should not generally be an issue except
when farming for break rewards since a hunter typically benefits more from
targeting hitzones that are extremely weak, not well-armored or otherwise
damage-resistant.
/Raw (Attack)/
Raw damage is basically the essence of GS damage potential. All GS attacks deal
raw damage of the cut type except for the slap, which deals impact/concussive
damage. Furthermore, monsters are typically weaker to raw damage than elemental
damage of any kind in terms of hitzone modifiers (i.e. natural damage
resistances), so in that respect raw damage can be thought of as a relatively
"universal" form of damage in terms of effectiveness.
Note that the value listed in the weapon details as Attack is just a base raw
value (an an inflated value at that). The damage delivered by an attack is
determined by numerous factors - with the base raw value only being one of
them. As it is, the listed Raw (Attack) value of a weapon is just a rough
indication of its relative overall raw damage potential.
/Attribute/
The attribute of a weapon is divided up into subtypes of elemental, status, or
slime - each with slightly different properties and mechanics.
The elemental attributes are:
Dragon (DR)
Fire (FI)
Water (WA)
Lightning/Thunder (LI)
Ice (IC)
The status attributes are:
Paralysis (PA)
Poison (PO)
Sleep (SL)
There is only one form of Slime (SLM) attribute.
The attribute of a GS is largely a "secondary" feature. Generally speaking, if
a GS has a good attribute value, it is a nice bonus, but for the most part as
long as a GS has relatively high raw and maximum sharpness, attribute is not
quite as important as it may be for other weapon classes. However, elemental
attributes can be fairly useful to get a little more damage in when a monster
has some significant elemental weaknesses. The poison status attribute in
particular is also quite effective against various monsters, although the GS
has an abysmal selection of non-poison status options. Meanwhile, the slime
attribute is a very interesting and unique bonus, and the Brachydios GS line
(i.e. pretty much the only slime option for a GS user) is also pretty good in
general.
/Slots/
Decoration slots on a weapon have absolutely no direct impact on how the weapon
itself functions in combat, and yet the number of slots on a weapon is an
important factor in determining its overall value - especially in the later
parts of the game. Because there are so many skills that can dramatically alter
the damage potential of a weapon and even change how it functions, weapon slots
can be thought of as skill potential that often translates into damage
potential.
Weapons range from having 0 slots to 3 slots. The general trend in weapon
design is that there is usually a trade-off between power and slots. Quite
often, weapons with multiple slots will have relatively mediocre base raw
values while weapons with 0 slots will occasionally be powerhouses or have a
couple of other benefits.
/Innate Affinity/
The affinity of a weapon effectively represents the chance of scoring a
critical hit dealing 1.25 times the raw damage with a given attack. Negative
affinity will also result in a negative critical (or anticrit) dealing 0.75
times the raw damage with a given attack. Several weapons have innate affinity,
which in a sense means that they can deal "natural" criticals (or else have a
"design flaw" so to speak when it is negative innate affinity). The general
trend with innate affinity is that there is a trade-off relative to raw base
value; weapons with decent innate affinity will often suffer slightly lower
base raw values, while some very powerful weapons will occasionally feature
negative innate affinity.
The mechanics of Critical Hits and Affinity are covered in greater detail in
the section on Key Things about Damage in MH3U.
/Miscellaneous/
Beyond considering the individual properties of a weapon, remember to look at
them together as most weapons - especially in the latter half of the game -
cannot be accurately judged by one feature alone.
There are also a few minor features of some weapons that hunters should be
aware of, but do not really deserve detailed write-ups. For example, there are
a few weapons that provide a small defense buff when equipped. Meanwhile, some
weapons are effectively capped at one level of sharpness; even with the
Sharpness+1 skill, they will not exceed their default maximum sharpness color
(they just gain an extended distribution of sharpness at the same level).
Similarly, the sharpness distribution in and of itself is occasionally treated
as a gimmick one way or another. There are a couple of weapons that might seem
to have relatively small distributions of their maximum sharpness color but
effectively make up for it with other features. Likewise, there are a couple of
weapons that seem to have great sharpness distributions, but suffer from a cap
of maximum sharpness or are otherwise mediocre in terms of relative design. On
the flipside, there are even some weapons that appear to have terrible
sharpness but become incredibly powerful and even "skip" multiple sharpness
levels to achieve an even higher maximum with Sharpness+1.
Also note that there are plenty of wicked special effects and animations
associated with several GS options from hidden blades and giant frozen fish to
folding designs and hellfire-esque glowing effects.
*Key Things about Damage in MH3U*
/Inflation Values/
The displayed raw and attribute values for weapons in MH3U are not the "real"
base values. The displayed values for each weapon are typically inflated
according to their weapon class to give a rough idea of the damage output of
weapons in a single value without revealing the attack type modifiers in the
game. The attack type modifiers are the values that are actually (primarily)
responsible for the differences in damage dealt by various attacks and
different weapons.
Even if a player has pretty much no intention of doing damage calculations or
looking at damage theory extensively, everyone should be aware of how inflated
the displayed values are - and in particular remember that the displayed values
(and to some extent even the base values) do NOT accurately represent the
proportion of raw damage and elemental damage in the overall damage output of
an attack.
By all indications, the inflation values in MH3U are (still) 4.8 for the Raw
values of a GS and 10 for the attribute values of weapons.
For example, the armor skill AuL is described as increasing the base raw value
of a weapon by 20 points. 20*4.8 = 96. The weapon stats in-game will appear as
though the raw is increased by 96, even though the actual value used in
calculations is 20. Likewise, a GS such as Altheos Evolutia with a displayed
raw value of 1200 and a displayed elemental attribute value of 580 actually has
a base raw value of 1200/4.8 = 250 base raw and 580/10 = 58 base element.
/Sharpness Modifiers/
The base values of a weapon are multiplied according to the color of sharpness.
This can also be thought of as a level, grade, or degree of effective
sharpness. Either way, the progression of sharpness is Red, Orange, Yellow,
Green, Blue, White, Purple - with weapons dealing the highest damage they are
capable of with respect to sharpness at Purple, and gradually dealing less
damage at lower grades.
The values of the Sharpness Modifiers that multiply damage based on the
sharpness color (or level, grade, &c.) are as follows:
Color - *Raw, *Attribute
Red: 0.50, 0.25
Orange: 0.75, 0.50
Yellow: 1.00, 0.75
Green: 1.05, 1.00
Blue: 1.20, 1.0625
White: 1.32, 1.125
Purple: 1.44, 1.20
For example, assuming equal base raw values, a weapon at purple sharpness has
its potential raw damage multiplied by 1.44 (i.e. increased by 44%) overall,
while a weapon at white sharpness only has its potential raw damage multiplied
by 1.32 (i.e. increased by 32%) overall. In relative terms, a weapon with
purple sharpness is 1.44/1.32 ~ 1.091 (or about 9%) more powerful than with
white sharpness. From these values, hunters can also see one of several factors
that play into the heavy raw damage (i.e. relative to element) of a GS. The
purple sharpness modifier is 1.44 for raw, but only 1.2 for attribute, so just
from the sharpness modifiers alone the raw damage output is increased 1.44/1.2
= 1.2 (or 20% more) than the elemental damage output is at purple sharpness. Of
course, there are other values to consider, but this is also something GS users
should keep in mind.
/Attack Type Modifiers/
By all indications, the attack type modifiers for the GS in MH3U are the same
as - or very close to - the attack type modifiers for mhp3rd. At the very
least, mhp3rd's values (as found on the wiki) seem to be more predictive of GS
performance in MH3U than Tri's values. Thus, the provisional attack type
modifiers for the GS in MH3U are as follows:
Attack Name: Attack Type Modifier (as a decimal multiplier)
Sideswing: 0.36
Upswing: 0.46
Slap: 0.18
Regular Vertical Attacks/L0: 0.48
L1 Attack: 0.65
L2 Attack: 0.80
L3 Attack: 1.00
L0 Smash Attack: 0.52
L1 Smash Attack: 0.72
L2 Smash Attack: 0.90
L3 Smash Attack: 1.20
Remember to account for the special attack modifiers, especially when using
charge attacks.
Note that the KO/Exhaust effect has a value of 21 for the Slap attack. With the
Punishing Draw skill active, the KO/Exhaust effect of all draw attacks is 30.
/Special Attack Modifiers/
Alongside the usual modifiers involved in damage calculations as common parts
of the core formula, the GS weapon class has a few special multipliers.
First, there is a special raw multiplier of 1.05 for CoB hits that effectively
translates into a 5% boost in raw damage when a target is struck with the
middle section of a GS with a basic (uncharged) attack.
Next, there are special multipliers for charge attacks that modify raw and
attribute values and stack alongside the core damage formula. The special
modifiers for raw damage are 1.1 for L1 attacks, 1.2 for L2 attacks, and 1.3
for L3 attacks for both the regular and smash charge sequences. The special
modifiers for the attribute value are 1.2 for L1 attacks, 1.5 for L2 attacks,
and 2.0 for L3 attacks in the regular charge sequence. The special modifiers
for the attribute value in the smash charge sequence are 1.8 for L1 smash
attacks, 2.25 for L2 smash attacks, and 3.0 for L3 smash attacks.
/Draw Attack Mechanics/
The GS can be unsheathed into a "quickdraw" style draw attack or a charge
stance and subsequently execute a triggered charge attack that is - for all
intents and purposes - a draw attack in terms of other game mechanics. As such,
a skill with a draw-based effect like Critical Draw benefits the regular and
charged draw attacks.
/Critical Hit and Affinity Mechanics/
A critical hit delivers 1.25 times the amount of raw damage that a given attack
would deal normally. Critical hits are indicated by a sharp bright gleaming
pink/purple flash radiating from the point where the weapon connects upon
striking a target.
A negative critical hit (or anticrit, although I have also seen it referred to
as a feeble hit) delivers 0.75 times the amount of raw damage that a given
attack would deal normally. Anticrits are indicated by a somewhat blurry and
darker muted purple effect.
Affinity is the property that gives weapons a chance to score critical hits of
one form or another. Positive affinity results in criticals, and negative
affinity results in anticrits. The displayed value of affinity itself generally
represents the probability of scoring a critical hit/anticrit as a percentage.
For example, a weapon with 30% affinity can be expected to theoretically score
critical hits with 30% of its attacks. A weapon with -20% affinity can be
expected to theoretically land anticrits 20% of the time (while dealing normal
damage the other 80%).
Some weapons have innate affinity. Some armor skills raise affinity. There are
even effects such as a Hunting Horn melody that can raise affinity.
GS users should also note that in MH3U the Critical Draw skill adds 100%
affinity to any draw attack. Thus, any weapon with at least 0% total affinity
will be guaranteed to score a critical hit with every draw attack. Of course,
it also means that weapons at negative affinity levels will occasionally fail
to score critical draw attacks with Critical Draw active - although that alone
does not necessarily make them inferior to other options.
The general formula for determining the adjusted (average) raw value of a
weapon, taking affinity into account is:
Adjusted Raw = R*(1+0.25A)
(Where R is the initial base raw value and A is the affinity in decimal form.)
This formula will give an averaged approximation of the increased levels of raw
damage potential of a weapon - akin to increased overall DPS - with affinity
involved. However, there are a few caveats.
For one, it is important to remember that the average adjusted value is just
that - a general average over the long run assuming enough regularity in hits
and probability. To some extent, the affinity-adjusted raw can be thought of as
~the average damage of any hit during a hunt assuming constant affinity during
the entire hunt~. However, hunters using a GS in particular should be mindful
of the fact that the affinity-adjusted raw is meaningless in terms of DPH; the
weapon deals normal raw damage or 1.25 times normal raw damage with positive
affinity, and it deals normal raw damage or 0.75 times normal raw damage with
negative affinity.
Second, the ~assuming constant affinity during the entire hunt~ limitation of
the affinity-adjusted raw is a key point that should not be overlooked. If a
hunter is using the Critical Draw armor skill or getting occasional affinity
buffs from a Hunting Horn melody, those also need to be taken into account.
Another major point about affinity averages and affinity-adjusted raw is that
MH3U does not seem to have what might be considered to be a "fixed" (or
"enforced") probability system for affinity. That is - there can be quite a bit
of variance in actual occurrence of critical hits/anticrits with respect to the
theoretical expected occurrence based on affinity. For example, a weapon with
30% affinity could very well have a fluke run in which only 20~25% of its
attacks actually scored critical hits. Likewise, a weapon with -20% affinity
may have a fluke run in which it fares significantly better than expected,
perhaps only landing an anticrit (or failing to crit with Critical Draw) about
10~15% of the time. This seems to be especially true for "slow" weapons like
the GS in both theory and practice. On a personal note, I am almost inclined to
start calculating affinity with a rough 5~10% margin of error.
There are also a few important dynamics to note in regard to stacking affinity
from multiple "sources." In and of itself, higher affinity is always a good
thing since a greater chance to score a critical hit means more hard hits and a
greater increase in stagger frequency and general stopping force. I would even
encourage hunters to experiment with affinity-specialist sets that do not use
Critical Draw at all just to see if they can make good use of affinity.
However, relative to other skills that simply buff raw damage, the comparative
value of stacked affinity is diminished when it is added to pre-existing
affinity. This means that in some cases it may be better to just buff raw
damage "normally"- even for overall average damage and in terms of both DPH and
DPS. Of course, these matters are also rendered somewhat irrelevant when the
Critical Draw skill is active.
*Basic Damage Formula Considerations and Overview*
The "core" MH damage formula can basically be simplified as the sum of a
weapon's raw damage output and elemental damage output (if applicable), each
modified by the monster's resistances.
The core damage formula is generally a fairly simple set of products:
For raw damage-
The base value of the weapon is multiplied by a sharpness modifier. I tend to
call this "pragmatic raw." The pragmatic raw is further multiplied by an attack
type modifier.
Beyond that, there are also special modifiers for some attacks and situations
that also multiply along with the previously mentioned values. Together, the
attack type modifier and special modifiers can be thought of as the proportion
(or percentage) of a weapon's raw damage potential that is actually delivered
by a given attack.
The GS in particular has relatively high attack type modifiers, and one of the
reasons it hits so hard is that it is capable of delivering more than 100% of
its "natural" damage potential (i.e. several of the attack type modifiers are
multipliers > 1.0). It also has special stacking multipliers that further
increase the damage output for centered (CoB) hits and charge attacks.
Finally, the product of the base raw value, sharpness modifier, attack type
modifier, and special modifier(s) is further multiplied by the relevant defense
modifier value of a monster's hitzone. These defense (or resistance) modifiers
can be thought of as the proportion (or percentage) of the damage delivered
that will actually be received by the hitzone (or absorbed, or get through a
monster's defenses/armor, or whatever makes sense along those lines). Keep in
mind that this modifier is a proportion as well, so a higher value means that
more damage will be dealt, while a lower hitzone value means that part of a
monster is relatively resistant to damage - not the other way around. Also note
that all GS attacks deal raw damage of the cut type except for the slap attack
which deals impact/concussive damage.
For exact damage calculations, there are also a few more modifiers to account
for that basically just inflate a monster's defense a little, but those can be
ruled out as common factors and typically ignored when comparing weapons,
skills, attack strategies, and otherwise evaluating damage theory for just
about anything that does not require exact damage calculations.
So, to reiterate, raw damage at its core is just a product of Base Raw,
Sharpness, Attack Type, Special Modifiers, and a Monster's Hitzone Modifier all
multiplied together.
For elemental damage-
Elemental damage is very similar to raw damage in terms of calculation. There
is a Base Attribute value and an attribute Sharpness value (that is different
from the raw Sharpness modifier even though they are the same "color" of
sharpness). Likewise, each hitzone of a monster also has a Hitzone Modifier for
elemental damage (that is also different from the hitzone modifier for raw
damage, even though it is the same hitzone).
There are two basic ways elemental damage differs from raw damage. First, while
a Blademaster's raw damage is either cut or impact/concussive, elemental damage
type varies from weapon to weapon and can be dragon, fire, water, thunder, or
ice type. Just as each hitzone of a monster typically has a slightly different
modifier value for cut or impact damage, each hitzone has different modifiers
for the various types of elemental damage. As such, some monsters are
particularly susceptible to an element that they are "weak" against while
others practically take no damage from an element they are "resistant" to,
whereas raw damage in comparison is a relatively more "universal" type of
damage. Second, elemental damage is generally regarded as damage that does not
have conventional attack modifiers, although it does have special modifiers
which occasionally blur the lines depending on the situation.
In particular, it should be noted that the GS has no attack modifiers or
special modifiers for the basic attacks; elemental damage dealt by uncharged
attacks with a GS is always the same at a given hitzone. However, the GS does
have unique special attribute modifiers that multiply the elemental damage
dealt by charged attacks significantly.
Status and slime attributes also function like the elemental attributes of a
weapon do in terms of basic calculation and delivery, except a monster's
resistances and susceptibilities to the various afflictions caused by these
attributes are independent of their hitzones. Also, since status and slime
attributes do not deal damage directly to a monster, they are not added to the
raw damage component like the elemental damage component is.
After everything is said and done, total damage is simply the raw damage added
to the elemental damage.
*Advanced Damage Formula Considerations*
Beyond the core damage formula of MH, there are of course several variations
and damage modifications resulting from armor skills, food skills, and other
such circumstances of gameplay. There are also several important and useful
ways to evaluate damage and look at the metavalue of weapons, skills, and even
attack strategies that extend past the core damage formula or involve slightly
modifying it.
In some ways, this is where the damage of MH really gets complicated. Sure,
there are a lot of factors involved in the core formula - but the core formula
itself is just a sum of products that are otherwise just multiplied together in
a fairly clean and straightforward manner. Meanwhile, some armor skills involve
adding to the base values, adding to the hitzone values, multiplying some
factors individually, multiplying overall damage of a given type, and even
upgrading a weapon's innate sharpness or affinity to reach a higher threshold
of damage potential. In general, there are two types of ways to deal with these
kinds of mechanics: calculate them exactly as they function every time on a
case-by-case basis by "building them in" to the core damage formula, or convert
them to a standardized or otherwise relatively simplified form for reference.
I will not explain the former process of adjusting the core damage formula
directly to incorporate skills in detail at this point, in part since that is
one of the reasons this guide has an entire section devoted to skills. However,
most skills are fairly easy to adjust the formula for when doing exact
calculations since they usually require a basic substitution or multiplication
of a value or addition to it. For example, AuL adds a base value of 20 to the
base raw value of a weapon, whereas if Sharpness+1 is active, all a hunter
needs to do is use the appropriate sharpness modifier for the color (level) of
sharpness their weapon has with the skill instead of using the one for the
color of sharpness.
As for the latter process of converting skills, it is roughly the same, only
without the trouble of trial-and-error checking exact calculated values for
every little thing in the long run. That is, when looking at the bigger picture
in consideration of damage, it is often useful to start by ruling out as many
common factors as possible and focusing on the necessary details. With that in
mind, the key principle here is to construct a kind of general-purpose value
that can simply be used like another special multiplier alongside the relevant
component(s) of the damage formula without necessarily changing the core damage
formula itself. This in turn allows almost the entire core damage formula to
effectively be ruled out as a (set of) common factor(s) depending on the types
of evaluations being looked at.
I tend to call the values constructed in this manner "comparative multipliers"
for these purposes, although I may occasionally use the term "relative value"
or something along those lines. The key point to remember is that the goal is
to create reference values that represent the relative strengths of skills and
other such things as though they were just more multipliers in the otherwise-
unaltered core damage formula. The rest is simply a matter of paying attention
to the values that matter. If that sounds like a lot of trouble - the good news
is that the Armor Skills section includes benchmark and common comparative
multipliers for most of the important skills.
To convert a skill to comparative multiplier, it is just a matter of dividing
the part(s) of the core damage formula altered by the skill with the skill
hypothetically "active" by the part(s) of the core damage formula without the
skill "active." It is just a measure of how much the skill improves damage as
though it were a multiplier (or % increase).
For an example of a comparative multiplier - consider the armor skill AuL.
AuL provides a buff that adds a base raw value of 20 to the base value of a
weapon's base raw value.
In the case of AuL, the general formula for its comparative multiplier is:
(R+20)/R
Where R is the base raw value of the weapon.
Some may also prefer to think of it as a proportional increase of 20/R, or even
a % increase (i.e. (20/R)*100).
So, the comparative multiplier for AuL with a hypothetical weapon that has a
base raw value of 250 would be 270/250 = 1.08. This is of course equivalent to
an 8% increase in raw damage in and of itself. Thus, with the hypothetical
weapon with a base raw of 250, damage can be calculated by multiplying the raw
component of the core damage formula by 1.08 instead of altering the core
formula itself.
In some ways it may seem like more work to construct comparative multipliers
rather than just using damage calculations and altering the formula directly as
one goes, but depending on how complicated things are - especially when
multiple skills are involved or when comparing different weapons and skills -
each method has its uses.
It is also worth noting that roughly the same principles behind constructing
comparative multipliers apply to affinity. That is, for general purposes the
common affinity averages such as 2.5% (or 1.025 times the raw damage component)
can also be thought of as relative values when analyzing thins in terms of
comparative multipliers. However, since affinity and critical hits are
probabilistic matters, it is also important to keep in mind that those values
do not necessarily translate into actual damage increases especially in terms
of DPH, whereas most other comparative values are just alternative ways of
representing damage increases relative to context.
*Basic Damage Optimization*
The greater topic of damage optimization is covered in more extensive detail in
the section for comparing weapons. However, here are a few highlights about
damage optimization:
Damage delivery with a GS favors raw damage above all. A good attribute is
nice, but even with an incredibly high base elemental value, elementally-
beneficial skills, and combat strategies that play to the strengths of
elemental damage, the great majority of damage dealt by a GS attack is raw
damage. On a related note, it is almost always better to prioritize increasing
the raw damage potential of a GS- although a decent anti-disruption skill or
niche utility/support skill often goes a long way in indirectly contributing to
that at least in terms of DPS.
Hunters would do well to get in the habit of looking at weapons in terms of
pragmatic raw (i.e. Raw*Sharpness) than either of those properties alone, even
if they prefer to ignore the finer points of damage calculation and theory. On
a related note, keep in mind that Sharpness+1 is an excellent skill that
deserves a place on most GS skillsets, but some weapons benefit from it more
than others in relative and absolute terms.
It is generally a good idea to construct a loadout and optimize damage with a
specific strategy in mind and a technique-driven approach. Especially in the
later parts of the game, there are often times when a set that seems
intuitively good is actually pretty mediocre in the grand scheme of things,
although that also depends largely on how the skills and weapon are used.
Of course, some of the best ways to optimize damage involve simply getting back
to the fundamentals- keep hitzone values in mind, practice often and study
monsters' behaviors, and refine basic weapon technique.
>>>>> 07: Combat Specifics & GS Technique }CSGS{
*Charging Attacks and Practicing GS Technique*
It should just about go without saying that practicing often, experimenting
with various techniques, and refining one's combat skills both in terms of
their own abilities and their use of the different loadouts they can construct
are all of critical importance. Likewise, it should just about go without
saying that observing monsters, carefully studying the circumstances of each
hunt, and learning to budget time and attention optimally to focus on the
things that matter over everything else without becoming completely oblivious
to other things that might be important are also very important. Moreover, it
should just about go without saying that perfecting every level of charge
attack execution with a GS and learning the absolute minimum and maximum amount
of time for triggering each possible charge attack reliably are quintessential
fundamentals of using the GS.
However, those are all points that warrant saying, even if it begins to sound
like a broken record. From free hunting and low rank cheesing to the brief
intervals after hunts and casual multiplayer hunts with familiar teammates who
do not mind the occasional errors in the process of learning how to use a
weapon and refining one's technique, there are plenty of opportunities in the
game to practice. Even in high-stakes combat, every hunt is a valuable lesson
for a GS user.
In regard to charging in particular, hunters would do well to keep in mind that
when they are really familiar with the GS and truly able to execute a
relatively "perfect" charge attack, they will be able to do so in a completely
predictive manner. Triggering an ideal charge attack is not simply a matter of
predicting the target's movements; it involves knowing the GS well enough to
trigger a charge attack as soon as it is ready - which is on the exact frame
that it begins to indicate a given level of charge is ready. In other words, if
a hunter notices that a charge level is ready by the flash of the aura or the
sound of the charge - they have already missed their chance to trigger that
charge attack in the optimal amount of time, and they are very likely burning a
lot of frames in the process. The charge cues are useful when a hunter is
learning the GS, but truly mastering the fundamentals of the GS requires
hunters to be able to trigger the attack when they know it will be ready
without seeing or hearing it.
Other than that, charge often and use charge attacks creatively. It may just be
one style of attack, but there are numerous ways charge attacks can be executed
and plenty of different aspects of positioning and timing that can dramatically
alter the effectiveness of charge attacks. It is also worth noting that while
the L3 and smash L3 charge attacks are of course the best attacks of a GS, the
L2 and even L1 are still excellent. In fact, a GS can do relatively good damage
just with L2 and L1 attacks in MH3U, so new and experienced players alike
should not feel too bad if it is particularly difficult to reliably land the L3
attacks under some circumstances, although of course it is still beneficial to
endeavor to achieve the L3 attacks. In other words, in general it is good
practice to "aim" for the L2, understand that the L1 is good too, and of course
try to go a little further and land the L3 when possible (but avoid being
greedy when it is uncertain - better to land the L2 than miss if one is likely
to miss).
Beyond those points, since charging and practice are such central components of
GS combat, this section will likely overlap with most if not all sections in
the guide, so this is probably as good of a place as any to "conclude" it.
*Hunting Conditions and Combat Situations*
The GS is a pretty versatile weapon when all is said and done, so despite how
complicated many hunts can be, the vast majority of combat situations can
typically be classified into two simple categories. In general, first there are
"normal" hunting conditions when the enemy is relatively free to act and move
most if not all of the time under the circumstances. Second, there typically
are what I usually refer to as "lockdown" situations when the enemy is
relatively immobilized or otherwise poses no threat to its attackers. While
there are plenty of other various conditions and changes in a monster's state
or the other circumstances of a hunt to account for, I find that this basic
dichotomy of hunting conditions remains useful for determining how to play to
the strengths of a GS.
Using a GS effectively often requires predictive gameplay and precise, decisive
attack execution. Thus, under normal circumstances, factors like monster
mobility, hitzone accessibility, and various threats to the hunter attacking a
monster are that much more important under normal hunting conditions.
Meanwhile, pretty much ~everything else~ typically falls under lockdown
situations in terms of exceptions to ideal GS gameplay and alternatives to
damage optimization based on such factors.
Of course, there are other factors that play in to overall hunting conditions.
Everything from environmental hazards or noteworthy terrain features to the
more specific aspects of a monster's fighting style and behaviors are important
considerations. It can make a huge difference when a monster has "homing"
attacks as opposed to telegraphed and relatively constant attacks. Likewise,
some monsters move in patterns that take up a lot of space and leave very
little room for error when trying to get in close or otherwise get in position
to strike, and some special attacks practically amount to area denial effects
that are almost guaranteed to temporarily wall off any attacks. Another point
that occasionally makes a big difference is whether the hunter is fighting in
an area that allows them to re-zone at will in a relatively free-roaming manner
or if they will be locked in more or less one area (such as the Arena).
Likewise, there may be different priorities while hunting that in turn amount
to additional hunting conditions to account for. For example, farming monsters
and trying to obtain break wards in particular almost inevitably means that
there will be some trade-off in damage efficiency for the sake of attacking
hitzones that are often sub-optimal targets. Moreover, several other things
such as whether items (such as talons, charms, and might consumables) or even
kitchen skill buffs will be used can dramatically alter everything from the
best attacks to use during a hunt to the best weapons and skillset to have in a
loadout. There are a lot of things to think about when trying to push a
weapon's potential as far as it will go.
Nevertheless, if in doubt, hunters would do well to start by looking at whether
hunting conditions can be counted on to mostly or entirely involve lockdown
situations or if they are likely to constitute normal hunting circumstances.
*Weapon Maintenance and Basic Efficiency*
Before getting into the more abstract points of efficiency, it should be noted
that learning to maintain a weapon's sharpness is of critical importance. Good
weapon maintenance is about knowing how and when to sharpen a weapon
effectively and knowing how to use the weapon optimally without needlessly
destroying its sharpness. That said, the general principle behind this is
actually pretty simple: prioritize using charge attacks and try to minimize
careless use of "extra attacks" and to some extent even minimize the use of
combo attacks - even if it seems like a good idea at the time.
For the most part, unless a hunter has planned to put some form of stagger
abuse or timed lockdown/immobilization strategies to use, there should be
little if any need to use a combo attack that does not serve to chain multiple
charge attacks together. As far as optimal damage output and efficient weapon
use go, that is pretty much the only value the basic (combo) attacks have: to
link charge attacks and extend charge chains. Of course, there are always
exceptions to such rules, but most of those exceptions trade efficiency and
sometimes even damage for something else.
The technical side of weapon maintenance is fairly straightforward. First, I
would recommend that GS users learn to use their downtime well, especially as
there are often plenty of opportunities during a hunt to sharpen a weapon
without even leaving the zone a monster is in. It is a good idea to get in the
habit of sharpening during those many interludes when a monster is a little too
far away for it to be worth chasing down instead of taking the time to sharpen.
Likewise, it helps to not be stingy with the whetstones. There is nothing wrong
with sharpening a weapon before it drops a level in sharpness if there is a
good moment to do so, and not every bit of time spent sharpening actually
translates to time lost attacking under most circumstances when a hunter knows
what they are doing. Of course, it also helps to have a good idea of when a
weapon is close to dropping sharpness, or even count hits if it makes sense to
do so. Meanwhile, none of these points of weapon maintenance should be
difficult for a GS user in most cases since they are all incredibly compatible
with effective GS combat. To put it in other words - weapon maintenance and
maximum sharpness is of utmost importance to a GS user, but it should also be
one of the last things a GS user has cause to worry about in a hunt.
Awareness of one's environment and general positioning tactics also tie in to
weapon maintenance and efficient combat. For example, while it may initially
seem like a cheap or time-consuming tactic, in some cases it can actually be
beneficial to fight monsters near areas where a hunter can take cover if need
be or even briefly leave the area. Quite often this can even lead to more
attack opportunities - not missed ones. In my experience, it is not uncommon
for me to return to a zone to find a monster slightly less immediately
aggressive, conveniently distanced, taunting me, occasionally unaware of my
specific presence/position, or otherwise vulnerable to a free attack when I
return to the area - even after only ducking out of the zone just long enough
to sharpen my weapon. That said, hunters should be especially mindful of these
things in multiplayer - since leaving the zone can be frustrating, waste time,
and endanger other hunters needlessly when the tactic is used carelessly.
The GS is a weapon that can be extremely powerful if it is used efficiently.
The high DPH of its various attacks - especially high level charges - give it
incredible damage output for sharpness. Likewise, the style of dealing damage
in short concentrated bursts gives a hunter enormous freedom to pick a good
time and position to strike, by extension typically allowing a GS user to be
incredibly selective about targeting the weakest hitzones without recklessly
wasting too much damage on sub-par hitzones. Moreover, despite the relatively
sluggish movements of GS combat when it is unsheathed, it is reasonable to
spend a fair amount of time with a GS sheathed - and therefore highly mobile as
a hunter - in normal hunting circumstances. Meanwhile, with the right skills
and/or attack strategy, even against stationary targets or other DPS sponges,
the GS can still hold its own (at least as a melee weapon) in terms of
competitive damage output.
Efficient GS technique and good weapon maintenance habits also contribute to
more frequent staggers, easy breaks and tailcuts when farming, and greater
overall control or general effectiveness in a hunt. It is also a particularly
important matter because the performance of a GS can be very polarized at
times. It is the sort of weapon class that can be downright terrible when used
even slightly inefficiently - while taking a lot of practice and care to get
even average (let alone above-average) damage output with it.
*Time Management*
Time management skills are of course incredibly important for all hunters.
However, following from the particular value of efficient combat and weapon
maintenance when using a GS, it is especially important to manage one's time
well to prevent falling into those very low levels of performance that can
result from being even slightly less-than-efficient with a GS. In many ways, a
player's ability to budget their time effectively and in a hunt can make all
the difference.
In a somewhat oversimplified sense, most of the time spent during a hunt can be
roughly divided into what one might call uptime and downtime. Strictly
speaking, uptime may be thought of as only the time spent attacking an enemy
while downtime is - basically - everything else during a hunt. However, it is
somewhat more practical to define uptime as the time spent attacking an enemy
or performing actions that will contribute to damage while downtime may be more
generally thought of as everything else, perhaps minus the time it takes to get
to a monster outside of a hunter's zone (since that is more a matter of
navigation than combat time management - usually).
Of course, even with that somewhat more relaxed and pragmatic framing of combat
time, most hunters will note that it is not always so clear-cut and the game is
full of ambiguous moments that could easily be beneficial to a hunter even if
it looks like they are merely idling. While this is probably true for most and
perhaps all weapons and hunters to some extent, in my experience it is a
critical issue for GS users in particular. Because efficient and typically
optimal GS combat hinges so heavily on such points as DPH, setups and other
components of predictive gameplay, high overall mobility with the weapon
frequently sheathed, and decisive committed attacks and other movements, the
conventional concept of downtime spent during a hunt may be very different in
the experience of a GS user.
One of the keys to using a GS well lies in converting as much downtime as
possible into uptime - or at least that kind of ambiguous downtime/uptime that
can at a moment's notice transition into effective uptime. An effective GS user
does not need to be concerned about appearing idle so much as they need to be
concerned about being ineffective while "active" and/or falling into a purely
reactive mindset at any time while failing to turn their downtime to their
advantage. Indeed, while it may sound counter-intuitive, making use of plenty
of downtime is often one of the greatest ways for a discerning and experienced
GS user to play to the strengths of the weapon under most circumstances.
To illustrate the point in a basic but realistic sense:
Consider a hunter [A] who appears to be excellent at maintaining their uptime
and can even land two L3 attacks (perhaps linked in a charge chain by a
sideswing for presumably better DPS) on a monster while another GS user [B]
only lands one L3 during that whole time.
With only a superficial glance it might seem like the hunter [A] is doing
"better." But what if this is one of the many common cases when a monster moves
- causing [A] to strike a very damage-resistant hitzone (or perhaps even bounce
or clip an even worse hitzone with that sideswing) or even miss entirely with
one of the careless following attacks while [B] as it turns out landed an
attack on a particularly weak hitzone? Or it could be one of the many common
cases when [A] was simply trying to get in a lot of good hits without really
thinking about their targets, positioning, or timing while [B] was looking for
the moment to set up the attack at the right time and position despite
appearing to be lost in their downtime.
It could be any number of things in the above example, but in most cases it all
means the same thing. Chances are that [B] may have done more damage (or at
least roughly the same amount), have ironically higher actual DPS than [A] in
the long run, and of course have longer-lasting sharpness (after all, [A] just
took two or three hits to accomplish what [B] was practically capable of with
one decisive strike). The GS is very much a strategic weapon that requires
deliberate action and investment in thinking at least as much as doing. Thus,
most if not all "downtime" for a GS user is a valuable resource and opportunity
to deal greater damage in the future even when not necessarily attacking -
whereas in contrast a lot of "uptime" for a GS user can be entirely wasted and
detrimental in the long run under normal hunting conditions.
On a sidenote - a minor disclaimer: none of this is meant to suggest that
reactive, high-paced, combo-heavy gameplay and frenetic fighting, skillful
chasing, and high-energy combat full of frequent attacks is a bad thing.
However, it is hardly ever the best thing - or even a particularly good thing -
when using a GS. Hunters who do fancy that fighting style may do better with a
different weapon class.
There is a lot more that can be said about time management. It is important to
know or at least have a good idea of when to use items, change zones, chase
after a monster, wait for it to give chase instead, attack, evade, and engage
in a wide variety of other actions (and inactions). However, such things come
with practice and vary depending on circumstances. Beyond the basic concepts of
time management discussed above, the vast majority of this guide and the
following specifics of combat and GS technique are all written with efficiency
and time-management in combat in mind.
*DPH, DPS, and Evaluating Damage Output*
The distinction between DPH (damage per hit) and DPS (damage per second) is
particularly important for hunters to understand - especially when they are
wielding a GS. Indeed, it is a point I bring up frequently and it may be one of
the most repetitive and redundant concepts discussed in this guide. However, it
is also a topic that I feel cannot be stressed enough in the context of using a
GS. This paragraph can even be considered a meta-guide to writing a guide about
using the GS well in MH.
With most weapons and in most cases, DPS calculations and estimates can be used
to get at least a rough idea of how well a weapon can be expected to perform
under a variety of circumstances. This can also be useful when considering
things in the proverbial long run - when enough time and accumulated attacks
have theoretically balanced out and normalized enough to actually be fairly
representative of overall damage output. However, a key point that GS users
would do well to remember is that DPS almost never reflects actual damage, even
when measures of DPS are very thoroughly calculated and account for plenty of
context. As someone who frequently uses measures of DPS and other methods of
evaluating damage over various periods of time to gauge the effectiveness of
weapons, I would even go so far as to say that DPS should almost never be the
"last word" on a matter (so to speak) - especially when using a GS. Chances are
that if something seems "better" in terms of DPS and DPH has not been taken
into consideration, it may be quite a costly error in judgment to trust higher
DPS.
DPH, in contrast to DPS, is a fairly simple and effective measure of damage
output. The calculation is discrete, reasonably precise, and makes no
assumptions about time or speculations about efficiency in the value itself
which translates into effectively instantaneous damage with sufficient context.
While it may seem intuitive from a theoretical perspective to write off DPH as
~just a component of DPS, which is more meaningful~, it is not always as
practical or meaningful to do so as it might seem initially.
With all the talk of DPS - including the hefty amounts of DPS-based discussion
in this guide - it is easy to take the actual concept of DPS for granted. The
important thing is to try not to lose track of what DPS is, and when it is and
is not quite as useful as it might be as a measure of damage output. At the
risk of oversimplifying things, I would encourage hunters - and GS users in
particular - to get in the habit of thinking about DPS in two different ways
(as outlined below) in addition to remembering to give DPH due consideration in
and of itself.
The conventional method of calculating DPS for an attack or set of attacks is
to divide the damage dealt by the time taken to attack. This is simple enough,
and it can be useful for gauging damage efficiency and potential damage given
time and consistency. Likewise, conventional DPS is a decent enough measure of
damage output in lockdown situations. Of course, there are several caveats -
often in the form of unstated assumptions - associated with the value of such
DPS.
Such conventional [Damage dealt]/[Time taken to attack] DPS generally assumes
that the target is immobile or otherwise constant. Furthermore, it is typically
expected if not stated that damage dealt is constant or otherwise predictable
during the entire attack sequence. Likewise, a basic assumption is that every
attack connects during the time frame used to measure DPS- and this is often
two assumptions in one since it is typically limited to one target in theory.
Meanwhile, conventional DPS usually assumes that the time spent attacking is
less than or equal to the time the target is within strike range - at least
until the final hit. Another way of looking at that is that conventional
measures of DPS typically represent damage output assuming that all actions
timed as attacks start within attack range of the target.
With that last point, most hunters - and hopefully every GS user - should be
able to see some of the major downfalls of conventional DPS (at least by itself
- it is fairly useful when context is accounted for).
An alternative, more pragmatic method of calculating DPS would be to divide the
damage dealt by the time the hitzone is within strike range of the attack. Of
course, in many cases, this pragmatic DPS would more or less equal conventional
DPS. Sometimes the assumption that time spent attacking is the same as the time
the target is within range of the attack is a reasonable or trivial enough one
to make without issue. However, there are some attacks in the game that are
quite incompatible with that assumption. Of course, the GS is a weapon class
that specializes in such attacks - to such an extent that under normal
circumstances, conventional DPS can very poorly represent its actual
performance - especially relative to other attack strategies and weapons.
All of that said, GS users would do well to keep in mind that there are
effectively at least two distinct types of DPS to consider in addition to good
old simple DPH. Meanwhile, as somewhat of a solution to the issue of evaluating
DPS, I recommend that anyone looking at the GS (and several other weapons for
that matter) look at DPS as a range of values rather than a single clear-cut
[damage]/[time] figure. The fact is that the GS is a weapon that can reliably
deal several seconds' worth of conventional damage in only a 5~10 frame (1/6~
1/3 of a second or a little more with hitlag) window. Furthermore, it can often
do so while hunters using other weapons (or not using their own GS quite as
well) are still scrambling to get within range of the target or settling for
less-optimal targets for the sake of convenience.
If a figure like [L3 damage]/[15 frames] seems a bit extreme even for an upper
limit, I would encourage hunters looking at DPS to at least consider
constructing a range of DPS in which one of the DPS values for time spent
attacking is just that - time spent attacking. For example:
L3 DPS = [L3 Damage]/[130]~[L3 Damage]/[35]
(Or for those who prefer seconds, converting the above 30fps frame counts):
L3 DPS = [L3 Damage]/[4.3...]~[L3 Damage]/[1.17]
Of course, even with all of that, DPS can still be a problematic concept. After
all, even with two types of DPS, neither reflects the actual DPS of a weapon
100% of the time. There are several potential ways around this. One could take
the time to evaluate DPS pragmatically throughout an entire hunt and weight the
range appropriately to reflect average DPS, and yet that still does not solve
the potential problems of theoretical DPS not quite accurately reflecting
damage dealt in practice on future occasions. One could also skip past that
point entirely and just take the total damage dealt over a hunt (or use the
monster's health as a proxy) and divide by the hunt time - or at least the
amount of time spent in the same zone as the monster. However, that method
would also be full of inconsistencies and the finer details would be at risk of
being lost in such an oversimplified approach.
Hopefully all of this has been enough to encourage GS users to be mindful of
the potential issues with relying too much on DPS as a measure of damage output
and weapon performance.
Aside from considerations of conventional and even the somewhat more pragmatic
DPS, DPH can also be viewed in a few different ways - or rather, expanded upon.
DPH itself represents the actual damage potential of a weapon. It can also be
adjusted or otherwise averaged to look at expected damage output of a typical
attack in a given pool of attacks without necessarily tying it to parameters of
time that may not always be accurate or important. On a slightly more abstract
level, DPH can also be thought of indirectly as stagger potential. This is one
of the reasons why it can often be more effective to maximize DPH under normal
hunting conditions when using a GS even if doing so seems counter-intuitive in
terms of DPS. That is, if a target has taken a theoretically random or
otherwise unknown amount of damage, the DPH of the next attack that will
connect with it as a proportion of the stagger threshold of that hitzone can be
roughly considered to be the probability of staggering a monster with that hit.
This can be a bit of a stretch when playing solo (since simply counting hits is
of course more accurate), but in multiplayer it can be quite useful for a
hunter wielding a GS to remember that higher DPH more or less means greater
stagger potential.
One of my favorite ways to theoretically and practically evaluate damage output
is stagger frequency. With all the talk of DPS - it can be easy to overlook the
natural systems in the game that indicate how effective a hunter's use of their
weapon is. DPS calculations are excellent for starting benchmarks for highly
controlled damage output in highly controlled situations and efficiency
considerations in lockdown situations. DPH calculations are great for
comparative performance expectations and fine-tuning or otherwise double-
checking DPS benchmarks. However, I find that nothing accurately represents how
effective a weapon, strategy, skillset, or other point of consideration is
quite as much as simply counting staggers under various circumstances - and
occasionally going a little further and counting stagger frequency over time
intervals (akin to theoretical DPS - but somewhat more practical).
Ultimately, how a player chooses to evaluate damage and evaluate their own
gameplay is up to them. However, GS users would do well to keep in mind that
there are a variety of different ways to look at damage - and no single way is
best or even good enough to justify any kind of "absolute standard" of
effectiveness. There is a basic trend such that theoretical DPS tends to
predict the outcomes of lockdown situations slightly better than DPH, while DPH
tends to predict the outcomes of hunting under normal conditions slightly
better than DPS. Meanwhile, monitoring stagger frequency is a fairly tried-and-
true method of bridging the gap between DPH and DPS considerations, and I find
it to be the most predictive of normal hunting situations and to some extent
even lockdown situations.
*Single-Player Hunting Strategies*
It should just about go without saying that efficiency is absolutely critical
when hunting solo. Since there is very little slack or room for error as there
might be in multiplayer situations, every hit, action, and moment of inaction
counts that much more. The good news is that it is typically much easier to
play to the strengths of a GS and push predictive combat strategies as far as
they will go while fighting solo.
Hunters would do well not to be stingy with their items during solo hunts. If a
player intends to make it more challenging by restricting items, that is fine,
but when it comes down to optimal damage, traps, bombs, consumable buffs,
inventory buffs, and of course whetstones and potions are all things that are
in the game to be used. GS users in particular should also take care not to
overlook the might/demon consumables and kitchen buffs. Likewise, the Item Use
Up armor skill is a nice ~filler skill~ if a hunter can afford it - especially
early in the game when there are not that many alternatives.
One of the major advantages of hunting solo is that the prey is generally more
predictable and a hunter typically spends less time running around the map
trying to chase or set up attacks while a monster is distracted by alternative
targets and additional sources of damage. Thus, good GS technique allows for
highly effective gameplay in solo situations. Of course, each monster is
slightly different, and there are other factors to consider, but overall
hunting solo with a GS is a lot easier than many multiplayer hunts, albeit
potentially more time-consuming.
The strategies in a solo hunt do not vary too much compared to general
strategies for using a GS well, although there are a few minor differences. In
particular, staggering monsters frequently while hunting solo is not only
helpful, but occasionally necessary. While solo hunting is more predictable,
there is also a lot more pressure and potential punishment if a hunter fails to
stop a monster with a good stagger when they need to or otherwise cannot avoid
taking a hit. Likewise, counter-attacking monsters after learning the right
positioning and timing to land a hit on a monster during its attack is another
borderline-essential technique for solo hunters.
Kiting and baiting monsters is a fairly straightforward process when hunting
solo, so setting up attacks and manipulating monster movement are additional
points of gameplay that a GS user would do well to capitalize on. The basic
pattern of solo hunting generally allows a GS user to circumvent many of the
more frustrating aspects of a hunt with just enough challenge to keep things
from being completely boring. Beyond that, hunting solo can often amount to a
reduction of difficulty.
Many key considerations in terms of skillsets and loadouts in this context come
down to the fact that it is important to keep pace and efficiently exploit the
predictability of solo hunting situations. Some trade-offs between power and
efficiency are also reasonable, and anti-disruption skills and other benefits
that are more situational also tend to have slightly higher metavalue when
hunting solo. For example, as excellent as Cera Cymmetry is in the endgame GS
selection, a more reliable weapon such as Nero's Anguish is generally a better
fit for solo hunting strategies. Likewise, while many effective GS sets can be
made with practically nothing but raw buffs, skills that block roars for
example will probably be of more value to a hunter than something like AuX or
even Weakness Exploit. On a minor note, I also tend to find that slime seems to
be somewhat less effective than a "strong" elemental attribute when hunting
solo compared to multiplayer.
Beyond that, hunters would do well to not underestimate the value of any items
that might be used on a hunt, eat well and actually think about the kitchen
skills that would be beneficial on a hunt, and be mindful of their long game so
to speak. Solo hunting is actually relatively easy and fun when one is prepared
for it and has practiced with their weapon and become familiar with their prey
enough to actually survive without teammates for support (or distraction). It
is high-risk/high-reward gameplay, and the GS does high-risk/high-reward well.
Of course, one of the most challenging, fun, and rewarding points of solo
hunting is using a Hypermode set. Skills like Adrenaline+2 and even Fortify can
dramatically reduce hunting time and in some cases may even make solo hunting
more effective for a GS user than trying to find a multiplayer party to get
something done. Of course, the chances of failing are somewhat higher, but at
the very least it is good practice for using a Hypermode set in multiplayer for
ridiculously fast hunts.
Ultimately, there is not much more to say on the matter that would not grossly
overlap with the other sections (even more than it already has), so I will
leave it at that.
*Multiplayer Strategies & Teamwork*
Multiplayer strategies and teamwork practically deserve their own guide. On
that note, I will try to highlight several critical points for GS users, but it
should just about go without saying that this only scratches the surface of the
finer aspects of multiplayer hunting. In general, hunters would do well to keep
in mind that multiplayer conditions are typically a lot less reliable and in
many ways a lot more dangerous than solo hunting with a GS, although the
flipside is that they can also be a lot faster and the support of a variety of
damage sources can dramatically benefit a GS user if their team works well
together.
Many of the points covered in the solo hunting section can basically be
reversed in terms of skillset and weapon selection. One of the most important
things in a multiplayer hunt for a GS user is the ability to hit as hard as
possible, and then ideally to hit as fast and frequently as possible (roughly
in that order of priority). A GS user can play a good vanguard role and attempt
to constantly be at the lead of the attack, getting in a good hit on an optimal
target and perhaps even staggering a monster making it vulnerable that much
longer just as the other hunters execute their own attacks and try to stick
with the monster. The GS user can also play a more subtle roll while being
mindful of the monster's targets and attention, playing to keep out of sight
and out of mind for the most part, delivering a decisive blow at the perfect
moment and keeping an eye out to support teammates. Overall, a good GS user is
also a good reference and rally point when teammates need to heal, want to
coordinate their attacks, intend to concentrate damage on one area, or just
want to establish a good clean line of attack in an otherwise messy
battlefield.
Assuming they mind their weapon etiquette well, GS users tend to complement
high-DPS, combo-specialized weapons well. A good LS user or SA user can be a
particularly good teammate, and coordinating or alternating attacks with
hunters wielding such weapons often borderline-guarantees a stagger when a GS
lands a hit. Of course, in terms of space and positioning, a good Hammer user
and even hunters wielding some of the "lighter" weapons such as SnS and DS can
work well with a GS user and even share the same hitzone fairly effectively.
In my experience, Lance and Gunlance users can be relatively tricky to work
with at times, although that might arguably be more a fault of the GS. Lance,
Gunlance, and GS all seem to have somewhat high potential of interfering with
each other even when minding weapon etiquette, and even though they can
complement each other well when they are coordinated, they can also make it
very difficult to recover from being thrown off of one's game even for a
moment. Of course, a hunter would do well to be mindful and respectful of their
teammates in any case, but just be aware that since Lance and Gunlance are also
fairly ~high-precision~ weapons, they can often be at odds with a GS in terms
of timing and proximity, and at times it can be difficult to attack without
knocking them over or vice-versa.
The Hunting Horn, of course, deserves a mention on its own since a good HH user
can provide such dynamic support to their team in addition to attacking
conventionally in a manner roughly similar to that of a Hammer user, although
generally with slightly less disruptive potential. GS users would do well to
study the various melodies that Hunting Horns are capable of; they can provide
great attack buffs, stamina, and even affinity boosts. They are also typically
pretty easy to work with; in my experience Hunting Horn users tend to be the
least disruptive teammates and as a GS user it seems extremely rare to be at
risk of disrupting a Hunting Horn user.
Naturally, a hunter using a GS can work very well with other GS users. In fact,
highly-coordinated GS users can practically turn the majority of hunts into de
facto lockdowns with little or no status abuse, trap use, or other exploits
beyond simple well-timed and frequent staggers and knockdowns. However, other
GS users can also cost a lot of damage in terms of disruptive potential,
especially if they upswing. For example, when a hunter using a GS has another
GS user on their team, there is a good chance that they will lose an L3 attack
just about every time the other GS user executes an upswing (for some reason -
it seems almost inevitable sometimes). Of course, plenty of other team
combinations and teammates can lead to issues and disruptions, but nothing is
quite so bad in terms of net loss to a team's damage output as multiple GS
users who not only cannot work well together but keep interfering with each
other. After all, for every stray upswing that knocks a GS user out of what
could have been a successful L3, it actually generally amounts to what could
have been two successful L3 attacks in terms of lost potential damage.
Ranged weapon users can be great to hunt with, especially if they alternate
targets with a GS user or focus their fire on the same hitzones a GS user is
attacking when it is possible to do so without disrupting each other. It should
just about go without saying that GS users should try not to block the line of
sight of ranged weapon users, although at times this can be a small conflict of
interests if a ranged weapon user is too far away from a GS user in any
direction. This principle applies to all hunters in a multiplayer setting in
terms of potentially drawing a monster away from teammates' attacks or causing
it to behave erratically or constantly go running around all over the map to
chase around uncoordinated hunters. However, it can create major problems for
ranged weapon users and GS users alike. It can cost a lot of damage when the GS
user misses an attack at the last moment because a monster targeted a
carelessly-positioned hunter, and it can cost a ranged weapon user a lot of
damage if a GS user is mindlessly in the way or also draws the monster too far
away from or out of line with other hunters targeting it. Nevertheless, the
damage potential of ranged weapons in MH is insane, especially at endgame, and
the versatile support options with status abuse are also excellent, so hunters
wielding ranged weapons tend to make good teammates even if they are
occasionally at odds with GS users.
Weapon etiquette is particularly important for a GS user, especially since the
best attacks of a GS are also typically the least disruptive (so there is
little excuse for disrupting teammates with other attacks). The upswing should
almost never be used in multiplayer; it has terrible relative damage potential
and launches teammates, costing even more net damage in the long run.
Similarly, the sideswing is a pretty trivial attack that is of little use
beyond chaining charge attacks together, but overall it tends to trip teammates
quite often and make it very difficult for a GS user to share targets well. To
a lesser extent, the vertical attacks and slap attack of a GS can also be
disruptive, but only if a hunter is directly in a GS user's line of sight upon
execution of the attack. As long as a GS user makes an effort not to execute
their attacks immediately after another hunter or otherwise with their teammate
in front of the target, this generally is not an issue. The GS can be an
incredibly disruptive weapon when used carelessly, but it can also be one of
the least disruptive weapons in a hunt when used well.
There is a lot more that could be said about the specifics of teamwork, but the
important thing in all situations is to play to the strengths of the weapon and
try to make the best of the circumstances. Not every team is perfect, and even
with a great team and excellent weapon technique, some hunts will just be
terrible, especially when a player has just jumped into the game or has played
well beyond the point of consistently doing well. GS users in particular would
do well to keep in mind that MH3U is an incredibly fun game; if it starts to
seem otherwise, get boring, or feel repetitive chances are that it is a good
idea to work on something else or take a break from the game. There is a
difference between refusing to give up until a legitimate challenge is overcome
and just carelessly powering through a difficultly dull experience. Likewise,
keep in mind that other hunters are people; communicating with them and trying
to work well together can work wonders.
*Target Selection*
Target selection is extremely important when hunting monsters in general, but
due to the concentrated DPH of GS attacks, precise combat execution and well-
chosen target selection are particular necessities for good damage output.
Most monsters have a roughly even distribution of what might be considered good
and bad hitzones to target, and relatively fast weapons with relatively mobile
attacking sequences can recover fairly easy from "wasting" a few attacks on
hitzones that are generally resistant to damage. However, a key part of playing
to the strengths of a GS is almost exclusively targeting the weakest hitzones
of a monster when they can be attacked effectively or else executing targeting
strategies to render a monster's weakest points vulnerable to attack. As such,
GS users can take the usual notions of good/weak and bad/resistant hitzones and
go a step further: monsters can be looked at in terms of prime targets and sub-
optimal ones. When it comes down to it, there is very little middle ground in
terms of target selection; pretty much the only time a sub-optimal hit isn't a
waste of an attack (and sharpness) is when a monster is significantly staggered
or knocked down by it. But even in that situation it raises the question: why
not just attack a weak hitzone and use that to stagger and knock down the
monster?
Of course, for this discussion of target selection, optimal damage is
considered to be the primary goal. Naturally if a hunter is farming for the
likes of tailcuts and break rewards, that is likely to involve targeting sub-
optimal hitzones in many cases (although this issue can somewhat be mitigated
by using slime weapons or the Partbreaker armor skill to reduce durability and
lessen the amount of attacks that need to be wasted on sub-optimal hitzones).
However, in any case, it is generally in a GS user's best interests to be
highly selective and decisive when executing their attacks - even to the point
of occasionally sacrificing an attack opportunity to position to attack a
better target (as long as too much time is not lost in the process and the
attack actually has a good chance of succeeding).
As a general rule, I find it useful to narrow every monster's hitzones down to
three prime targets, and I make an effort to hit nothing but those three
hitzones throughout the entire hunt. There are some exceptions of course; in
particular if a monster's legs are not weak enough to be considered prime
targets by hitzone modifier value alone, I still consider them fair targets if
tripping a monster is useful (i.e. most of the time).
The following is a listing of every large monster in MH3U and what I consider
to be prime targets among their hitzones. The hitzone modifiers (for cut type
raw) damage are also listed for general reference in [square brackets]. As for
elemental modifiers - they are not entirely unimportant when dealing damage,
but they are generally not important enough to warrant consideration over cut
damage potential when selecting targets. Note that in the following there are a
few cases where a more practical hitzone is included as a prime target even if
it is slightly inferior to another hitzone that did not make the list. For
example, technically Nargacuga's neck [.36] is weaker than its front and hind
legs [.30], but since its neck is right next to the head which is far weaker
still [.50], it seems pointless to intentionally target the neck. Similarly,
keep in mind that some monsters such as Barioth can in a sense be made
"easier" to fight by attacking a sub-optimal hitzone such as its wings until
they break, although the flipside with a case such as that is Barioth tends to
die rather quickly when a hunter focuses primarily on attacking its head, and
sometimes breaking its wings can actually prolong the hunt. There are also a
few cases in which I have included more than 3 hitzones when there is a
noteworthy prime target that is worth distinguishing from another target that
might be attacked instead. Of course, in the cases when more than 3 hitzones
are listed as prime targets, it is probably a good idea to focus on the first
and last to balance out damage if targeting the ~extra~ hitzone.
/Abyssal Lagiacrus/
Chest [.45], Body [.35], Tail [.30]
/Agnaktor/
(Armored)
Dorsal Fin [.20], Everything Else [.15]
(Regular)
Head [.55], Chest [.50], Body [.40]
/Alatreon/
(Pale Mode)
Head [.45], Neck [.40], Body [.35], Tail [.30], Legs [.25]
(Red/Black mode)
Head [.45], Neck [.40], Body [.35], Tail [.30], Legs [.25]
/Arzuros/
(Enraged)
Rear [.85], Head [.50], Lower Body [.35]
(Regular)
Rear [.85], Head [.60], Lower Body [.56]
/Azure Rathalos/
Head [.70], Neck [.45], Chest [.45]
/Baleful Gigginox/
Chest [.55], Head [.45], Hind Legs [.40]
/Barioth/
Head [.60], Chest [.45], Hind Legs [.35]
/Barroth/
(Muddy)
Arms [.45], Tail [.42], Legs [.36]
(Clean)
Arms [.45], Tail [.42], Legs [.36]
/Black Diablos/
Chest [.68], Tail (not tip) [.50], Neck [.45]
/Brachydios/
Head [.50], Body [.44], Tail [.35], Hind Legs [.30]
/Ceadeus/
Beard [.60], Chest [.40], Tail [.35]
/Crimson Qurupeco/
Head [.60], Vocal Sac [.50], Body [.50]
/Deviljho/
(Enraged)
Chest [.76], Tail [.38], Hind Legs [.35]
(Relatively Calm)
Head [.60], Hind Legs [.43], Chest [.37]
/Diablos/
Chest [.68], Tail (not tip) [.50], Neck [.45]
/Duramboros/
Broken Back Hump [.96], Back Hump [.60], Hind Legs [.44], Head [.43]
/Gigginox/
Chest [.55], Head [.45], Hind Leg [.40]
/Glacial Agnaktor/
(Armored)
Chest [.50], Dorsal Fin [.20], Everything Else [.15]
(Regular)
Head [.55], Chest [.50], Body [.40]
/Gobul/
(Enraged)
Lantern [.65], Belly [.55], Head [.45]
(Regular)
Lantern [.65], Belly [.55], Back [.50], Head [.45]
/Gold Rathian/
Back [.55], Wings [.44], Legs [.35]
/Goldbeard Ceadeus/
Goldbeard [.60], Chest [.45], Tail [.38]
/Great Baggi/
Head [.60], Body [.40]
/Great Jaggi/
Head [.85], Body [.65]
/Great Wroggi/
Head [.60], Body [.45]
/Green Nargacuga/
(Enraged)
Head [.65], Tail (not tip) [.35], Hind Legs [.30]
(Regular)
Head [.60], Tail (not tip) [.35], Hind Legs [.30]
/Green Plesioth/
Chest [.45], Tail [.45], Head [.40]
/Hallowed Jhen Mohran/
Inner Mouth [.84], Cracked Dorsal Finn [.76], Dorsal Fin [.44], Arms [.35]
/Ivory Lagiacrus/
Back Shell [.55], Chest [.44], Tail [.38]
/Jade Barroth/
(Ice Armored)
Arms [.45], Tail [.36], Body [.35]
(Exposed)
Arms [.45], Tail [.36], Body [.35]
/Jhen Mohran/
Inner Mouth [.90], Cracked Dorsal Fin [.68], Dorsal Fin [.35], Arms [.33]
/Lagiacrus/
Chest [.45], Head [.40], Body [.35]
/Lagombi/
Rear [.50], Head [.45], Upper Body [.44]
/Lucent Nargacuga/
(Enraged)
Tail Tip [.76], Chest [.45], Tail [.43], Hind Legs [.38]
(Regular)
Tail Tip [.69], Chest [.45], Tail [.43], Hind Legs [.38]
/Nargacuga/
(Enraged)
Head [.55], Tail (not tip) [.36], Legs [.30]
(Regular)
Head [.50], Tail (not tip) [.36], Legs [.30]
/Nibelsnarf/
(Enraged)
Uvula (Inner Mouth) [.60], Belly [.50], Nose [.45], Gills [.45]
(Regular)
Uvula (Inner Mouth) [.60], Nose [.45], Gills [.45]
/Pink Rathian/
Chest [.70], Head [.55], Legs [.44]
/Plesioth/
Chest [.50], Head [.45], Legs [.32]
/Purple Royal Ludroth/
Chest [.45], Mane Sponge [.44], Tail [.40]
/Qurupeco/
Head [.70], Vocal Sac [.60], Body [.60]
/Rathalos/
Head [.75], Neck [.44], Chest [.44]
/Rathian/
Head [.90], Chest [.60], Legs [.44]
/Royal Ludroth/
(Enraged)
Chest [.50], Mane Sponge [.45], Tail [.42]
(Regular)
Chest [.50], Mane Sponge [.45], Tail [.42], Hind Leg [.35]
/Rust Duramboros/
Broken Back Hump [.84], Back Hump [.60], Hind Legs [.38], Head [.38]
/Sand Barioth/
Head [.60], Chest [.45], Hind Leg [.35]
/Savage Deviljho/
(Awesomely Enraged Wrath and Gluttony Incarnate)
Head [.69], Chest [.48], Hind Legs [.27]
(Slightly Less Enraged, Still Gluttonous)
Chest [.69], Hind Legs [.28], Head [.28], Tail [.26]
/Silver Rathalos/
Back [.55], Wings [.44], Legs [.35]
/Steel Uragaan/
Belly [.55], Broken Chin [.55], Tail (not tip) [.35], Hind Legs [.30]
/Stygian Zinogre/
(Charged)
Back [.45], Head [.40], Tail (not tip) [.28]
(Regular)
Head [.45], Back [.30], Tail (not tip) [.28]
/Uragaan/
Belly [.55], Broken Chin [.55], Tail (not tip) [.35], Hind Legs [.25]
/Volvidon/
Rolled Up [.80], Head [.60], Upper Body/Upper Back Armor [.45]
/Zinogre/
(Charged)
Head [.60], Back [.50], Hind Leg Armor [.40]
(Normal)
Head [.45], Back [.40], Hind Leg Armor [.36]
*Attacks and Combos*
While attacking with a GS is a fairly complex process when everything is taken
into account, the attacks themselves are fairly simple matters in terms of
execution.
Effectively using a GS is primarily about landing relatively high-level charge
attacks as frequently as possible. The general idea is to optimize damage
output by minimizing the number of attacks (and by extension the rate of
sharpness loss) and maximizing DPH (and by extension overall DPS). Meanwhile,
excessively using combo attacks with a GS can be severely detrimental to its
overall damage output, especially in the long run - and there is often a very
fine line between an excessive amount of combo attacks and just a few extra
attacks over the course of an entire hunt.
/General Notes on GS Combo Attacks/
Indeed, it is tempting to simply write off combo attacks with a GS entirely and
leave uncharged non-draw attacks as ~something a hunter generally should not
do~. The upswing can mostly be forgotten about, especially in multiplayer; it
has terrible DPS and mediocre DPH as well as sluggish transitions when executed
in a combo and even slower performance when used as a stand-alone or lead
attack. Similarly, despite its slightly better DPS, the sideswing is actually a
fairly awful attack in and of itself with somewhat underwhelming DPH, and it
also tends to be inaccurate enough to frequently catch on nearby (often sub-
optimal) hitzones that a hunter may not intend to strike. The regular,
uncharged, overhead attack is arguably the worst offender; the long wind up
animation makes it so slow that even with its decent DPH it is practically
worthless as a lead or unplanned "extra" attack. To put things in perspective -
with the Quick Sheathe armor skill, it takes roughly the same amount of time to
sheathe the GS and immediately execute a draw attack as it would to use the
regular overhead attack from a standing position with the GS already
unsheathed.
The slap attack of a GS is also somewhat unremarkable in terms of damage, and
even though it executes slightly fast at face-value, its value as a stand-alone
attack is limited. It is the weakest GS attack, and the main benefit from using
it is that it can contribute to inflicting the exhaust/KO state on a monster
and it can combo into a smash charge sequence. However, it is still a generally
slow attack that is of little use beyond its niche value, much like any other
uncharged GS attack.
For the most part, the only good combo attacks are usually the ones that link
multiple charge attacks together in a charge chain. While it may seem effective
in the short-term to occasionally throw in a combo attack to do a little chip
damage from that one extra hit, that kind of gameplay can easily become
careless and costly with a GS. It only takes a few errors in judgment or
moments getting carried away with combo attacks in a hunt to throw a GS user
off pace and result in multiple missed opportunities for relatively high-level
charge attacks.
Of course, the combo attacks of a GS are not entirely unimportant. Since the
vertical attacks of a GS cannot combo into each other, the only way to chain
multiple charge attacks together is to use a combo attack. Again, the upswing
can generally be disregarded for these purposes. Thus, the classic dilemma of
the GS user is whether to use the sideswing or slap attack. There are
advantages and disadvantages either way, although before going into detail,
many hunters may prefer to note that for general purposes the sideswing is
typically the most effective attack to use in terms of DPS and immediate DPH.
The sideswing seems to be the most popular GS combo attack, especially for
transitioning from one charge to another. Indeed, the {L3+sideswing} recurring
combo is also typically regarded as the most effective attack sequence to use
against continuously static targets (e.g. in lockdown situations or against the
likes of Jhen Mohran). Of course, theory and practice can differ quite a lot,
but the sideswing is still a somewhat "safe bet" for casual purposes. At face
value, the sideswing almost seems better than the slap in nearly every way; it
has better DPS, superior DPH, and executes almost as fast as a slap (and in
some cases potentially faster depending on a hunter's execution of the
attacks).
However, the sideswing must be used with great care. Even though the slap may
seem like a niche attack with very limited value at a glance, it is not always
particularly inferior to the sideswing. There are a few major disadvantages to
using the sideswing that hunters should be aware of.
First, the sideswing is actually more limited than the slap in terms of attack
execution; the slap can combo into any basic attack, another charge sequence,
and the unique smash charge sequence that can only be initiated after the slap
attack is executed. Another issue with the sideswing is that the momentum of
the attack moves the hunter forward a lot, and while this can be useful in some
situations, it can also move a hunter way off-target and even cause them to
"step" past their target entirely in as few as two attacks. This problem is
further exacerbated by the general inaccuracy of the sideswing itself, which is
a lot more likely to connect with an unintended target and disrupt fellow
hunters than the slap typically is.
A general point to be mindful of when using the sideswing of a GS is that it
can be a good and effective combo attack for chaining charge attacks together,
but it is also very easy to overestimate how many Charge+Sideswing combos can
actually be executed while staying on-target. Meanwhile, the slap is a
relatively precise and stable attack that connects well in roughly the same
amount of time as a sideswing, is not usually any more directive than a
vertical attack, and keeps the hunter in more or less the same place, allowing
them to execute a much longer charge chain than is realistically possible and
effective in many cases with a sideswing.
Ultimately, the sideswing and slap attack both have their uses, and I would
almost go so far as to say their value is highly situational to the point of
more or less being matters of personal taste. For the most part, there is no
one answer for which is the better of the two overall - at least not in my
experience. On a sidenote, however, naturally the slap attack has better
synergy with GS combat while using Punishing Draw, and it can even be
moderately effective by itself in terms of running down a monster's stamina a
little faster (although the slap is hardly reliable for inflicting a KO state
against most monsters). Meanwhile, the sideswing remains a solid, bread-and-
butter attack as long as it stays on target.
/GS Combo Attacks and Charge Chains/
Following from consideration of the slap and sideswing attacks on their own,
there is also the matter of effectively executing charge chains.
Overall, the classic repeating {Charge+Sideswing} chain typically yields the
best DPS and overall damage output as long as a hunter can stay on target
throughout an entire chain of multiple charge attacks without any interruption
or sluggish combo execution when linking the chain. This combo also has good
DPH and decent stopping force. This is also one of the most effective ways to
deal damage with a GS in general against relatively immobile targets (again
assuming that there are absolutely no interruptions in the continuously
repeated chain of attacks). Of course, this chain also shares the flaws of the
sideswing that makes up its combo; it can be inaccurate, displace the hunter,
be disruptive enough to teammates to almost completely negate its value, and
cost time and sharpness compared to other attacks if it is not used under ideal
circumstances.
The repeating (Regular) {Charge+Slap} chain is very mediocre in most cases. The
difference in damage between a slap and a sideswing is not huge, but it does
add up when combos are used carelessly - and that includes combos used in
charge chains. Moreover, the time it takes to execute the basic {Charge+Slap}
chain is roughly the same as the {Charge+Sideswing} chain; it may even take
significantly longer. Naturally, the {Charge+Slap} chain shares the advantages
and disadvantages of the slap itself; it is a relatively stable straightforward
attack that trades off some damage for a little more utility and the ability to
finish a chain with a smash charge attack. However, unless a hunter really
knows what they are doing or is using the Punishing Draw skill, the vanilla
{Charge+Slap} chain can generally be ignored.
Of course, the vanilla {Charge+Slap} and the classic {Charge+Sideswing} chains
are just the basic 2-part repeating combos. It is important for GS users to
keep in mind that single charge attacks and even quick HnR draw attacks have
plenty of value when executed under the right circumstances. It generally
requires a good lead on the target and highly predictive gameplay for stand-
alone charge attacks and draw attacks to compete with charge chains in the long
run, especially when the target is relatively immobile, but the basics are far
from useless. Beyond that, there is also the smash charge to consider, and by
extension the 3-part repeating combos.
The smash charge attacks of a GS can be tricky to use well. However, they are
excellent finishers and have great DPH with even higher attribute scaling than
regular charge attacks. Since they can also be effectively used in what amounts
to a 3-part combo chaining together a {Regular Charge+Slap+Smash Charge}, using
smash charge attacks also tends to result in slightly better sharpness
efficiency throughout a hunt (i.e. the alternative chains effectively use 4
attacks to accomplish what a small chain ending in a smash charge accomplishes
in 3).
Unfortunately, the major downside to smash charges is that they are a little
too heavily penalized (or counter-balanced depending on how one looks at it).
While the smash charge attacks and combos or chains incorporating them have
respectable damage output, their DPS goes from being good to mediocre when the
time it takes to recover from a smash charge attack and roll and/or sheathe the
GS are factored in. On a related note, since using a smash charge attack
effectively means using a slap instead of a sideswing before it, in relative
terms the extra power of a smash charge practically amounts to a redistribution
of DPH rather than a true increase of it compared to the typical
{Charge+Sideswing} combo. As a general rule, many GS users would probably do
well to avoid using the smash charge unless they are using it as a finishing
move before a monster moves well out of range of any possible following
attacks. There are a few exceptions, but since there is such a fine line
between relative success and failure with effectively using charge attacks, if
a hunter is in doubt, they probably are not going to benefit from using a smash
charge attack.
All of that said, in my own experience I often find the {Regular
Charge+Slap+Smash Charge} chain to be fairly useful under normal hunting
circumstances. It seems to fit with the attack patterns of many monsters very
well, especially when using Focus (which reduces charge time just enough to
offset the extra recovery time of the smash attacks if a hunter is familiar
with the default charge times). I would encourage hunters to practice using
both regular charge attacks and smash charge attacks in order to develop a
sense of when to use the smash charge attacks as finishers. In some cases, the
"if in doubt - don't use a smash charge" principle goes both ways, because if a
hunter is uncertain about whether a standard {Charge+Sideswing} combo will
actually be uninterrupted enough to get the full benefit of its superior DPS,
chances are it might be better to simply finish the current attack sequence
with a smash charge and move on.
/Core GS Attack Principles/
Now for the real core of GS combat: the draw attacks and charge attacks
themselves.
A lot of new GS users often struggle with the value of minimizing their
uncharged attacks and primarily if not entirely using the draw attacks and
charge attacks, with only the occasional basic combo attack to link charge
chains. To some it may seem counter-intuitive to more or less completely ignore
a lot of the attack options they have with a GS and break free of the ~more
hits = more damage~ mindset. While I think it is important for hunters to
practice a lot and experiment with different strategies to figure out what is
most effective for their purposes, there is a fine line between using the GS
creatively and unconventionally versus using it carelessly and utterly wasting
its damage potential when a hunter does not care to play to the strengths of
the weapon.
Here are a few key points GS users would do well to keep in mind:
+ Against a relatively immobile target, even without Focus, the L1 charge
attack by itself has is roughly on par in terms of DPS with any basic 2-attack
combo that does not involve a draw attack, and it can be executed in roughly
the same amount of time as such combos. Also, of course, the L1 charge attack
only reduces sharpness half as much as even the shortest combo. This is true
even with or without the Critical Draw skill.
+ Against a relatively immobile target, given without Focus, the L2 charge
attack is practically uncontested in terms of total DPH and DPS compared to any
basic attack combo including ones that involve draw attacks that can be
executed reliably in the same amount of time. This is true with or without the
Critical Draw skill. In other words, if a hunter can land the L2 attack, there
is pretty much no reason to use a combo instead. Also, again, using a combo to
match the L2 attack will incur at least twice as much sharpness loss.
+ Against a relatively immobile target, if it is possible to successfully land
the L3 charge attack, there is virtually no reason to even consider alternative
combo attack sequences in terms of DPH and DPS. The L3 and charge chains are
the way to go. Moreover, the sheer efficiency of damage with respect to
sharpness loss when using L3 attacks is incredible.
+ Against even slightly mobile targets or targets that are capable of
interrupting a sequence of combo attacks, there really is no advantage in the
long run to using combo attacks instead of charge attacks in situations that
allow enough time for either. When all is said and done, the basic combo
attacks - even leading with a draw attack - are horribly ineffective in terms
of damage and sharpness efficiency compared to viable charge attacks and charge
chains. Even with an affinity specialist set without Critical Draw, it tends to
be more effective to use charge chains and stand-alone charge attacks instead
of attempting to do continuous damage with extended combos. Meanwhile, charge
attacks allow a hunter to uniquely take advantage of extremely brief split-
second windows to attack some of the weakest hitzones of a monster during
moments when a combo attack would only provide some unremarkable chip damage.
+ The difference in damage output of the regular L1 attack compared to the draw
attack in terms of DPH is so large that it is greater than the increase from
any one skill effect in the game - including Felyne Heroics. This is of course
true with or without Critical Draw. This means that there is essentially no
skill in the game that can truly make up for a hunter's inability or
unwillingness to use charge attacks effectively; even Focus cannot be counted
on to make that much of a difference throughout an entire hunt (especially if
hunters rarely use charge attacks even with Focus - which is something that I
have seen to be ironically common at least in the early stages of the game).
As for using the charge attacks themselves and executing charge chains, a lot
of the technique revolves around good positioning and timing. Beyond that, as
long as hunters understand the charge mechanics, practice their attack
strategies, and study their prey until they are highly familiar with the
monsters they will be fighting, they should do well enough.
Beyond that, there is of course the matter of draw attacks. Like any uncharged
basic attack, even with Critical Draw, the regular draw attack is not
particularly effective compared to charge attacks. Meanwhile, it is also
somewhat mediocre in terms of damage output when a hunter does little but spam
the single draw attack and move on; its only redeeming features in that regard
are that it at least saves sharpness compared to comboing and allows a hunter
to remain relatively mobile. As good as the draw attack can be, especially with
Critical Draw, GS users would do well to keep in mind that single uncharged
draw attacks can be detrimental in the long run if they eventually make up the
majority of the total number of attacks used in a hunt. On the flipside, as
long as the good majority of attacks a GS user successfully executes in a hunt
are charge attacks, there is a little room for error, chip-damage attacks, and
simple HnR tactics with basic draw attacks.
*Positioning and Timing*
Positioning and timing are essential parts of combat for any weapon, but the GS
is particularly demanding of positioning and timing in terms of a hunter's
awareness of their past circumstances, present situation, and predictive
ability to reckon the conditions of the future. MH3U features several true
ranged weapons that can be thought of as weapons that work primarily by
projecting attacks across space. Even though it is a melee weapon class, the GS
can be thought of as a unique ranged weapon that can work by projecting attacks
across time.
Most of the finer details of positioning and timing must be observed through
gameplay and learned through practice to be of significant value for a player,
so this section will not be a comprehensive, step-by-step, in-depth examination
of how to move with and use a GS. However, there are a few general points and
common trends of gameplay worth noting. Hunters wielding a GS would do well to
study these points and consider them as the fundamentals of learning the timing
and positioning to use a GS effectively.
First, a key point that is frequently made - for good reason - is that the GS
is a high-risk/high-reward weapon. As such, while it may seem counter-
intuitive, fortune favors the bold when using (or at the very least learning to
use) a GS. The safest positions to attack from are often more or less exactly
in harm's way. Achieving the most effective timing of attacks often requires
hunters to face the risk of taking damage if there is even a slight error in
judgment, and it is vital to learn how to stay close to targets and barely
dodge attacks without always "sticking" to the enemy and ceaselessly chasing
them around like some other weapon classes might.
A common phrase in the monster hunter community and piece of advice given to
new players struggling is "hit it till it dies; don't get hit." While this is
not exactly a bad sentiment and does summarize combat fairly well especially in
the late game, I find that latter part - "don't get hit" - to be a particularly
toxic mindset when learning the GS depending on how it is interpreted. GS users
would do well not to get carried away trying not to get hit; prioritizing
damage avoidance is often detrimental to GS combat. Indeed, sometimes there are
few better ways to learn optimal timing and positioning for a GS than to TRY to
get hit while experimenting with attacks until one of those attacks is
successful without getting hit. Likewise, the GS is a weapon with immense
stopping force when used well, so in many cases when a hunter does get hit, the
best defense is a good offense. Thus, sometimes the solution and the best way
to follow the classic advice of "don't get hit" is to deliberately be at risk
of getting hit - but work on the timing to land a heavier hit to stop a monster
in its tracks.
On a similar note, MH3U is largely a game of learning, and indeed practicing
enough to even build up reflexes to play the game effectively more or less
without thinking too much about it. Taking hits and landing hits are parts of
the natural punishment/reward system of the game. Attempting to circumvent this
and getting carried away with avoiding damage and not taking hits can be pretty
detrimental to the learning process. GS users benefit from taking hits,
learning from their errors, and showing a monster what a real attack is.
A key concept I occasionally mention in regard to effective attack execution is
that of monsters' blindspots. Most patterns of monsters' attacks and general
behaviors tend to expose them to damage in some way or another. It is very rare
for monsters to be completely guarded, and a major aspect of using the GS
effectively is simply finding those blindspots where a monster cannot "see" the
hunter or reach them with a likely attack in its current motion or state. Even
some of the most effective wide-AoE attacks such as Lagiacrus' Lightning Storm
Discharge and Brachydios' Enraged Field Explosion are not true absolute area-
denial attacks; the monsters are technically exposed to damage from attacks
with the right timing and positioning, although the windows to successfully and
safely take advantage of those particular attack opportunities are admittedly
very short and almost not worth it considering the recovery time monsters have
after such attacks.
GS users generally benefit from having a relatively aggressive mindset and of
course playing predictively. While the GS is not a weapon that needs to be used
in a continuously (and frantically) aggressive, rapidly-attacking, combo-
oriented manner, it is good to be aggressive in a proactive, forward-thinking
sense. A key part of maintaining good timing and positioning for optimal attack
execution is making sure not to get caught up "following" a monster to the
extent of falling into a reactive pattern and mindset. If a GS winds up chasing
a monster the majority of the time - or marching to its beat (so to speak) -
chances are that they would benefit from refining their GS technique, finding
another team to play with, or perhaps just using another weapon class if they
are not particularly concerned with specializing in the GS.
Another useful strategy is of course to create attack opportunities and learn
to make one's position and attack timing the effective position and attack
timing. A lot of this overlaps with to the concept of the flow of combat and
the more precise, control-oriented aspects of GS combat, but it does not
necessarily require as much attention beyond the immediate game, mathematical
calculations, or other wizardry as some players might think. The fact is that
the GS hits hard, and sometimes even without intentionally counting hits,
staggers can be predicted with reasonable enough accuracy to turn a lot of
hunting situations around and direct or at least cancel a monster's patterns
when it is convenient even when playing in a relatively casual manner. With
enough practice, it is not uncommon to develop a relatively intuitive sense of
when a monster can be staggered or knocked down just from the implicit
knowledge of how effective certain GS attacks are. Likewise, even after just a
few hunts, GS users have plenty of opportunity for careful observation of
monsters, and that knowledge can in turn be used to effectively kite and bait
monsters until they are frequently following the hunter, moving into the
perfect places for a hunter to attack at exactly the right times, and
constantly getting caught up in cycles of reacting to the hunter without ever
catching them off-guard instead of the other way around.
Another basic aspect of positioning goes back to attack mechanics. Hunters
would do well to be aware of how all of their attacks influence their motion
normally or can be used to reposition intentionally. For example, the sideswing
attack causes a hunter to step forward quite a bit, and several GS attacks can
be angled and effectively rotate the hunter's position. These split-second
adjustments can occasionally be very useful for maintaining an attack or
correcting minor errors in what might otherwise be a failed attack (although in
multiplayer GS users should be particularly careful to remember that good
weapons etiquette is also extremely important).
Beyond those general points, a lot of good timing and positioning with a GS
naturally overlaps with the other components. Knowing which attacks to use,
knowing how to manage stamina and sharpness efficiently, knowing how to play to
the strengths of a GS with a variety of skills and under different
circumstances, and experimenting with different strategies are all important
parts of learning to use a weapon well. For the most part, good timing and
positioning should naturally develop along the way as long as a hunter makes an
earnest effort to refine their technique and actually learn to use their weapon
well instead of just doing the bare minimum and relying on skills to multiply
their damage to acceptable levels.
*Blocking and Evasion*
Blocking and evasion are so simultaneously complicated and ridiculously simple
when it comes to using a GS effectively. Generally speaking, blocking and
evasion are largely unimportant in terms of their conventional uses when
wielding a GS. Blocking drains sharpness (so every block practically costs two
attack opportunities in a sense) and for the most part a GS user rarely needs
to block when using the weapon well, and similarly actually needing to use
evasion to avoid damage is often a result of using the GS sub-optimally and MOI
abuse does not have particularly good synergy with effective GS use.
However, there are of course a few grey-area values and alternative uses for
blocking and evasion than simply avoiding damage.
To some extent under very limited circumstances, blocking can be useful to
maintain position. In particular, when there is a chance of being disrupted by
wyvern wind, current effects, or tremors and a GS user is not in a good
position to attack or otherwise avoid those stun effects, the block can of
course be executed as a form of anti-disruption. Similarly, the block can be
used to cancel roars, although considering the knockback, recovery time, and
loss of sharpness incurred as a result of blocking a roar's shockwave -
sometimes it is better to just deal with the brief stun after a roar (or better
yet use an anti-disruption armor skill to negate the issue entirely).
Of course, if a hit is guaranteed to kart a hunter and there is practically no
way to avoid immediate or follow-up damage without blocking at least one
attack, blocking as a last resort is generally a good idea. However, there are
also plenty of cases in which taking a hit or trying to evade even if it is
risky can be better than blocking, especially if a hunter has little remaining
stamina and sharpness to work with. When all is said and done, blocking with a
GS is roughly on par with the upswing and uncharged overhead attack in terms of
(lack of) usefulness under most hunting circumstances'.
As for evasion, it can be a bit trickier. MH3U uses an MOI evasion system; this
effectively means that users wielding most weapon classes do not need to use
evasion to reasonably avoid damage by truly dodging attacks - they can
typically use it to avoid damage by exploiting game mechanics that effectively
allow a hunter to take no harm from an attack as long as it hits them while
they are invulnerable from the evasion magic. The catch is that using a GS
effectively often requires players to use evasion without relying on its magic
invulnerability and actually get just out of the way of monsters' attacks in
order to achieve good positioning and timing to execute attacks of their own.
The other key point to remember about evasion is of course that the GS has very
limited mobility in terms of walking/swimming while the weapon is unsheathed.
When it comes down to it, good stamina management and tactical use of evasion
are key aspects of maintaining mobility while a GS is unsheathed; there are
many cases when a hunter simply cannot afford to waste time and stamina using
evasion to evade attacks because it is often more useful to "save" it for
canceling attack recovery and repositioning. Moreover, effectively evading
enemy attacks with a GS is largely a matter of timing one's own attacks well,
being in a good attacking position. Typically, relying on MOI-abuse evasion
generally means that a GS is not being used as well as it could be with respect
to its damage potential. Thus, conventional evasion is not completely
incompatible with effective GS combat, but it is occasionally at odds with the
principles of using a GS well and trying to play too evasively with a GS by
using evasion in the traditional MOI-abuse sense can be very detrimental to
one's damage output in the long run.
Of course, there are a few cases when MOI-abuse evasion can be useful. When
facing a monster with a particularly damaging or hazardous attack that is
relatively easy to roll through, it can occasionally provide a good lead
opportunity for a high-level GS attack. However, this is not as common as one
might expect it to be, and it generally does not warrant including evasion
skills on a hunting skillset. Similarly, there are some monster attacks that
can be effectively counter-attacked and immediately rolled through and similar
"unique attack opportunities" afforded by well-timed use of MOI-abuse, but
again these moments are fairly rare and do not typically warrant going out of
one's way to exploit or including evasion skills in a skillset instead of
simply buffing reliable damage.
There are also minor uses of evasion; it can be fairly beneficial in terms of
anti-disruptive potential. Many minor wyvern winds, currents, and even roars
can be rolled through, so it is at least better than the block in most cases.
Also, MOI-abuse aside, the value of rolling to either side or forward after
executing an attack is incredibly important since just about every positioning
decision a GS user makes can count for a lot. Ultimately, evasion is something
that GS users would do well not to rely upon too much to avoid damage, but it
can be good in moderation when used to play to the strengths of a GS rather
than make up for errors when wielding it.
*The Flow of Combat*
The flow of combat is a concept that largely ties in with every other aspect of
gameplay, but it is important to keep in mind in and of itself despite the
great overlap with principles of timing and positioning and other such things.
It is an undeniably abstract concept, but the GS is a weapon heavily built on
abstract principles and mechanics that do not necessarily translate into
immediate simple damage.
At the basic level, when I refer to the flow of combat, it involves
consideration of the patterns of the monster and the hunter as more or less one
dynamic pattern rather than two things completely independent of each other. It
is also largely a matter of distribution of power and control in terms of how
the hunt is being directed, how reactive or predictive a hunter is relative to
the monster they are seemingly hunting, and to put it bluntly - how much of the
hunt is dictated by the monster or otherwise out of a hunter's control and how
much "control" is actually necessary or useful as a hunter. In a simplistic
sense, evaluating the flow of combat is just a matter of looking at the hunter
and monster(s) in the context of the hunt and examining the bigger picture (so
to speak) rather than just looking at each individually and adding up the sum
of the parts.
In a higher sense, the flow of combat also refers to the more strategic aspects
of gameplay and the general state of mind when hunting. As one might
intuitively gather, maintaining a good flow of combat is akin to the classic
principles of having one's head in the game, being in the flow, and being able
to act optimally in a given context after effectively "mastering" their course
of action under those conditions. This can be a result of a lot of practice and
hard work in the game, a lot of metagaming and theoretical calculations or
similar optimization and refinement, or a combination of both.
On a more functional note, the flow of combat also revolves around making the
best of one's circumstances that a hunter can, and of course playing to the
strengths of their weapon. Likewise, priorities and goals matter as much as
every other aspect of context. A casual hunt is a good opportunity to refine
techniques and experiment while trying to push a weapon to its limits, while at
other times it is critical to make use of every item and buff available to
simply pile on as much damage as possible when the goal is to simply break the
game and decimate the enemy.
Similarly, the flow of combat also refers to the literal flow of combat and
observable pacing and timing of various actions throughout the hunt. For
example, frequent staggers and maximizing DPH (sometimes even at the cost of
theoretically inferior DPS) often contribute to a flow of combat that benefits
a hunter wielding a GS significantly, while a lot of careless GS technique can
dramatically alter the flow of combat to the point where it seems like
everything is against the hunter and there are hardly any opportunities to
meaningfully attack. Meanwhile, MH3U is the kind of game where hunters cannot
always rely on the flow of combat to "randomly" change; sometimes they simply
need to know how to alter it and manipulate the flow of combat to their benefit
if they do not want to constantly fight an uphill battle - because some
monsters will never let down once they have an advantage until they are put
down.
*Stagger Abuse*
Stagger abuse is of course a major specialty of the GS and an important part of
combat in general, and it is a strategy that naturally follows from the core
principles of the flow of combat.
When a monster receives enough damage to a hitzone, it will cause them to at
least stagger. The basic stagger effect results in an immediate animation that
has absolute priority over a monster's other animations (including attacks).
Thus it causes the monster to "flinch" when a staggering attack connects and
effectively cancels out whatever the monster is doing at the time. Many
monsters also have a slightly longer "reeling" animation that tends to occur
when a destructible hitzone is broken after being staggered multiple times.
Several monsters can also be knocked down (or tripped as is often the case)
when they are hit by a staggering attack to the legs or during an attack or
state that leaves them vulnerable, and this knockdown effect leaves them
exposed to further damage in a manner similar to being trapped or KO'd.
Because of its considerably high DPH, precision, and reach, the GS is great at
staggering monsters and exploiting even the briefest of windows to at least
temporarily incapacitate a monster or otherwise negate the threat it poses. It
is also fairly easy to count hits and predictably stagger monsters after
becoming moderately familiar with their damage thresholds. Sometimes, even
without counting hits, the GS is capable of delivering enough damage that in
many cases it can simply be trusted to stagger a monster with a good charge
attack or two even if it is unclear how much damage has already been dealt to a
given hitzone.
Another key benefit of the high stagger-potential of a GS is that it makes the
weapon class excellent at counter-attacking monsters. There are many times when
it is incredibly effective for a hunter to be right in the way of a monster's
attack and stagger it to cancel the attack right before it hits. While doing so
safely of course requires some predictability (typically counting hits) or luck
(the GS is actually still pretty good when used as a gambler's weapon), it is
still a consistently effective tactic. A common point of discussion is creating
attack opportunities, and there is practically no greater example of creating
an attack opportunity in MH3U than simply and effectively shutting down a
monster at any time and any place with a well-executed stagger resulting from a
counter-attack. If a monster can be staggered, almost every moment is an attack
opportunity, and since the GS is a weapon that can build attack power well
outside of attack range under many circumstances, it just benefits from that
principle that much more under conditions that allow for it.
Stagger abuse is also of course one of many ways to effectively initiate and
maintain a lockdown situation. Even when hunting solo, if a GS user learns to
build damage while alternating hitzones, they can trigger staggers in sequence
while moving around the monster to create extended attack opportunities and
render a monster relatively immobile for a surprising amount of time. Likewise,
it is particularly useful to build damage on one hitzone until it is just below
the stagger threshold when hunting flying monsters or similarly reserve a
hitzone that is exposed during one of a monster's most dangerous attacks to
"save" those hitzones to bring them crashing down or negate the threat of an
annoying attack. Every little thing a GS user can do to stay ahead of the game
and keep the flow of combat shifted in their favor can be surprisingly
beneficial in the long run.
Meanwhile, the effects of stagger abuse strategies and benefits of such tactics
are generally multiplied several times over in multiplayer. In multiplayer, it
is not uncommon for some hunts to spontaneously turn into lockdown situations
for the majority or even entirety of the time with good stagger abuse,
especially if there are multiple GS users paying attention to each other and
coordinating their alternated attacks so that the monster hardly ever has any
chance at recovery or retaliation. On a more simplistic level, stagger abuse
can also be great for saving a teammate from damage.
*Range Abuse and Longshots*
The GS is an interesting weapon that has a fair bit of range, both in terms of
time and space. Its attacks can be delayed and power potential can be built up
and projected ahead of time with skilled use of the charge mechanics, and in a
more straightforward sense the simple physical range of the GS gives it good
reach and occasionally allows it to connect with targets while leaving just
enough time to roll through them. This allows for another form of counter-
attacking monsters in the middle of hostile behavior in that a hunter with good
timing and positioning can often exploit the range of the GS to get in a shot
and immediately roll through or away from the incoming damage.
Of course, it is important not to get carried away with range abuse as striking
with the center of the GS is still a key aspect of dealing optimal damage;
being too close or too far from a target can be very detrimental to damage
output even if the attack connects. However, some range abuse is useful,
especially when it can stagger a monster. Also, there may be moments during a
hunt when one of a monster's weakest hitzones is just barely within range, and
in such cases it can be reasonable to abuse the range of a GS attack if it is
relatively certain that there are no better alternatives.
Beyond those points, good use of a GS and effective range abuse is largely a
matter of simply observing monsters. Hunters would do well to keep an eye out
for how far monster attacks go and try to memorize how much distance monsters
with finite-ranged attacks and motions cover. Knowing how to recognize the
opportunities to setup or quickly execute an attack based on the range and
movement of a monster and the mechanics of the attack are critical points of
combat.
Another somewhat more iconic form of range abuse with a GS is what I typically
refer to as a longshot. A longshot is basically just a glorified setup attack
(and in some cases counter-attack); it typically involves setting up a charge
attack well outside of range of any target while the monster is fairly distant.
If a monster is expected to charge or far enough away from a hunter when they
begin charging to land a decent attack on them, a good longshot can be
incredibly effective.
In a more abstract sense, the concepts of range abuse and longshots in
particular can also apply to situations in which moderately unconventional
positioning and timing is used to achieve a successful and very effective
attack. For example, there are several monsters that will in one way or another
try to attack a hunter from behind, but this pattern can be turned against them
as there are many cases in which a hunter can turn their back to a monster,
charge their GS, and land their attack on a monster when it suddenly winds up
right in front of the hunter instead of behind them. Similarly, there are also
a lot of fun trick shots that can be successfully executed with a GS by
exploiting its range or otherwise using advanced setup attacks and longshots.
Again, GS users would do well to keep in mind that since their weapon can build
damage potential outside of range of its targets, that creates a lot of very
effective and relatively unique attack opportunities compared to the attack
windows other weapons have to work with, especially when such tactics are
combined with stagger abuse strategies.
*Hit and Run Tactics (and "Sniping")*
HnR tactics are both a specialty of the GS and a potential detriment to it. The
concept of sniping is also occasionally applied to GS attacks interchangeably
(or alternatively depending on who one talks to) when referring to the pattern
of running in, executing a quick draw attack or charge attack, and immediately
getting away. However, I have also seen the term sniping used to refer to
longshots and a variety of other GS techniques, so for the most part I prefer
to refer to HnR tactics as just that.
HnR tactics, like many GS techniques, can be great when they are used in a
predictive manner, or they can be downright terrible when overused or relied
upon for ~safe, convenient~ damage so much that a hunter winds up losing out on
or becoming oblivious to opportunities to attack more effectively. As a general
rule, HnR tactics are great for taking advantage of those split-second windows
to attack extremely weak hitzones, but as a form of otherwise ~regular~
attacking, it can slow down the hunt and interfere with the flow of combat
quite a lot. However, the GS is a high DPH weapon, and it does HnR well enough
to do decent damage often enough, although compared to the full damage
potential of a GS, HnR tactics alone barely scratch the surface.
For the most part, I think HnR tactics are fairly self-explanatory. Beyond the
basic words of caution above, it is largely just a matter of practice and
learning how to effectively use a weapon in the game. Other than that, there
are of course a few skills such as Critical Draw, Punishing Draw, Quick
Sheathe, and Focus depending on the circumstances that are of slightly more
benefit to hunters using HnR tactics than hunters using dramatically less
mobile attack strategies, but technique is still generally more important than
skillset.
*Anti-Disruption*
Anti-disruption effects are incredibly important points of combat in general.
There are so many things during a hunt that can temporarily disrupt or even
stun a hunter including roars, wyvern winds and currents, and tremors - not to
mention the stray attacks of teammates and other minor things that might trip
up a hunter or similarly interfere with their mobility and attacks. Since the
GS is such a high-DPH, time-sensitive, power-specialized weapon, even a minor
disruption effect can make a huge difference in its damage output and a
hunter's overall experience using a GS.
The good news is that there are a few aspects of GS combat that can mitigate
many disruption effects through technique alone. GS attacks benefit from an
innate "super-armor" effect that temporarily renders the hunter immune to most
forms of low-level disruption that would trip or very briefly stun them while
they are attacking, although the catch is that this means that if a hunter is
attacking to cancel out potential disruption, they may not be attacking at the
best moment or position. It can go either way. Furthermore, the block and
evasion mechanics of the game also allow a hunter to avoid a variety of
disruptive effects, but they also have their associated costs. Of course, in
some cases good old timing and positioning alone are enough to avoid
significant disruption when using a GS, but obviously that is not always the
case - and it is not particularly effective if a hunter actually winds up
sacrificing a good attack opportunity or settling for an inferior attack for
failure to use a more effective form of anti-disruption.
All of that said, the simple and often most effective solution is of course to
just use anti-disruption armor skills. In general, I do not consider the sills
for resisting wyvern wind, current, or (flash) stun effects to be particularly
noteworthy, but there are skills for that. However, the skills that cancel
roars (Earplugs, HGE, and Rock Steady) and Tremor Resistance can be very
useful, especially for GS users. While these skills may not translate into
guaranteed damage at face value, GS users do have a lot to potentially lose or
gain depending on how susceptible or immune to disruption they are
respectively.
*Affinity and Criticals for GS*
The detailed mechanics of affinity and critical hits are discussed at length in
plenty of other sections of this guide, so the main focus of this part is to
outline the main distinctions between a few of the subtler aspects of affinity
as they relate specifically to the GS.
In particular, it is useful for hunters wielding a GS to distinguish between
what might be considered "traditional" (or perhaps draw-specialist) gameplay
and skillsets versus what I tend to refer to as affinity-specialist gameplay
and skillsets.
It is actually a fairly simple distinction. Most classic GS gameplay and
skillsets are based on primarily using draw attacks with the Critical Draw
skill active to maximize the effectiveness of this playstyle. Under most
circumstances, this is generally one of the most effective ways to use a GS,
and for this reason many experienced GS users may even consider the draw-
specialist style to be the same thing as "playing to the strengths of the GS."
However, it is not the only viable and effective playstyle. The affinity-
specialist playstyle involves stacking affinity or otherwise balancing affinity
with base damage output in order to maximize overall critical count and benefit
a GS in combat that involves more frequent albeit sometimes only moderately
effective attacks.
So, to give a simplistic example, there are a few skillset templates that are
fairly representative of those two styles. The traditional draw-specialist set
will typically have Critical Draw, Quick Sheathe and/or Focus, and either an
anti-disruption skill under normal hunting circumstances or another power buff
for lockdown situations (and of course Sharpness+1 almost first and foremost if
applicable/necessary). Meanwhile, a basic affinity-specialist set will
typically feature at least Critical Eye+1 instead of Critical Draw, generally
benefits more from Focus than Quick Sheathe or the combination of the two, and
might also be more flexible in terms of how it benefits from anti-disruption
skills or power buffs. I have even seen moderately viable affinity-specialist
sets that have Evasion+1 as a filler skill, although I am not sure I would
recommend actually using such a set to any GS user.
The value of each set and playstyle should be intuitive enough. Draw-specialist
sets focus on the surgical strikes, predictive gameplay, and maximum DPH that
are the specialties of the GS. Meanwhile, affinity-specialist sets usually
trade off overt immediate power and DPH for returns in the form of more evenly
distributed and possibly higher overall DPS and continuous damage delivery. Of
course, since Critical Draw sets are not even viable until G-Rank, many GS
users will probably find themselves using an affinity-specialist set at one
point or another regardless of their intention to experiment with that style.
In my own experience, I have found each to be reasonably viable. I still favor
draw-specialist sets and gameplay, but affinity-specialist sets can be
interesting, especially when the critical output is higher than expected. The
only downside to affinity-specialist sets is that pretty much every GS with
innate affinity is a little too underpowered in terms of counterbalancing its
affinity in my opinion. Even some of the better options with good innate
affinity such as Merak's Asterism and Pale Kaiser are a little on the weak side
to the point where a critical hit from them is barely better than a regular hit
from some of the stronger weapons in the game with a power-oriented draw-
specialist set. Of course, draw-specialist sets maximize DPH and affinity-
specialist sets tend to maximize DPS, so in practice it can often go either way
even if the theory typically favors draw-specialist sets and more
"traditional" gameplay.
*Hypermode Skills and Gameplay*
I often mention Hypermode skills and gameplay when discussing the more damage-
oriented aspects of using a GS. While the GS is a high-risk/high-reward weapon
in and of itself and has excellent synergy with techniques that raise damage
potential at the cost of taking on some greater risk, this particular section
is about the various effects that can be applied to actually induce a veritable
Hypermode state. That is, I tend to use the term "Hypermode" as a catch-all
term for effects that work based on some form of the classic "dark" or
"sacrificial" principle of trading health or some other vital resource for
power.
Specifically, Hypermode skills refer to the kitchen skill Felyne Heroics and
the armor skills Adrenaline+2, Wrath Awoken, and Fortify. Note that the Felyne
Heroics skill does not stack with the Adrenaline+2 effect (that includes the
Adrenaline+2 component of Wrath Awoken), and of course Adrenaline+2 does not
stack with Wrath Awoken. However, Felyne Heroics does stack with Fortify.
Out of those four skills, Adrenaline+2, Wrath Awoken, and Felyne Heroics are
roughly the same; they boost attack power tremendously (and give a very small
boost to defense) while a hunter is low on health. This typically results in a
basic Hypermode state where a hunter is liable to kart from just one hit or
even the chip damage of a few trips or small attacks, but has a ridiculous
amount of DPH and overall stopping force in turn. Felyne Heroics is slightly
better than Adrenaline+2/Wrath Awoken in terms of damage increase, but the
threshold for health is significantly lower and it is very easy to be karted
with even the simplest error. Of course, the major advantage of Felyne Heroics
is that since it is a kitchen skill, it effectively allows a hunter to use any
loadout as a Hypermode set.
Meanwhile, Fortify is a relatively unique Hypermode skill. It increases a
hunter's power significantly each time they kart, up to a maximum of two times.
Depending on how one looks at it, this also makes it somewhat of a pay-to-win
skill in a virtual sense as using it not only requires sacrificing "lives" (or
rather, quest attempts) and being at much greater risk of failing the quest,
but also causes a hunter to lose up to 2/3 of their potential reward money in
the process. However, nothing quite beats Fortify in terms of simple,
straightforward, reliable damage increase even though it does not provide the
absolute best damage increase possible, and it is a skill that is relatively
easy to incorporate on a wide variety of sets. It is particularly useful for
solo hunts and occasionally helpful in multiplayer if teammates do not mind and
can avoid karting throughout the hunt, however it is still far less practical
in multiplayer. Fortify is also a pretty good "practice" Hypermode skill since
it effectively pushes the player to fight in more or less the same manner as
any other Hypermode skill, but without quite as much frustration from
constantly karting due to careless mistakes experimenting with the likes of
Adrenaline+2 alone. Of course, the ultimate goal is to use Hypermode skills
effectively without worrying too much about the consequences.
It should just about go without saying that Hypermode skills and gameplay while
wielding the GS bring the damage output of the weapon into a league of its own.
There really is no fair comparison to or competition from ~other playstyles~ so
to speak if Hypermode is viable. The flow of combat is also dramatically
different when using a GS with Hypermode skills, and in many cases (provided a
hunter is highly familiar with a monster), it can be ironically safe to use
Hypermode skills with a GS. Between the sheer stopping force and stealthy
lethality of Hypermode-boosted surgical strikes, predictive charges, and even
the occasional basic attack, a GS is quite often a very good fit for Hypermode
gameplay.
*Situational Buffs: Limit Breaks and Free Hits*
A Limit Break is not necessarily an advanced technique in and of itself.
However, players do need a high degree of familiarity with the game and the
monsters they are hunting to make the best use of Limit Breaks. It generally
requires a lot of practice with the GS to be able to reliably exploit game
mechanics to execute "true" Limit Breaks as opposed to what might otherwise be
considered "false positives" or faux-Limit Breaks. Conceptually, I use the term
Limit Break in MH to generally refer to a situational increase in damage output
that results in more damage being dealt when a player might have otherwise done
less. For most intents and purposes regarding discussion and use of the GS, a
Limit Break primarily refers to a situation in which a hunter successfully
executes a higher-level charge attack than they or another hunter would have
landed under slightly different circumstances but in roughly the same
situation.
For example, when discussing GS technique and hunting in general, if a player
sets up a longshot charge attack at a given distance from a monster in response
to seeing a certain cue from the monster, they might successfully execute a L2
charge attack. However, if they learn to recognize an earlier cue or react to
the cue faster, they may successfully execute a L3 charge attack. In this case,
they will have increased their damage based on technique and their decisions
under the circumstances; the hunter's damage output increases even though the
weapon has not been conventionally buffed and the upper limit of its damage
remains the same (i.e. the damage of the L3 charge attack is obviously the same
as another L3 charge attack, but in this case the damage of the L3 charge
attack is naturally higher than the damage of the L2 charge attack that might
have been). Similarly, it can also be thought of as a kind of relative Limit
Break when players that are particularly adept at triggering charges perfectly
as soon as they are ready to execute succeed in landing their attacks in
situations where players that are slower to trigger their attacks might have to
settle for lower-level charges.
Of course, while player technique alone can do a lot to increase the odds of
effectively executing attacks that qualify as Limit Breaks in a given
situation, there are numerous armor skills that can increase the chances of
doing more damage and specifically landing higher-level charge attacks under
various circumstances. Skills that increase the pace of GS combat and speed up
GS mechanics like Quick Sheath and Focus are good options to slightly increase
damage output in terms of executing more frequent Limit Breaks. Similarly,
anti-disruption skills such as Earplugs also provide obvious opportunities to
deal slightly more damage in specific situations than a hunter might be able to
do without. Many of these skills can be somewhat controversial in their actual
use. They are excellent skills that can make the damage output of a good player
better and make things slightly easier for a struggling player just looking to
reach the damage output of the average experienced GS user. However, they can
also be wasted on the inexperienced and players that rely on armor skills for
Limit Breaks too much may run the risk of leaning on them too much as crutch
skills or else benefitting more from the placebo effect of such skills than
they benefit from the actual effect of a given skill. In general, players would
do well to make good use of these skills and understand their mechanics so that
they can focus on their GS technique and get the full benefit of the skills
without becoming overly-reliant on their effects.
From a technical standpoint, in contrast to conventional buffs that add
directly to existing damage or multiply damage to otherwise objectively
increase DPH and overall DPS, Limit Breaks as they are described here are
strictly situational buffs that subjectively increase damage based on how you
use your GS under specific conditions. Similarly, whereas conventional buffs
effectively work by increasing the limit in damage a weapon can deal, Limit
Breaks temporarily increase the relative damage a weapon deals without
necessarily raising the absolute limit of its DPH. The actual circumstances
that lead to a Limit Break vary; it could be a simple choice of positioning and
timing and a pure result of a player's technique that leads them to getting a
higher level charge in a situation when they might have otherwise had to settle
for less. Alternatively, there are of course the several skills including but
not limited to anti-disruption skills that occasionally allow for situations in
which Limit Breaks may occur. A key point to remember here is that Limit Breaks
correlate with these situations; they are not necessarily caused solely by the
skills or actions used in such situations.
As some may gather from this explanation, the concept of Limit Breaks here
shares some similarity with critical damage. Just like critical hits deliver
significantly higher amounts of damage depending on affinity-governed
probability and other related conditions, Limit Breaks are also effectively
governed by probability and circumstances during a hunt. Furthermore, even when
Limit Breaks seem practically guaranteed to occur under some circumstances, it
is important for players to remember that generally they can only increase the
odds of a Limit Break; there is very little a player can do to absolutely
guarantee that their attack will actually qualify as a Limit Break.
*Other Principles of Combat and Elements of GS Technique*
For the most part, I have tried to write this guide without citing the GS guide
for MH3 (Tri) or similarly cut/copy/pasting or even rewriting portions of that
guide. However, for this part I will make an exception and refer readers to
look to that guide if they seek further details and discussion on the finer
aspects of using the GS. Much of the philosophy, principles of combat, and
elements of GS technique discussed in the guide for Tri are more or less just
as applicable to MH3U. In fact, since the skill selection, loadout versatility,
and mechanics of the GS in MH3U are that much more developed than they were in
Tri, many of the roles and more abstract principles of playing to the strengths
of a GS mentioned in the guide for Tri are that much more valid in the context
of MH3U. Of course, these days I am tempted to rewrite a few sections and
perhaps include Time Mage in a set of classes and more streamlined class
combinations; so many influences from so many games.
In any case, enjoy using the GS, and try to be creative and effective.
>>>>> 08: Armor Skills }KILL{
*Core Skills*
Different people have pretty varied ideas about what actually makes a core
skill and how to define them. For the purposes of this guide, I consider 'core
GS skills' to be skills with a high enough metavalue in comparison to other
options that they should effectively be among your first picks when choosing
armor skills. Additionally, most core skills may loosely be thought of as
skills that have a significant enough effect to 'specialize' your set with and
accordingly use as a starting point when you choose your other skills in a
given set. Generally, I would recommend picking out at least one or two of
these 'core skills' to get into a set before looking at other options.
/Crit Draw+10 [Critical Draw]/
Critical Draw is still one of the signature 'best skills' for GS. The skill
works by adding 100% affinity to every draw attack, guaranteeing critical
damage with weapons that have 0% or more innate affinity, and even when you are
using a GS with innate negative affinity, Critical Draw will likely still be
valuable if you know what you are doing. Put simply, Critical Draw is typically
worth 25% more raw damage with every draw attack (including charged draw
attacks) using most weapons, or a raw damage total effectively worth that of 5
attacks for every 4 draw attacks of a given type.
A main advantages of Critical Draw compared to Critical Eye is that you can
effectively control the activation of criticals in most cases. Moreover,
Critical Draw is typically more useful for offsetting negative affinity with
respect to overall DPS, and it's almost undeniably worth more for the amount of
skill points it takes. Another value of using Critical Draw in a set is that
you don't need to use a (typically underpowered) weapon with innate positive
affinity to get solid damage from criticals if you have Critical Draw.
Aside from the obvious benefit of increased raw damage in terms of DPS, the
significantly greater DPH of a GS with Critical Draw can result in a rather
dramatic increase in stopping force (i.e. stagger abuse and similar forms of
control). For example, having Critical Draw makes it that much easier to trust
a longshot L3 attack to actually shut down a monster and save you from damage.
Similarly, because Critical Draw has such great natural synergy with the GS and
the extra damage goes hand-in-hand with sheathing and unsheathing between
attacks, it can also be viewed as a skill that indirectly aids your overall
mobility with the GS. Also, players that feel the temptation to combo endlessly
in every situation regardless of context as long as a monster is vulnerable may
hopefully feel less pressured to hastily act in such opportunities when they
see the advantage of using that time to set up draw attacks that make use of
Critical Draw instead.
In general, 'classic' GS sets built around Critical Draw as the main skill can
be very effective at delivering higher amounts of damage with respect to the
damage potential one might expect from skillful use of the GS. Of course, the
skill also allows cheaper potshots and typical HnR tactics to be worth a little
more damage, effectively allowing players to maintain fairly solid damage even
if they do have to fall back on more basic combat tactics. That said, it is
worth bearing in mind that Critical Draw is only as useful as the frequency of
your draw attacks and the strength of those attacks allow the skill to be. One
key point about using Critical Draw is to try to optimize its damage potential
by developing a sense of how to fight a monster using the most draw attacks
possible without going overboard or using so many draw attacks that you neglect
to take advantage of sensible opportunities to combo (ideally into sequential
charge attacks and smash charges, mind you).
Now, as great as Critical Draw is, it is also worth noting that depending on
what monster you are hunting, what the hunt is going to be like, how good a
player is at actually making good use of Critical Draw, and other contextual
details, there may be other good alternatives to consider. In general, the two
'main' alternatives to a Critical Draw specialized set are a Critical Eye set
(e.g. an affinity-specialist niche set) or an all-out damage boosting set built
without wasting any skill points on skills that don't give an unconditional and
significant increase to damage. On the flipside, the latter two (i.e. non-
Critical Draw) types of sets are typically only more useful in lockdown
situations and the occasional solo hunt against some monsters. It is possible
for a Critical Eye set to outperform a Critical Draw set under the right
circumstances and with the right tactics to make good use of such a set, and of
course if a monster is completely locked down so much that sheathing your
weapon might be impractical and cost you more damage than Critical Draw might
be worth, obviously a brute force power set stands a good chance of serving you
better. Personally, I encourage players to experiment with at least one
skillset of each of these three 'types,' but in my own hunts, I have found
'classic' Critical Draw specialist sets to be superior in general.
/Edgemaster+10 [Honed Blade]/
Honed Blade is a hybrid skill that activates the effects of both Sharpness+1
and AuL. In other words, it's an ideal, readymade skill for a standard high-
power GS set. The concentrated power provided by Honed Blade makes the skill
excellent for maximizing your DPH and accordingly improving your performance
when your primary concern is landing the heaviest hits you can as well as
increasing your overall DPS. By extension, Honed Blade is a go-to skill for
lockdown situations in which you have little or no need for mobility, anti-
disruption, or alternative skills that only translate into extra damage against
an 'active' monster.
As for the technical details, Honed Blade should be thought of as [Sharpness+1,
AuL] for the sake of building skillsets. The AuL component is effectively the
same as the Attack Up skillgroup and will not stack with AuX skills. Similarly,the value of Honed Blade basically shares the same limitations as the value of Sharpness+1 and AuL. In other words, naturally, Honed Blade is generally worthless with a weapon if it does not raise the maximum sharpness tier (e.g. white to purple in most cases in the endgame). Likewise, the value of AuL should not be overestimated in the grand scheme of things, and the overall pragmatic metavalue of Honed Blade is somewhat reduced by the relative inaccessibility of the skill and the limitations of skillsets based on it. On a practical note, while Honed Blade is a good skill for general purposes and has excellent value for its niche use in lockdown situations, the flipside to that point is that there is a high degree of functional overlap with sets including [Adrenaline+2, Sharpness+1] and [Peak Performance, Sharpness+1]. That said, depending on the situation, Honed Blade may actually not be worth using in a given player's case, despite its amazing face-value utility. My 'general take' on the skill is that you should definitely try to make the most of it if you have a talisman that allows you to make good mixed sets with it, but I wouldn't rate it as such an absolutely powerful skill that it would warrant spending too much time farming for said talisman. On a personal note: Honed Blade has been one of my favorite MH3U skills from a theoretical perspective since I first saw the skill listings for the game. That said, it's not necessarily the best skill option in practice, and in many cases having Honed Blade as your primary skill on a set will either severely restrict your options for other skills on the set or at least require a pretty rare talisman to allow for more skill options with a mixed set. My advice with Honed Blade is to try to make a good set or two with it, but keep in mind that there may still be other alternatives (typically including Sharpness+1 and another core skill) that may be easier to make and even superior in performance to the average Honed Blade set. For example, [Honed Blade, Critical Draw, Focus] is an excellent set especially for lockdown situations, but I would take [Rock Steady, Sharpness+1, Critical Draw, Focus] over the Honed Blade set for most hunts, generally speaking. /Expert+10 [CE+1], Expert+15 [CE+2], Expert+20 [CE+3]/ Critical Eye skills directly modify the affinity of a weapon and by extension alter the chances of scoring critical hits during a hunt. CE+1 adds 10% to affinity, CE+2 adds 20% to affinity, and CE+3 adds 30% to affinity. These increases stack with the innate affinity of a weapon and other effects that influence affinity. Critical Eye skills can be used in a variety of ways, and they can be particularly useful for increasing overall DPS, although in many cases the DPS increase provided by Critical Eye skills alone may be inferior to alternatives. On the other hand, as with many aspects of GS combat, DPS is not the final consideration, and it is still worth noting that the DPH of a critical hit represents a greater increase in damage than many other buffs, even if the DPS averages out to be inferior to those buffs in the long run when the probability of actually scoring a critical hit is accounted for. Critical Eye can be a good skill to have, and players using it will likely notice a significant difference in the flow of combat, frequency of monster staggers, and generally increased damage output by using Critical Eye skills, especially in the early game (when players do not have access to Critical Draw). However, in the late game, the utility of Critical Eye skills is somewhat eclipsed by Critical Draw, and in general it is best to have one skill or the other on a set since they render each other somewhat redundant. Whereas Critical Draw allows for some degree of control over triggering critical hits and can in fact guarantee a critical hit if a weapon has at least 0% innate affinity, Critical Eye leaves things to chance, and obviously adds significantly less than 100% affinity. However, Critical Eye has an advantage in that the affinity increase applies to all attacks, and this in turn means that Critical Eye allows for critical smash charges and multiple criticals in a chain of charge attacks. In other words, Critical Eye has excellent compatibility with GS strategies that involve little or no sheathing or draw attacks, and while Critical Draw has higher metavalue for general purposes in the majority of hunting situations, Critical Eye does have some niche value especially for affinity-specialist sets or when hunting monsters with low enough mobility that you can frequently chain multiple charge attacks together against them. Because affinity is governed by probability and the effects of Critical Eye skills do not function as direct damage multipliers or add to raw damage, they cannot truly be converted to comparative multipliers in the same sense as the effects of other skills, and while the numbers can be crunched using similar methods as those used to obtain comparative multipliers for other skills, doing so is not particularly practical, and it is easy to lose sight of the mechanics of the skill if one reduces it to simple DPS averages. However, as a general rule of thumb, every 10% affinity increase is roughly worth an average 'baseline' raw DPS increase of about 2.5%. That is, for benchmark approximations, CE+1 can be thought of as having an approximate multiplier of 1.025, CE+2 can be thought of as having an approximate multiplier of 1.05, and CE+3 can be thought of as having an approximate multiplier of 1.075. Affinity can be tricky for several reasons, especially when considering DPH as well as DPS, so for general purposes I recommend that people refer to the affinity section and use the formula there to calculate total affinity of a weapon and average damage using that method when comparing options. However, for those interested in overall DPS increases from Critical Eye skills in more complicated cases, a formula for approximating a (pseudo-)comparative multiplier to evaluate the skills relative to other options is: [4+I+S] / [4 +I], where I is the innate affinity of a weapon in decimal form and S is the affinity from skills in decimal form, although the validity of that formula hinges on a number of details and only reflects probable changes in DPS averages in the long run - it does not reflect DPH increases or fully equate to other comparative multipliers for alternative skills (i.e. it basically just provides another very rough benchmark guideline to give a general idea of how valuable the skill might be). Likewise, however one might model the overall benefit of CE skills in terms of DPS and average damage output, keep in mind that the actual raw multiplier for a critical hit is 1.25, and by extension the effective comparative multiplier for CE is either 1.0 or 1.25 when looking at DPH and potential damage delivery of an attack. For those that do not care to crunch the numbers, suffice it to say that because of how Critical Eye skills work, there are slight diminishing returns from skill-based affinity boosts for weapons that have more innate affinity compared to weapons that have negative or no innate affinity, but these diminishing returns are only for overall averaged DPS increases, and it does not mean that less total affinity on a weapon is better. /Fastcharge+10 [Focus]/ Focus is one of the most popular skills for GS users, and for good reason. For better or for worse, Focus can dramatically improve a hunter's overall damage output. Put simply, Focus works by increasing the charge rate for the GS charge attacks. It should be noted that Focus only influences the speed of the GS charge; the setup phase at the beginning of a charge attack and the execution of the charged attack itself remain unaffected by Focus. Nevertheless, because Focus increases the charge rate, the skill naturally increases the odds of executing attacks that might qualify as Limit Breaks (although players should keep in mind that it is easy to overestimate this effect) and benefits GS combat in a variety of other ways, overlapping with the functions of several other skills and maintaining a fairly high metavalue overall compared to alternative skills one might use with the GS. The catch with Focus is that many of the benefits from the skill can be wasted if a player has weak GS technique, and without proper understanding of Focus and relevant gameplay mechanics, it is easier to fall for the placebo effects of Focus in cases when a player could have done just as well without Focus as they thought they did with it. Similarly, Focus can be great for new players or hunters struggling to use a GS against a given monster or under more challenging circumstances, but it is no substitute for practice and player skill, and if players find themselves unable to even successfully hunt a monster without Focus, they should be wary of becoming overly-reliant upon the skill. Focus is a great skill, but for that very reason it also has an enormous crutch-factor and can be detrimental to a player's technique in the long run if they always use it without ever mastering the default charge times of a GS. Those obligatory words of caution aside, Focus can be an excellent skill in the right hands, and depending on hunting conditions, its metavalue can easily surpass many other alternative skills. For players that are highly familiar with the game and well-practiced against the monsters they are hunting, using Focus can provide in some unique advantages. For example, it is worth noting that the time it takes to execute a regular L3 charge attack and chain it into a smash charge L3 attack with Focus is effectively the same as the amount of time it takes to execute a chain of 2 regular L3 charge attacks without Focus. In other words, players that know when they can safely use a sequence of 2 regular charge attacks basically get a 'free upgrade' to a smash charge finisher with Focus because the time they save with focus will offset the extra time it takes to recover from a smash attack. Similarly, Focus has a general cumulative value; because the increased charge rate shaves off frames consistently with every charge phase, the longer a player can maintain sequential charge attacks without interruption, the better Focus gets compared to regular charges. As such, Focus is a great skill for hunters that are familiar enough with default charge times and monster patterns to know exactly how much extra time they can spend executing multiple charge attacks in a given situation. Focus can be a particularly effective skill against monsters that are in either the high or low extremes of mobility. When fighting monsters that barely move and rarely threaten to disrupt combat, Focus can be a great skill for building up cumulative damage, and when fighting monsters that move around constantly and rarely give reliable openings while limiting the attack windows that would allow a hunter to execute charge attacks, Focus helps to make chasing tactics and reactive gameplay somewhat more viable and effective (although such tactics are still poor substitutes for predictive strategies and well-positioned setups and longshots). There are some cases in which Focus provides somewhat unique attack opportunities, but it is actually fairly rare for someone using Focus to successfully execute a charge attack that is completely impossible to land without Focus, so players would do well not to rely on the 'more L3 attacks' and 'unique/extra attack opportunities' benefits of Focus for their primary advantage. On the other hand, by playing to the strengths of Focus and exploiting monster attack patterns under familiar circumstances, hunters can occasionally execute attacks that qualify as Limit Breaks or otherwise successfully pull off more risky setups and predictive strategies than they might reliably be able to use without Focus, so again, a great deal of the value of the armor skill comes down to player skill. Another general albeit somewhat indirect and unreliable benefit of using Focus is that it increases the overall pace of a hunter and changes the flow of combat. In part, this means that Focus functionally overlaps somewhat with anti-disruption and damage-avoidance skills, although rather than render such effects redundant, Focus works particularly well with other skills that increase the pace of a hunter such as Quick Sheath or otherwise mitigate disruption such as Earplugs. For example, if a hunter uses Earplugs to block a monster's roars, they are likely to avoid a lot of damage they might otherwise incur and it is also more likely that they will land higher level charge attacks against roaring monsters that might qualify as Limit Breaks than they would if they were not using Earplugs. Using Focus instead of Earplugs, a hunter might still land a higher level charge attack than they might without Focus that would also qualify as a Limit Break against a monster just before it roars, so to some extent Focus serves a similar practical purpose as Earplugs. Furthermore, of course, it would be particularly effective to combine the skills and simply use both Focus and Earplugs. Hunters with Focus can chase after monsters more easily and stick to targets somewhat more reliably as well as set up predictive charge attacks earlier in some situations, HnR tactics become somewhat more convenient and effective, and with good technique and a bit of foresight, Focus can be quite useful for hunters trying to stagger-lock monsters or otherwise maintain a continuous and relatively uninterrupted offense. On the flipside, these situations often are not as common as one might expect, and in many cases these advantages of using Focus come more from player technique and familiarity with such combat conditions than they do from the Focus skill alone. For example, in many cases during a hunt, regardless of whether a hunter is using Focus or not, the ideal instant to strike a monster may remain the same and/or may be more a matter of positioning and timing of the attack rather than speed of the charge, and this in turn means that Focus does not always create unique or even useful opportunities to attack monsters or provide a true advantage - it just makes things a little easier. So, the benefits of Focus are mixed and highly situational, but it does provide a wide range of advantages. That said, the deal with Focus generally boils down to: Focus is a top-tier core skill for GS users, but individual results may vary - a LOT. As for the technical details, assuming a person does not overcharge, Focus is effectively worth 5 frames (out of 30fps) of charge time reduction compared to default charge times for every charge phase. This in turn means that a hunter using Focus needs to chain at least 2 charge sequences (and attacks) together perfectly to get one full charge phase ahead of default charge times. Once a hunter has executed a chain of at least 2 L3 charges in succession, that is when Focus really starts to prove to be of value compared to default charge times, and if a situation allows for 3 or more L3 charges to be chained together in succession, an adept GS user will find their charges gradually advancing in full levels ahead of default charge times. However, it should be noted that in terms of a true free hit, a hunter needs to successfully execute about 7 ideal L3 charge attacks to have saved enough cumulative time with Focus to constitute an 'extra' attack. In other words, a highly skilled player using Focus under ideal circumstances can roughly expect to execute about 7 L3 charge attacks for every 6 L3 charge attacks they would be able to without Focus (note: the more realistic and practical ratio is actually 9 Focus charges: 8 default charges; the 7:6 ratio is a very generous and idealistic comparison). For L2 charges, the baseline Focus:Default ratio is roughly 6:5 under ideal conditions, and for L1 charges it is roughly 5:4 under ideal conditions. These ratios should not be used to construct comparative multipliers; they do not reflect actual or reliable damage increases and the amount of DPS Focus translates into is highly variable and dependent on many factors beyond how many extra charges a hunter can hypothetically execute with the skill. In summary, some general highlights to keep in mind about Focus are: +Focus reduces the default GS charge time by 5 frames (out of 30fps) per charge phase (or charge attack level if you prefer to think about it that way), assuming you do not overcharge. -The effect of Focus is rarely significant for single charge attacks, and its value is easy to overestimate; there is very little a person using Focus can do with a single charge attack in most situations against the general majority of monsters that they could not also accomplish without Focus. +The effect of Focus becomes more significant as players maintain a continuous chain of multiple charge attacks, and the charge time reduction from Focus offsets the extra time it takes to recover from a smash charge attack, so practically any sequence of charge attacks can be safely completed with a smash charge using Focus if a player knows what they are doing. -While Focus can allow players to get slightly ahead of default charge times, it is generally unrealistic to expect actual 'free hits' from Focus in the average hunt, truly unique attack opportunities, or frequent Limit Breaks solely from the armor skill alone; 'false positives' are usually more likely than actual Limit Breaks when using Focus. +Focus works great with other core GS skills and is still a great way to improve overall DPS as well as circumstantial DPH increases (e.g. comparing the L3 charge to the L2 charge), despite the caveats of using the skill and the situational variance in the benefit players actually get from it. -Even though Focus may dramatically increase stagger potential and the stopping force of the GS and temporarily increase effective DPH in the cases when players successfully execute attacks that would actually qualify as Limit Breaks, keep in mind that Focus does not directly influence DPH; the damage of the L3 charge attack with Focus is the same as the damage of the L3 charge attack without Focus. On a related note, for players that are struggling to use the GS, I would actually recommend Fastcharge-10 [Distraction] as a skill to help them train their technique. Distraction is the exact opposite of Focus; it decreases the rate your GS charges, and the increased duration of charging is cumulative. While this is generally a bad thing, it should just about go without saying that if a player can successfully hunt a monster with Distraction, hunting it with default GS charge times should be relatively easy, and using Focus should be a cakewalk. There are some basic variety advantages to having Distraction though; when monsters telegraph their attacks plainly and give a hunter a lot of time in advance to set up attacks, Distraction can help prevent overcharging or otherwise losing damage due to hasty setups. Similarly, the skill makes range abuse and longshots somewhat more viable, and having slower charges mitigates damage lost from being greedy and also gives a little more control to the hunter in terms of when they actually want to execute their attack, potentially allowing for some interesting delayed-attack tricks. However, overall Distraction is - as one might expect - a mostly impractical skill for typical hunting purposes, and it is more of a novelty effect that can prove surprisingly valuable in a few limited situations than anything else (i.e. it isn't exactly a skill people should choose to have on a set, but it's arguably not the absolute worst thing a person can have in their skillset). To reiterate: Distraction is an interesting skill that people might consider using if they want to train with the GS and improve their overall technique; Focus can be training wheels (and turn into a crutch for some players if they are not careful), and Distraction can be training weights and turn into an entertaining challenge for most players. /Fury+10 [Wrath Awoken]/ Wrath Awoken is an excellent hybrid skill that activates the Adrenaline+2 effect when a hunter's health is below 40% or activates Guts when health is above 40%. It is also worth noting that the Vangis X Blademaster equipment that has Fury skill points also has Handicraft points for Sharpness+1, so for many practical purposes, Wrath Awoken can be considered the extreme high-risk-high- reward alternative to the likes of Honed Blade and other high-power options. Ultimately, Wrath Awoken is a prime endgame skill and a readymade option for players looking to use a Hypermode set, but from a technical standpoint its metavalue and the finer details to using it are roughly the same as Adrenaline+ 2, and in some cases Adrenaline+2 might actually be a better alternative if a player can manage to make a better set with it than Wrath Awoken. /Handicraft+10 [Sharpness+1]/ Sharpness+1 is one of the best general-purpose blademaster skills, and its metavalue is high enough that it is almost a must-have skill effect for many sets. Sharpness+1 increases a weapon's sharpness gauge and functionally overlaps with Razor Sharp by allowing a weapon to last longer at its default sharpness level (color). However, unlike Razor Sharp, Sharpness+1 has a unique effect that directly increases the amount of sharpness a weapon has. In many cases, this effect allows a weapon to reach a higher tier of sharpness above its default maximum and therefore do significantly more damage (e.g. a weapon such as Stygian Acedia that has White sharpness at its default maximum but raises to Purple sharpness with Sharpness+1). In some cases, weapons are capped at their default maximum sharpness and using Sharpness+1 will only result in their default sharpness distribution lasting longer. In general, it is not worth using Sharpness+1 if the skill will not raise a weapon's sharpness level (color), but Sharpness+1 is an extremely good skill for any other weapon. The benefits of increased sharpness are fairly straightforward. A weapon with more sharpness can be used for longer before it requires sharpening, and unlike other buffs that typically increase either raw or elemental damage, both raw and elemental damage are increased by Sharpness+1 when a weapon's sharpness is increased to a higher tier. For comparative purposes, the benchmark converted damage multipliers for Sharpness +1 (depending on the default sharpness without Sharpness+1 and the maximum sharpness with Sharpness+1) that represent the benefit of using Sharpness+1 compared to other skills that increase damage are as follows: Format: Default Sharpness Color -> Max Sharpness Color with Sharpness+1 Comparative Raw Multiplier Comparative Attribute Multiplier Red -> Orange 1.5 2 Orange -> Yellow 1.333333333 1.5 Yellow -> Green 1.05 1.333333333 Green -> Blue 1.142857143 1.0625 Blue -> White 1.1 1.058823529 White -> Purple 1.090909091 1.066666667 Blue -> Purple 1.2 1.129411765 Green -> Purple 1.371428571 1.2 Of course, these comparative multipliers should not be confused with the actual sharpness modifiers for a given color of sharpness, but they represent the amount damage is multiplied due to Sharpness+1 relative to other skills. As these benchmarks show, for general endgame purposes (e.g. White -> Purple weapons), Sharpness+1 can be expected to increase damage more than most other skills, and in terms of objective increases to DPH, Hypermode skills and Critical Draw are nearly the only skills that are usually better than Sharpness+1. In cases where Sharpness+1 raises the sharpness several tiers above the default such as with Cera Cymmetry and Blade of Tartarus, the damage increase from Sharpness+1 is even roughly on par with the benefit of Hypermode skills and Critical Draw (hypothetically, if a player had to choose one skill or the other). That said, unless a player is using a weapon that already has innate purple sharpness or else has a capped sharpness level that cannot be raised by Sharpness+1 and is using a skillset designed specifically to play to the strengths of that weapon, Sharpness+1 is a borderline essential skill for most if not all endgame GS sets, and in turn it has extremely high metavalue as a core GS skill. /Hearing+10 [Earplugs], Hearing+15 [High Grade Earplugs]/ Hearing skills are probably the most straightforward and practical anti- disruption skills for a GS user, and they have high metavalue due to their accessibility and the numerous advantages of using them. The mechanics of earplugs are fairly straightforward and intuitive in most cases; these skills nullify the temporary stun hunters experience when a monster roars and allow hunters to remain mobile throughout the full duration of a roar. In general, hunting monsters with strong loud roars requires High Grade Earplugs to nullify the effect, and the effect of relatively normal roars can be nullified with regular Earplugs. Hearing skills are particularly valuable in a GS skillset because they provide a variety of benefits beyond the face-value effect of nullifying immobility caused by roars. These skills are among the most common and effective ways to execute attacks that qualify as Limit Breaks, and in some cases players may even be able to land free hits against monsters while they are roaring (although this is not always as common of an occurrence as one might expect). Moreover, the ability to stay mobile while a monster is roaring in general allows much more freedom in terms of tactics, setting up attacks, and positioning and timing in combat. Similarly, using the appropriate grade of Earplugs basically overlaps with Evasion and other damage-mitigation/avoidance skills for a GS user in terms of general practical value, and against most monsters, Earplugs can typically be expected to prove more valuable to a GS user than Evasion skills. Earplugs even have some value as support skills; a player immune to monster roars can kick or launch any teammates that are stunned by the roar to restore their mobility and potentially save them from harm (although remember not to launch teammates unless it is absolutely necessary to get them out of the way of harm; in many cases launching teammates will simply leave them open to a monster's attack). Most monster roars can be blocked by regular Earplugs. The HGE skill is necessary to nullify the roars of the following monsters: Abyssal Lagiacrus Alatreon Baleful Gigginox Black Diablos Brachydios Ceadeus Deviljho Diablos Dire Miralis Duramboros Gigginox Goldbeard Ceadeus Hallowed Jhen Mohran Jhen Mohran Rust Duramboros Savage Deviljho /Potential+15 [Adrenaline+2]/ Adrenaline+2 is arguably one of the best skills in the game for a GS set, and it is basically the definitive Hypermode skill in MH. The skill has somewhat reduced metavalue due to the viability of Wrath Awoken and the limitations that often result from the (relative) difficulty in actually getting the skill on a set, but basic restrictions aside, it is still an excellent skill. Adrenaline+2 activates when you have less than 40% health and gives a courtesy defense buff of 45 points as well as a tremendous 30% attack boost, making it one of the best damage buffs in the game for those willing to make the trade-off. At the very least, hunters would do well to have the Adrenaline+2 effect when they are going on speedruns or otherwise fighting monsters in lockdown situations. However, the Adrenaline+2 effect is still viable for regular gameplay in many cases, and as with Hypermode strategies and skills in general, Adrenaline+2 has great synergy with the GS in terms of combat style and hunting tactics. Adrenaline+2 gives a GS incredible stopping power, and depending on how a person plays and whether or not they can predict a monster well and reliably stagger their targets, Adrenaline+2 is even relatively 'safe' to use with a GS. In general, the skill also raises damage enough that in combination with Critical Draw, even uncharged draw attacks and low-level charge attacks combined with simple HnR tactics can raise a hunter's overall DPS to be higher than that of the average GS user with a non-Hypermode set. However, that is not to say that GS users should try using Adrenaline+2 to 'cheese' monsters; using the skill under normal hunting circumstances still requires a fair amount of technique and familiarity with the game, and like most other skills, it can be great in the right hands, but it can be wasted on a player just looking to end hunts faster and make things easier. /Punishdraw+10 [Punishing Draw]/ Punishing Draw is an interesting skill that adds KO damage to your draw attacks. Naturally, the skill has good synergy with typical gameplay using the GS, since more often than not you will likely benefit greatly from focusing draw attacks of varying degrees of power on the enemy head anyway. It is worth noting that if you are going to use Punishing Draw, in order to get the best results you may need to alter your combat style to include more slap attacks, at times even kick+slapping during odd opportunities to hit the enemy's head as opposed to using alternative attacks for chip damage. /Sheathing+10 [Quick Sheath]/ Quick Sheath is a subtle but surprisingly useful skill that directly reduces the time it takes to sheath a weapon. As such, it has particularly high synergy with HnR tactics and other common GS combat strategies, and it improves a hunter's overall mobility. Likewise, Quick Sheath is excellent when paired with Critical Draw, and when the effects of Quick Sheath and Focus are combined, the flow of combat and pace of attacks are altered in a relatively unique way that makes charge sniping highly viable and also occasionally creates opportunities to attack monsters in situations that can be very challenging to capitalize upon when using just one skill or the other. In other words, Quick Sheath is the piece of the puzzle that gives GS users a lot more freedom and versatility in terms of useful combat strategies and attack styles. At the most basic level, Quick Sheath reduces the default passive sheath time (i.e. when a hunter is standing still) by about 7 frames (out of 30fps), and it reduces the active (moving) sheath time by about 10 frames (out of 30fps). So, at its worst, just from considering the bare minimum benefit of Quick Sheath, it provides enough of a difference in frames to practically render Evasion skills borderline-obsolete, and it functionally overlaps with general damage- mitigation and anti-disruption skill effects. In comparison to Focus, Quick Sheath has a clear advantage in terms of damage reduction for uncharged attacks, L1 charge attacks, and is on par with Focus for L2 charge attacks; it is only when a player successfully triggers the L3 charge attack with Focus that they time they have 'saved' might surpass the time they would have otherwise shaved from the duration of their attack sequence with Quick Sheath. In many cases, the effects of Quick Sheath are readily noticeable, and against some monsters, players using Quick Sheath can even safely attack a monster, sheath their GS, and get to safety or set up the next attack without incident at times when they might have had to abort their attack or risk taking damage without Quick Sheath. Likewise, players that are familiar with using Quick Sheath may find that they can often trust their GS to sheath quickly enough that they also reduce time they might otherwise spend idling while trying to decide on the next best course of action or waiting with their weapon unsheathed for the perfect moment to dodge an attack that they can avoid altogether just by walking with Quick Sheath. For players that know how to constantly 'cut it close' to get in high-risk/high-reward charge attacks, Quick Sheath is an excellent skill to have. Beyond its face-value effects and theoretical 7~10 frame (out of 30fps) reduction to sheath time, it is worth noting that Quick Sheath benefits mobility and reduces downtime throughout a hunt beyond that baseline in a number of ways. Because a hunter can walk while sheathing and break into a run earlier as soon as their weapon is sheathed, Quick Sheath essentially 'jump starts' sprints between attacks and enables adept hunters to avoid damage and set up attacks in ways that would be impractical or overly-risky without Quick Sheath, and in some cases the slight differences in a hunter's location when they use Quick Sheath compared to where they would be without it make all the difference in terms of how much damage they deliver and how much damage they incur. Similarly, the cumulative value of saved time from using Quick Sheath is consistent and reliable, and it potentially allows hunters to get to their targets earlier and execute higher level charge attacks that occasionally qualify as Limit Breaks in various situations, and Quick Sheath also works quite well with Hypermode skills. It is also worth noting that as a general rule, if players are not combining Quick Sheath and Focus in a skillset, the effects of Quick Sheath are generally more beneficial in sets based on Critical Draw and built for more mobile and offensive combat strategies in relatively unpredictable hunts. Conversely, the effects of Focus are generally more beneficial in affinity-specialized sets or sets built specifically for lockdown situations and more controlled combat strategies. Overall, Quick Sheath alters the flow of combat such that both reactive and predictive elements of GS technique benefit in terms of overall DPS and situational DPH increases, and while it may seem to be inferior to Focus at face-value, players would do well to try to make good use of both skills. /Unshakable+10 [Rock Steady]/ Rock Steady is a particularly versatile hybrid skill and is very valuable to GS users; it is effectively the ultimate anti-disruption skill in the vast majority of situations. It is also surprisingly easy to include in an endgame skillset, and this practicality lends to its high metavalue and easily qualifies it as a core GS skill. Rock Steady reduces some forms of disruption from enemies and teammates alike, and basically overlaps with Hearing, Current Resistance, and Wind Resistance skills in terms of its direct effects, and in a pragmatic sense, it also functionally shares some of the less obvious indirect effects of other skills. Specifically, Rock Steady gives the following effects: +Immunity to minor disruptions that normally cause the hunter to trip. +Immunity to effects that would normally launch a hunter. +Immunity to low-grade currents that normally disable a hunter. +Immunity to low-grade wyvern winds that normally disable a hunter. +Immunity to all regular roars that normally require Earplugs to block. +Immunity to some large roars that normally require HGE to block. -(Rock Steady does not block the roars of Abyssal Lagiacrus, Baleful Gigginox, Ceadeus, Diablos, Dire Miralis, Gigginox, Goldbeard Ceadeus, Hallowed Jhen Mohran, or Jhen Mohran.) Like other anti-disruption skills, Rock steady gives a hunter much more freedom throughout the hunt, allows more offensive strategies and slightly more frequent charge attacks in a wider range of situations, increases the odds of executing attacks that would qualify as Limit Breaks in some cases under the right conditions, and of course, it indirectly helps to mitigate damage by reducing various threats, almost completely outclassing the likes of Evasion skills or single-purpose anti-disruption skills for GS users. While some of these effects are somewhat redundant at a glance due to the innate 'super armor' anti-disruption effect of GS attacks (i.e. the partial immunity to various forms of disruption GS users have when they are charging and attacking), it is worth noting that Rock Steady is far from useless. In particular, Rock Steady allows GS users to remain mobile and stay on the offensive when they might otherwise have to exploit the innate GS anti- disruption effects or otherwise act to avoid damage or disruption. This in turn gives GS users a lot more control and choice in terms of when and where they actually set up attacks. Similarly, in multiplayer, the effect of Rock Steady is extremely valuable, and depending on the circumstances of the hunt, the constant and unconditional immunity from friendly fire and launches and freedom to rush in and execute attacks without hesitation or interruption can dramatically improve overall DPS. Likewise, Rock Steady can even occasionally allow hunters to land attacks with in situations that they might have otherwise lost out on the damage, and this can effectively translate into unique Limit Breaks that might not have occurred even with Focus or Hearing abilities. Overall, Rock Steady is an incredible skill, and in practice, under some circumstances it even overlaps with skills such as Focus and Quick Sheath in terms of increased pace during a hunt and the general flow of combat (although in those terms alone, Focus and Quick Sheath remain generally superior for reliably increasing mobility and improving one's pace during a hunt). *Good General Skills* /Attack+10 [AuS], Attack+15 [AuM], Attack+20 [AuL]/ Attack Up skills have incredibly high value in terms of general utility and are excellent options for getting just a little more damage in on a set when you can afford them. Attack up Small, Medium, and Large respectively increase base raw attack value by 10, 15, or 20 points (or 48, 72, and 96 points using the inflated values). These skills are especially useful in the early game, and still pretty useful in late and even endgame, although it is important to remember that because AuX skills function as fixed buffs, there are diminishing returns from AuX as you use stronger weapons compared to buffs from skills that function as true multipliers. For general purposes of building skillsets, AuL can roughly be considered as an option comparable to alternatives such as Weakness Exploit and Peak Performance, although AuM and AuS will likely fall just short of being decent alternatives if you have other such skills available. Obviously if you are using Attack Up skills, it would be ideal to get as much power as you can from them, but it is also worth noting that the difference between AuS and AuM or AuM and AuL isn't generally significant enough to warrant sacrificing another skill to get that extra 5 points of base raw damage. That is, if you have a choice between a skillset with AuM and another decent skill and the same skillset except without that 'decent skill' and with AuL instead, the one with AuM might actually be better. From a theoretical standpoint, however, you may notice a noteworthy difference between AuS and AuL. The value of extra raw attack damage is pretty straightforward. Attack Up skills apply an unconditional constant buff to the raw attack of your weapon, which in turn increases your DPH and overall DPS and makes staggering and delivering otherwise significant hits that much easier. Even with just AuS you will probably notice slightly faster hunt times, especially in single player and at earlier levels. Despite the obvious general value of Attack Up skills, however, it is worth noting that towards endgame their value in proportion to the power of fully upgraded weapons is somewhat diminished compared to other skills. To put things into perspective, AuS on an Iron Sword would be equivalent to a theoretical raw damage increase of roughly 14% (or a 1.14 'converted' comparative raw damage multiplier). Further on, with a prime low rank weapon such as Red Wing, AuS would be worth the equivalent of roughly 7% (or a 1.07 'converted' comparative raw damage multiplier). Continue on and by the time you get to fully upgraded G-rank weapons such as Stygian Acedia, AuS is typically equivalent to a mere 4% raw damage increase. For endgame purposes, the following benchmarks can be considered to represent the metavalue of Attack Up skills as comparative pragmatic multipliers (i.e. how much damage they are actually worth as constant buffs compared to other skills that can also be described in terms of damage multipliers or have been converted to comparative/pragmatic multipliers): Format: Example Weapon (Displayed Raw) [True Raw] Rough AuS % buff; Approximate Pragmatic Multiplier Value of AuS for raw damage Rough AuM % buff; Approximate Pragmatic Multiplier Value of AuM for raw damage Rough AuL % buff; Approximate Pragmatic Multiplier Value of AuL for raw damage Merak's Asterism (1152) [240] ~4.2% ; ~1.042x ~6.3% ; ~1.063x ~8.3% ; ~1.083x Altheos Evolutia (1200) [250] ~4% ; ~1.04x ~6% ; ~1.06x ~8% ; ~1.08x Stygian Acedia (1248) [260] ~3.8% ; ~1.038x ~5.8% ; ~1.058x ~7.7% ; ~1.077x Blade of Tartarus (1344) [280] ~3.6% ; ~1.036x ~5.4% ; ~1.054x ~7.1% ; ~1.071x Nero's Anguish (1392) [290] ~3.4% ; ~1.034x ~5.2% ; ~1.052x ~6.9% ; ~1.069x Cera Cymmetry (1488) [310] ~3.2% ; ~1.032x ~4.8% ; ~1.048x ~6.5% ; ~1.065x Also note that even these values are a bit generous without accounting for powertalon and powercharm, and although those don't make much difference to the % values listed above, it is worth noting that these are only raw damage increases, and one shouldn't make the mistake of equating them to overall total damage increases for elemental weapons. So, in short, for endgame metavalue purposes: AuS is generally worth roughly 3~4% more raw damage depending on your GS. AuM is generally worth roughly 5~6% more raw damage depending on your GS. AuL is generally worth roughly 6~8% more raw damage depending on your GS. Ultimately, you can pretty much keep 3%, 5%, and 7% increases in mind as rough approximations of the raw damage metavalues of AuS, AuM, and AuL respectively compared to other alternatives in endgame. So, Attack Up skills are still pretty good for a bit of extra damage throughout the game, but they do have their limits in utility, especially compared to true damage multipliers and other skill options. After all, 20 skill points for a 7% raw damage increase isn't terrible, but it is rather expensive. /Evasion+10 [Evasion+1], Evasion+15 [Evasion+2]/ Evasion+1 increases the MOI during evasion by 4 frames, from the default 6 to 10 at 30fps. Evasion+2 increases the MOI during evasion by 6 frames, from the default 6 to 12 at 30fps, or for an additional 2 frames over Evasion+1 if you prefer to think of it that way. Because of the difference in the benefit of Evasion+1 as opposed to Evasion+2, while it may seem counter-intuitive, Evasion+1 is generally considered more efficient to use if Evasion+2 is impractical to get. Generally speaking, Evasion skills are excellent for survivability and mobility with respect to the flow of typical combat, and of course, less time spent being flung around the map by monster attacks theoretically means more time spent attacking. However, outside of a niche use as insurance when using Hypermode skills, more often than not, Evasion skills are borderline-useless for GS users in practice (at least compared to alternative skills) despite how good they may seem in theory. In consideration of general GS-specific combat theory, because effective use of the GS is more about timing, positioning, and attacking in ways that typically minimize the need to actually evade to avoid damage, for the most part, MOI abuse with the GS is less viable and less intuitively worthwhile, especially compared to how useful MOI abuse can be when you are using other weapons that rely more on attack mobility and split-second evasion to constantly stay with the enemy. By extension, in many ways Evasion skills are somewhat incompatible with standard GS use, and even though they are useful to a degree, they aren't generally useful enough to really consider including in a set simply on the merit of being able to dodge attacks more reliably. In other words, for most purposes, players using a GS can consider Evasion skills to practically have little-next-to-no metavalue beyond that of a typical convenience/filler skill. The aforementioned points about Evasion skills briefly aside, depending on how well you can use it, Evasion skills may still have a niche use for a GS user, especially depending on the monster you are fighting and other hunting circumstances. In my personal experience, I have found Evasion to be fairly worthless in practice with respect to ideal GS gameplay, and in general, I have found that when I attack monsters in close-call situations, either the default evasion is enough to escape damage, or I would have taken the damage even with Evasion skills. From what I have seen, it is quite rare to actually be in a situation where Evasion skills could uniquely allow you to deliver damage with impunity while using a GS. My experience and bias aside, I would speculate that Evasion+1 and Evasion+2 may be of some pragmatic offensive value to players who are good at counter- attacking monsters with setup attacks that would require one to roll through a monster's attack immediately after landing your own to avoid damage. Depending on how things play out, such situations could be considered 'extra attack opportunities' from a theoretical perspective, and if players were to discover a significant amount of such opportunities in their hunts against some monsters, there could be a worthwhile argument in favor of using Evasion+1 and Evasion+2 offensively for more guaranteed damage. While I have not seen this theory reliably pan out in practice, I wouldn't rule out such hypothetical value of Evasion skills entirely, even though the overall benefit of Evasion skills seems minimal when using a GS compared to alternatives that have more straightforward synergy with the combat style. A side-benefit of having Evasion armor skills is that many monster roars become significantly easier to evade through, although skills that block roar effects entirely are generally more valuable for GS users, and in many cases, monster roars can be evaded without any armor Evasion skills (although there are some monsters with roars that cannot be rolled through without Evasion+1). In other words - to summarize Evasion+1 and Evasion+2: Evasion skills should generally be considered trash-tier skills for a GS user, despite the theoretical "less time getting hit means more time hitting the monster and more overall DPS" value of the skills. That said, I'm not ruling out the possibility that people may be able to demonstrate some situational value of Evasion skills by developing a technique that maximizes the use of Evasion skills by exploiting more opportunities to deal damage in high-risk situations. In fact, whether you are doing it for the purposes of making the most use of Evasion skills or not, I would encourage all players to experiment with finding as many ways as they can to deal what might be considered counter- attack damage to monsters while they are attacking you (i.e. in situations when the monster 'should' theoretically damage you), both with and without Evasion skills and MOI abuse. /Tenderizer+10 [Weakness Exploit]/ Weakness Exploit is an interesting skill that has roughly the same metavalue as the likes of AuL and Peak Performance, but it is functionally unique and can be superior to such skills under the right conditions. Weakness Exploit works by adding 5 points to the raw hitzone modifier when you hit a target with a raw hitzone modifier of 45 or more (or .05 to a hitzone with .45 or more if you prefer to skip straight to decimals). Elemental damage is unaffected by the skill. Weakness Exploit can be an excellent skill to have, especially in lockdown situations and/or when using weapons with innate purple sharpness that allow for it to be easier to incorporate in a skillset, although the highly situational nature of the skill and limited context for its use prevent it from being as valuable as some other skills in the grand scheme of things. When deciding whether or not to use Weakness Exploit, it is best to look at the hitzone values of the monster(s) being hunted and evaluate them in terms of how many hitzones they have that actually meet the conditions for the activation of Weakness Exploit while also accounting for how accessible those hitzones actually are. It is also worth noting the spread of hitzone values on a given monster. If a monster has numerous hitzones that are both accessible and particularly weak, a skill like AuL or Peak Performance might actually be better. However, Weakness Exploit is ideal against monsters that have a lot of hitzones that are resistant to cut damage (with extremely low modifiers) and a relatively small number of hitzones that meet the conditions for Weakness Exploit, although the skill is still useful against monsters with a wider range of 'weak' hitzones. Typically, if a monster has a few hitzones with modifiers ranging from .45 to .70 without any or many hitzones with modifiers higher than .70, Weakness Exploit will serve you well if you stick to those hitzones. In other words, while it may sound counter-intuitive, Weakness Exploit is often at its best when you are hunting monsters with 'upper limits' for their hitzone modifiers that fall within the 'lower limits' of the range of values that will activate Weakness Exploit. A good example here is Agnaktor; if you don't care about breaks and are just looking to kill it as quickly as possible, its head and chest are ideal targets for someone using Weakness Exploit, and all of its other hitzones are so resistant to cut damage that even with AuL they are poor alternatives compared to the head and chest. Gobul is also a pretty straightforward example of a good monster to fight with Weakness Exploit. Depending on what you are doing, Weakness Exploit can even be particularly valuable against Ceadeus and Alatreon. On the flipside, because Weakness Exploit often involves such limited targeting strategies, it is best to use it in lockdown situations or against monsters that you can easily fight without relying on tripping them or otherwise disabling them to access their weakest hitzones.
Because Weakness Exploit functions by adding to an existing value in the damage
formula and is not a true multiplier itself, it is important to remember that
its comparative multiplier is not necessarily 5%. That is, the relative
percentage increase in raw damage from Weakness Exploit varies depending on the
original value of the hitzone being targeted, and an ironic point about
Weakness Exploit is that there are actually diminishing returns (compared to
other skills) depending on how weak the target hitzone actually is. When
converting Weakness Exploit to a multiplier to compare to other skills, the
relative percentage increase in damage is effectively that of the 'new' hitzone
modifier divided by the 'old' hitzone modifier (for example, .55/.50).
For reference purposes, the general benchmarks for Weakness Exploit in terms of
their value compared to other skills as pragmatic multipliers are as follows:
Original Hitzone Modifier: Comparative Raw Multiplier
0.45: 1.111111111
0.50: 1.1
0.55: 1.090909091
0.60: 1.083333333
0.65: 1.076923077
0.70: 1.071428571
0.75: 1.066666667
0.80: 1.0625
0.85: 1.058823529
0.90: 1.055555556
0.95: 1.052631579
1.00: 1.05
Of course, the relative diminishing returns from Weakness Exploit do not mean
that a person should intentionally target hitzones with lower values just to
get the greatest relative benefit from Weakness Exploit when they can attack
significantly weaker hitzones (with higher values) instead. Again, Weakness
Exploit is a highly situational skill. When the conditions are met and a hunter
can selectively target hitzones that activate Weakness Exploit, the skill can
easily be on par with AuL and even superior to it. In a few rare cases,
Weakness Exploit may even increase raw damage more than Sharpness+1 would
(specifically, for weapons that would go from white to purple sharpness and
when solely targeting hitzones with a modifier around .50), although Weakness
Exploit in general is not a replacement for Sharpness+1, especially since
Sharpness+1 increases elemental damage as well. In the end, players would do
well to keep Weakness Exploit in mind as an alternative to other common damage
buffs and avoid ruling it out as a useful option, although the conditions for
activation do limit its metavalue.
*Other Good Skills*
(i.e. Skills that are good to have if your set happens to come with them and
may even be useful if you can manage to get them into a skillset as
filler/convenience skills or to cover a niche use, but generally aren't worth
going too far out of your way to have on a set outside of rare or otherwise
situational exceptions. Some of these skills can be just as good as previously
mentioned skills and even better in some cases - but many of them have
conditional value depending on the context in which they are used.)
/Bomb Boost+10 [Bombardier]/
Bombardier increases bomb damage and gives a 100% combination rate for bombs,
making it an excellent skill for those planning on using explosives to get a
little extra damage in. Bombardier also increases the performance of Slime, but
I will leave such details to the Slime attribute section since it is a rather
unique effect. That said, it is worth noting here that Status Attack Up and
Element Attack Up do nothing for Slime, so in a sense Bombardier is the
appropriate 'alternative' to those skills.
/Constitutn+10 [Consitution+1], Constitutn+15 [Constitution+2]/
Constitution+1 reduces your stamina depletion when blocking and evading by 25%,
and Constitution+2 reduces your stamina depletion when blocking and evading by
50%. Constitution skills are excellent for mobility and survivability, although
they are a little impractical to have on a GS set except as convenience skills.
That said, if you happen to be using a set with either Constitution skill, you
will probably notice a pleasant difference thanks to the benefits of the skill.
Of course, having Constitution is still no excuse for excessively blocking with
the GS, and it does not make enough of a practical difference to make evasion
itself any more useful to a GS user than it already is.
/Destroyer+10 [Partbreaker]/
With Partbreaker, all of your attacks will reduce the durability of monster
hitzones faster, although it should be noted that the actual damage dealt does
not increase. Personally, I do not place very high value on this skill.
Partbreaker may be of some use to those looking to farm materials, but
generally speaking, Slime weapons are arguably better for such purposes, and
overall Partbreaker has virtually no metavalue in comparison to the wide
variety of other alternative skills that would more obviously benefit the GS.
That said, Partbreaker isn't a bad skill to have at all if you are using a set
that comes with it or if you can manage to throw it onto a set as a filler
skill.
/Gloves Off+10 [Latent Power+1], Gloves Off+15 [Latent Power+2]/
Latent Power+1 temporarily increases your affinity by 30% and reduces stamina
depletion by 50% after you have suffered 180 points of damage or fought a
monster consistently throughout a 5 minute interval. Latent Power+2 has the
same activation conditions, but temporarily increases affinity by 50% and
reduces stamina depletion by 75%. In general, Latent Power skills are better in
theory than they are in practice compared to alternatives, although they may
prove valuable for hunters looking to coordinate use of these skills,
experiment with niche affinity-specialized sets, or try combining them with
Challenger (Spirit) skills.
From a theoretical perspective, the affinity increase even just from Latent
Power+1 is large enough to make a significant difference for a GS user during
typical gameplay, although the nature of the skill does favor sets based on
maximizing affinity as opposed to Critical Draw sets, which somewhat renders
Latent Power moderately redundant (although a 30% or 50% chance of a critical
smash charge is nothing to scoff at in terms of damage). Personally, I would
encourage players looking at experimenting with GS options that have noteworthy
innate affinity to keep Latent Power in mind, although the consensus among the
community seems to be that the skills do not typically last long enough or
activate frequently enough to justify a metavalue high enough to consider them
as anything but variety skills. However, under the right circumstances and with
the right loadout, Latent Power skills should conceivably be of some use
against Elder Dragons at least, and perhaps a few heavy-hitters if you don't
mind using skills that basically convert Mega Potions into temporary attack
boosts.
To clarify a minor point: it has been confirmed multiple times by several
sources that Latent Power skills will activate based on time OR damage
received, so you don't necessarily have to take 180 points of damage to
activate the skill if you can continue fighting the monster for the full
activation period of 5 minutes.
/KO+10 [Knockout King]/
With Knockout King, the amount of KO (or concussive/dizzy) status damage
inflicted by a weapon is increased slightly. This skill is practically
worthless for GS users except when used in sets specialized to make use of
Punishing Draw. Of course, it's not a terrible skill to have if you happen to
be using a set that comes with it, and you can always throw in a few courtesy
slaps to a monster's face if you are hunting with a group of players to help
someone with an impact weapon KO the monster, but you should not count on
reliably being able to KO a monster with Knockout King alone - except of course
if you are using a niche set combining it with Punishing Draw.
/Lastingpwr+10 [Item Use Up]/
Item Use Up increases the duration of the effects of some items by half of
their usual duration (1.5 times or 50% increase, if you prefer).
/Potential+10 [Adrenaline+1]/
Adrenaline+1 increases a hunter's defense by 40 when health is below 40% of
maximum. It's nothing particularly special, especially compared to Adrenaline+
2, but Adrenaline+1 can be considered as a not-useless skill for the sake of
formality and because it may save you a kart here and there in the earlier
game. Adrenaline+1 isn't really worth trying to get into a set, but it is worth
noting equipment that has Potential skill points in general and sets that
activate at least Adrenaline+1 since they may be of use for Adrenaline+2 sets.
/Sea Legs+10 [Ocean's Blessing]/
Ocean's Blessing is a ridiculously good skill for underwater combat from a
theoretical perspective, although its metavalue is somewhat diminished by the
lack of availability and likely impracticality of getting it on a GS set as
well as the general limitations of its use. That is, it is unlikely that
Ocean's Blessing will be of particular value for a GS set, but it is far from
worthless if a player does happen to use a set with the skill. Ocean's Blessing
is a hybrid skill that combines the effects of Current Resistance (Hi), Endless
Oxygen, and Olympic Swimmer. In other words, it significantly increases your
mobility and lethality in underwater combat, and pretty much negates the usual
downsides to using a GS underwater as opposed to on land.
/Sense+10 [Sneak], Sense-10 [Taunt]/
Sneak and Taunt are two very interesting skills, although their practical value
is somewhat dubious. Sneak slightly reduces the chances of a hunter being
targeted by a monster, and it is generally understood to work by causing a
monster to reselect a new target once each time it targets the user, although
the next target could still theoretically be the user. Likewise, Taunt does the
opposite, theoretically forcing the monster to reselect a target once each time
it targets a hunter that isn't using Taunt, so it should potentially increase
the amount of times a monster targets you. I cannot personally confirm these
mechanics with certainty, but they do seem to be the more likely explanations
for how the skills work. Furthermore, I would speculate that having Taunt might
effectively increase the odds of a monster maintaining you as a target during
situations when they might otherwise spontaneously target another player
without executing an attack against you first.
Speculation about mechanics aside, Sneak and Taunt can be of some value for GS
users, and while neither skill really competes with most other options, they
are worth keeping in mind as variety options or filler skills. Sneak has a fair
amount of theoretical value for people looking to focus on tailcutting and
safely attacking the monster without having to deal with too much aggro, and
Taunt can be useful for players looking to get a little extra advantage in
terms of setting up attacks to land on the enemy's head or otherwise exploit
monsters targeting them. On a practical note, however, Sneak is generally not
worth going out of your way to have, and where Taunt is concerned, the general
sentiment is that it isn't a terrible skill to have if you happen to get a good
talisman that has Sense-10 on it.
/Sharpener+10 [Speed Sharpening]/
Speed Sharpening allows a hunter to sharpen their weapon with only one scrape,
significantly cutting down the animation and by extension reducing the
vulnerability that typically comes with sharpening your weapon in battle. That
said, while it is an excellent filler/convenience skill, it is practically
worthless for hunters that are using weapons with generous sharpness and/or
don't spend much time sharpening their weapon in the same area as an active
monster. Of course, for players that are good at picking times and places to
sharpen their weapon mid-combat, Speed Sharpening will make things that much
easier while also effectively translating into a slight increase in overall
mobility while also making weapons with low sharpness distribution somewhat
more viable or players that have trouble managing their sharpness. In other
words, it is a good skill to have, but it is hardly worth going out of your way
to include on a set compared to alternatives.
/Sharpness+10 [Razor Sharp]/
Razor Sharp halves the reduction to your weapon's sharpness, effectively
doubling the amount of times you can use your weapon without having to sharpen.
This is an excellent filler skill for pretty much any set if you can fit it in,
and Razor Sharp is a great convenience skill in general for GS users and other
blademasters alike. I wouldn't place too much value on the skill in comparison
to other options that more readily translate into increased damage, but there
is no denying the benefits of not having to sharpen as often (or even at all)
during hunts and being less likely to lose damage from dropping a level of
sharpness just before you ready for another attack. Of course, the extremely
variable and situational value of this skill prevents it from having a
particularly high metavalue; there are usually better skills you can include in
a set, especially in the endgame.
/Spirit+10 [Challenger+1], Spirit+15 [Challenger+2]/
When a hunter is in the same area as a monster while the monster is enraged,
Challenger+1 will increase your base attack power by 10 and add 10% to your
affinity, and Challenger+2 will increase base attack power by 25 and add 20% to
your affinity. Even though the activation condition may put some people off, it
is worth noting that monsters do spend enough time enraged during typical hunts
for these skills to be useful, especially if you are hunting Brute Wyverns,
Diablos, and other easily and frequently enraged monsters. Because the skills
offer both a noteworthy attack boost and an affinity boost, Challenger+1 can be
considered roughly on terms with AuS, and Challenger+2 can be considered to
have a metavalue roughly equivalent to AuL and other similar skills when
fighting monsters that are frequently enraged, although in general on a
Critical Draw set the metavalue for Challenger+2 is probably best considered
roughly equal to that of AuM.
Challenger is a particularly useful skill for the GS since every extra bit of
damage you can get in while a monster is enraged helps, and the criticals you
land from the affinity boosts can make a real difference in the long run,
especially if you are at a point in the game where Critical Draw is
inaccessible and Critical Eye and/or other go-to attack skill options aren't
readily available. Moreover, Challenger skills are also worth considering for
hunters looking at building an affinity-specialist niche set for their GS,
especially if you are using a weapon with noteworthy innate affinity. It is
also worth noting that Challenger (Spirit) skills do stack with Latent Power
(Gloves Off) skills assuming the right conditions for each are met. Ultimately,
Challenger skills can be useful under the right circumstances, but their
situational nature does cause them to fall short of many other typical options.
/Stam Drain+10 [Stamina Thief]/
With Stamina Thief, the exhaust damage dealt to the monster's stamina is
increased. This skill has extremely limited natural utility for a GS user since
it generally only applies to the exhaust damage dealt by the slap attack.
However, since an exhausted monster is a sitting target for high-damage
attacks, Stamina Thief shouldn't be completely disregarded, although it would
probably have to be combined with Punishing Draw to make a significant
difference that might merit including it on a set instead of a different skill.
Stamina Thief may at least prove useful as a filler skill, and it's not a
terrible skill to have if you happen to have a set that comes with it,
especially if you are in a group of hunters dealing plenty of exhaust damage.
/Survivor+10 [Fortify]/
Fortify is an incredible and incredibly underrepresented skill, and it is
tempting to include it as a core skill for the GS, although its primary utility
is pretty much limited to solo play. Fortify increases your attack by 10% and
defense by 15% after you faint once in a hunt, and increases attack by 20% and
defense by 30% after you faint twice in a hunt, to a maximum of two times (so
you can't go into Moga Woods at night and stack up the buffs until you can 1hk
anything, for example). In terms of sheer damage, Fortify already comes ahead
of the likes of Peak Performance, AuL, and Weakness Exploit with just 1
activation, so its metavalue can be considered at least on par with those
skills if not necessarily superior to them. Granted, one does need to kart at
least once to make use of the skill (and sacrifice potential reward money in
the process), so ultimately the overall value of the skill comes down to
practicality and is somewhat diminished by the costs of using it.
Like other skills that provide such a significant increase to damage, it is
also worth noting that Fortify has excellent natural synergy with the GS.
Hunters using Fortify sets with the GS are likely to notice a significant
increase in staggers and have a much easier time of controlling their prey and
delivering high-damage hits while minimizing damage received. Naturally, this
also has a self-reinforcing effect since it effectively makes Fortify safer to
use, in a sense. Additionally, since the GS can still do good damage even when
players have to fall back on hit-and-run attacks or use low-risk approaches,
the GS is arguably one of the better weapons to use Fortify with in terms of
managing risk and reward.
As far as specific uses go, Fortify goes hand-in-hand with Adrenaline+2/Wrath
Awoken and Hypermode skills and tactics in general, and this holds true for all
players. Likewise, obviously Fortify is an excellent choice for players that
are messing around with Felyne Heroics and are at a loss as to how to build
their set. If you are a highly experienced player and have little trouble using
Adrenaline+2/Wrath Awoken, you can try pushing your game to its limits by
activating Fortify at the very beginning of a hunt and then activating the
Adrenaline+2 effect for the duration of the hunt. Meanwhile, if you aren't
particularly confident in your ability to fight at low health, Fortify still
serves as a kind of safety net that will help you maintain a decent amount of
damage if you don't succeed to make the best use of the Adrenaline+2 effect. I
would encourage players that are new to Adrenaline+2 or trying to get better at
using the Adrenaline+2 effect in multiplayer to build at least one set with
Fortify in it to both counterbalance the risks and capitalize upon the benefits
of such sets.
Fortify can be used to good effect in multiplayer, but it is rarely practical
to do so. Activating Fortify twice in multiplayer would typically put more
pressure on your team than necessary, and even if you are going for a speedrun
or otherwise hunting in a low-risk situation, the amount of time it takes to
activate Fortify twice will likely negate the value you actually get from it
considering how fast coordinated teams can complete quests without it. However,
for general purposes, Fortify may be of some use to players if it is only
activated once intentionally, and it can make for interesting duo runs or other
multiplayer situations in which two hunters can each be trusted to make good
use of one activation of Fortify. At the very least, it's a good skill to have
for hunting Jhen Mohran solo.
/Tremor Res+10 [Tremor Resistance]/
Tremor Resistance makes you immune to tremors. This skill is particularly worth
noting because tremors are one of the more common and potentially lethal forms
of disruption that using GS attacks does not give you innate immunity to
(generally second only to roars in terms of disruptive potential). Moreover,
because most tremor-inducing situations are typically followed by the hunter
taking damage, whereas other forms of disruption usually merely result in
combat delays and area denial, Tremor Resistance can be thought of as a skill
that significantly reduces the lethality of monsters that cause tremors.
Additionally, Tremor Resistance is typically worth a fair amount of mobility
and the occasional 'extra attack opportunity,' both of which can in turn
translate into a worthwhile increase in overall DPS.
/Unscathed+10 [Peak Performance]/
Peak Performance increases the raw attack value by a base power of 20 while the
hunter's health is full. This effectively makes it equivalent to AuL as long as
the condition is met, with the obvious advantage of only requiring 10 skill
points to activate. Based on its metavalue, I consider Peak Performance to be
roughly on par with Weakness Exploit and AuL (and similarly, the AuL component
of Honed Blade if you're comparing a skillset with [Honed Blade] to one with
[Sharpness+1, Peak Performance]) in terms of utility. Depending on what sets
and talismans a person has at their disposal, Peak Performance may be more
viable as a skill options for lockdown sets and other high-power skillsets.
Of course, it should go without saying, but the relative utility and metavalue
of Peak Performance is somewhat limited by the fact that it is incompatible
with Adrenaline+2/Wrath Awoken, so if you have either of those skills as
options, unfortunately Peak Performance pretty much loses all value as a skill
for lockdown or similarly risk-free situations. However, since it isn't too
difficult to maintain full health when you are attacking in a typical hunt
using a GS, Peak Performance should still be worth an overall DPS increase
roughly equivalent to AuM or AuS in many cases even if it is bothersome to keep
full health. On the flipside, since DPH is particularly important for a GS,
naturally Peak Performance should not be overly-relied upon for the sake of
controlling staggers in fights where it is difficult to maintain full health
for whatever reason - although, again, this is a downside that can be mitigated
with practice and diligence.
On a similar note, in some ways, Peak Performance can be regarded as a
'practice' skill for refining your GS technique with the ultimate goal of
effectively using an Adrenaline+2/Wrath Awoken set or Hypermode tactics in
general. I would personally encourage players to try getting accustomed to
making the most of a Peak Performance set if they are too concerned about
losing health to practice under Adrenaline+2 conditions. Moreover, considering
the basics of optimizing damage with a GS, it may also be worth noting that if
Peak Performance seems like a useless skill because of its activation
requirement for some, they may be losing more damage from attacking at
inopportune times with bad positioning and timing than they are/would from
failing to make good use of Peak Performance. In other words, trying to use
Peak Performance effectively may serve as a good training tool for players
looking to refine their technique with a GS.
*Basic Skills*
These are skills that almost didn't even make it on the lists since they are
pretty much bottom-of-the-barrel in terms of what one should choose to have on
a set. However, they aren't completely worthless, so I've listed them here for
good measure. These skills can be thought of as nice to have on a set that
comes with them or to use as filler for lack of something better. Although note
that this section will be limited to skills that have some basic combat value
or other utility over the course of a typical hunt; I will mostly omit skills
that have non-combat uses such as the skills for typical gathering sets.
/Carnivore+10 [Meat Lover]/
Carnivore allows a hunter to consume raw meat to increase their stamina by 50,
and eating cooked steaks or cool/hot steaks will temporarily stop stamina from
decreasing for a minute.
/Eating+10 [Speed Eating+1], Eating+15 [Speed Eating+2]/
Speed Eating 1 and 2 allow your hunter to consume meat and other items faster.
This is actually a rather nice convenience skill to have, since even if you
never have any problems timing when you use your items during a hunt, like all
time-reducing skills, it effectively gives you a slight increase in overall
mobility throughout the hunt.
/Fate+10 [Good Luck], Fate+15 [Great Luck]/
Good Luck and Great Luck have the potential to increase the number of general
quest reward items you receive after a hunt, and this in turn makes them go-to
skills for farming materials from monsters. While these cannot be considered
'core skills' for combat purposes, I encourage players to build at least one or
two 'farming' sets with Great Luck.
/Freeelemnt [Awaken]/
Awaken 'unlocks' the dormant attribute of weapons with inactive element/status
values. Awaken is an interesting skill in and of itself, but it does not have
much practical value for a GS set other than novelty uses. Virtually the only
endgame GS that is 'worth awakening' is Simoom Sandbiter, and even awakened,
the performance of that weapon compared to other reasonable options (such as
Plesioth Aquablade) confirms that Awaken is pretty much limited to being a
variety/novelty skill for most GS users. Of course, if you can get Awaken onto
a set as a 'filler' skill, obviously a little extra chip damage can be nice and
there are other weapons aside from Simoom Sandbiter than have decent dormant
attributes, but in many cases, it probably won't be worth the skill points in
the grand scheme of things unless you have a talisman that makes it
ridiculously easy to get it on an already-good set.
/Gluttony+10 [Gourmand], Gluttony+15 [Scavenger]/
With Gourmand there is a chance that stamina-increasing items will be more
effective, and with Scavenger, stamina-increasing items will be more effective
and health recovery items will also have a chance to increase stamina.
/Guts+10 [Guts]/
As long as a hunter has more than 64 health, with Guts active, they will
survive any attack that would normally kart them in one hit, once per 'life.'
/Hunger+10 [Halve Hunger], Hunger+15 [Negate Hunger]/
Halve Hunger reduces the speed at which your maximum stamina is reduced, and
Negate Hunger eliminates maximum stamina reduction entirely, effectively
allowing you to hunt indefinitely without having to eat.
/Perception+10 [Capture Guru]/
With Capture Guru active, the marker of a large monster will change color when
it can be captured.
/Protection+10 [Divine Blessing]/
With Divine Blessing there is a chance that damage dealt to a hunter will be
significantly decreased.
/Psychic+10 [Detect], Psychic+15 [Autotracker]/
With Detect there is a chance that a large monster's location will be marked
periodically, and with Autotracker monsters will be automatically marked at all
times without paintballs.
/Rec Level+10 [Recovery Up]/
Recovery Up increases the amount of health you recover from items by 25%.
/Speedsetup+10 [Trap Master]/
Trap Master decreases trap setup time and bomb deployment time. It also
increases combination rate for traps. It's a fairly nice convenience skill in
general, but it's typically better for hunters serving a dedicated role setting
traps and bombs in lockdown situations, so it's not particularly important for
GS users.
/Swimming+10 [Olympic Swimmer]/
Olympic Swimmer increases your swimming speed, and by extension also makes your
stamina less of an issue underwater. The extra mobility from this skill can be
particularly useful for a GS user, but it's not necessarily so good that it
would be worth trading a more obviously beneficial skill.
/Tranquilzr+10 [Capture Expert], Tranquilzr+15 [Capture Master]/
Capture Expert and Capture Master allow you to get more capture rewards for
large monsters, effectively making farming for certain materials a lot easier.
/Wide-Range+10 [Wide-Range+1], Wide-Range +15 [Wide-Range+2]/
Wide-Range causes the effects of some items to be applied to your teammates. At
level 1, the effects are weaker for your teammates, and at level 2 your
teammates will get the same effect you get from the items used.
*General Note on Other Skills*
There are plenty of other skills in MH3U that are beneficial to hunters. The
skills listed above are generally the most useful, and most other skills
generally amount to convenience skills or filler - things that are nice to have
if a set happens to come with them or if a talisman makes it easy to include
the skill on a set. Many people will probably notice that elemental resistance
and Attribute-enhancing skills such as Element Atk+1 are not mentioned in their
own sections, and for the most part this is because these skills generally fall
short of alternatives in terms of their metavalue. For GS users (and in MH in
general, actually), elemental resistance skills and many defensive skills are
typically sub-par options. As for Attribute-enhancing skills, due to the heavy
bias the game has in favor of raw damage over element in general as well as for
GS in particular, skills like Element Atk+1 are typically not worth sacrificing
raw damage buffs or other skills one might use in a GS set, although naturally,
every bit of additional damage helps, so Attribute-enhancing skills aren't
completely worthless with the right weapon if it is not too impractical to
include the skill in a set that is strong enough to be considered 'good'
without it (just don't count on an Attribute-enhancing skill to turn a mediocre
skillset into a powerful one or expect elemental damage increases to make a
major difference compared to raw damage buffs).
>>>>> 09: Noteworthy Armor }NORM{
*General Discussion of Noteworthy Armor*
Armor selection and loadout construction in MH3U is a fairly simple process
thanks to the wide array of resources available in the online community as well
as the general design of the game. Choosing a full set during the early and
mid-game is a generally straightforward process. Since defense and resistance
values are of relatively low importance in MH3U, the main thing to pay
attention to is armor skills. In general, most sets can be considered at least
moderately good GS sets if they feature some offensive skills (e.g. AuX or CE
buffs) and anti-disruption skills (e.g. Earplugs or Tremor Res) or feature a
performance-enhancing skill that has good synergy with GS combat (e.g. Focus or
Quick Sheathe). The better sets are usually the ones that combine a few skills
from these categories.
Note/Disclaimer:
I probably do not have anywhere near the experience with or appreciation of
low-rank and high-rank armor in MH3U as some other players might. Similarly,
some of my own choices of armors in early and mid-game may be sub-optimal
because I was more concerned with upgrading and expanding my GS options and
progressing quickly through the game than collecting/acquiring the best (or
even good) armor sets. I blitzed through low-rank and high-rank with minimal
farming except for what was needed to make/upgrade weapons, so there might be
some progression-bias (so to speak) in the following lists - although I have
included a reasonable amount of good sets at each rank (inasmuch as low-rank
and high-rank sets can be considered good).
One of the tricky things about determining the value of an armor set in MH3U is
that the low-rank and high-rank sets are almost completely outclassed by their
G-rank counterparts. Even going from low-rank to high-rank, there is a pretty
blatant divide in the utility of armor and several high-rank sets also
completely outclass their low-rank versions (almost rendering them worthless as
soon as a player hits high-rank), so there are a lot of sets in early and mid-
game that might not be worth making even if a hunter intends to overforge them.
However, there are a few sets worth mentioning for the sake of covering the
basic options.
Note that in the following shortlists, armors are listed alphabetically - not
according to any other value.
/Shortlist of Some Noteworthy Low-Rank Armor Sets/
Alloy: [Speed Sharpening, Windproof (Lo), CE+1]
Barroth: [AuS, DuS, Guard+1, Raise Hunger]
Diablos: [CE+1, Focus, Tremor Res, Slow Sharpening]
Duramboros: [Fortify, Rec Speed+1, AuS, CE-1]
Jaggi: [AuS, Halve Stun, Gourmand]
Lagiacrus: [Focus, Weakness Exploit, Current Res (Lo), Status Atk Down]
Rathalos: [AuM, Speed Sharpening, Recovery Down]
Volvidon: [AuS, Evasion+1, Tremor Res, Cold Surge]
There are a few decent skills scattered around in LR sets. Alloy is somewhat
tedious to make, but it does at least provide some decent support and anti-
disruption effects as well as allow a weapon to score critical hits
occasionally, and even just CE+1 can make a noteworthy difference early in the
game. Jaggi, Barroth, and Rathalos are basically go-to attack armors, and any
one of these sets can be the ~last set a hunter needs to make~ in LR if a
person just plans on blitzing LR.
Volvidon and Lagiacrus each provide an excellent mix of skills for the early-
game, and they are good sets for GS users that plan on taking their time in LR.
Naturally, Diablos armor is generally the most straightforward readymade GS set
at this stage in the game and is one of the best sets for GS users in LR -
again if they plan on taking their time in the early game. Duramboros is a
great set and can be a real powerhouse if a hunter gets rid of the CE+1 and
uses the Fortify effect; the catch is that abusing Fortify will run down cash
reserves (from lost quest reward money; it's basically a p2w set) and its value
may also be short-lived during and after LR.
/Shortlist of Some Noteworthy High-Rank Armor Sets/
Barroth S: [AuM, DuS, Guard+1, Raise Hunger]
Barroth U: [Adrenaline+1, DuS, Ice Atk+1, Fire Atk Down]
Brachydios: [Adrenaline+1, Challenger+1, Bombardier, Evasion Down]
Diablos S: [Focus, CE+2, Tremor Res, Slow Sharpening]
Duramboros S: [Fortify, AuS, Recovery Speed+1, Critical Eye-1]
Jaggi S: [AuM, Negate Stun, Gourmand, Item Use Down]
Lagiacrus S: [Focus, Weakness Exploit, Speed Sharpening, Status Atk Down]
Rath Heart: [Adrenaline+1, Windproof (Hi), Fire Atk+1]
Rath Soul: [CE+2, Earplugs, Razor Sharp, Health-10]
Rathalos S: [AuM, Speed Sharpening, Recovery Down]
Rhenoplos S: [Focus, Artillery Novice, KO King, Negate Mud/Snow]
Vangis: [AuM, Razor Sharp, Speed Eating, Raise Hunger]
Volvidon S: [AuM, Evasion+1, Tremor Res, Cold Surge]
Yamato/Hyuga: [Focus, CE+2, DuM, Worrywart]
High-rank is full of interesting armor options for hunters willing to invest
the time farming for parts as long as they do not mind most of their hard-
earned armors being outclassed in G-Rank. A lot of early HR armors are roughly
more of the same compared to their LR counterparts. Rhenoplos S, Jaggi S,
Barroth S, Volvidon S, and Rathalos S are basic sets with simple benefits, and
any one of these can last pretty far through HR without dragging too much.
Meanwhile, Barroth U makes it fairly easy to construct a Hypermode loadout
since it is only 2 potential points away from activating Adrenaline+2.
Otherwise, players interested in making a set with Adrenaline+2 to power their
way through HR may be interested in Brachydios or Rath Heart.
Lagiacrus S and Duramboros S are just as good in HR as their LR counterparts
are in LR - and for the same reasons. Rath Soul, Diablos S, and Yamato/Hyuga
feature fairly good skillsets for GS users in particular and CE+2 can make a
pretty significant difference in HR, especially for hunters interested in
getting an early start on affinity-specialist loadouts and strategies. At this
stage in the game, it may also be possible to create a speed demon set by
gemming Quick Sheathe onto a set with Focus. At face value, Vangis S is a
straightforward power set that might be too little too late for most players in
HR, but it should be noted that hunters may benefit from at least forging the
Vangis Coil for its Torso Up effect (especially since it can be particularly
useful from the start of G-Rank in various mixed sets).
/Shortlist of Some Noteworthy G-Rank Armor Sets/
Barroth X: [AuS, Guard+1, Constitution+1, Raise Hunger]
Brachydios X: [Adrenaline+1, Challenger+2, Bombardier, Evasion Down]
Damascus X: [Sharpness+1, Speed Sharpening, Thunder Atk+1, Blunt Edge]
Diablos X: [Critical Draw, Quick Sheathe, Tremor Res, Slow Sharpening]
Duramboros X: [Fortify, Punishing Draw, Stamina Thief, CE-1]
Grand Yamato/Hyuga: [Focus, Rock Steady, Mind's Eye, Worrywart]
Helios/Selene Z: [Sharpness+1, HGE, Water Atk+1, Blunt Edge]
Lagiacrus X: [Focus, Weakness Exploit, Awaken, Status Atk Down]
Nether: [Honed Blade, Current Resistance (Hi), Stam Recovery Up, CE-2]
Nibelsnarf X: [Punishing Draw, Quick Sheathe, Speed Eating+2, Thunder Atk Down]
Rath Soul Z: [CE+3, Earplugs, Mind's Eye, Health-10]
Rathalos X: [AuM, Speed Sharpening, Fire Atk+1, Recovery Down]
Rhenoplos X: [Focus, Negate Mud/Snow, KO King, Artillery Novice, Double Stun]
Uragaan X: [Punishing Draw, Focus, DuL, Doggy Paddler]
Vangis X: [Sharpness+1, Wrath Awoken, Speed Eating+2, Blunt Edge]
Yamato/Hyuga Prime: [Sharpness+1, Razor Sharp, Health+50, Short Sprinter]
Zinogre Z: [Focus, Peak Performance, Evasion+1, Dragon Atk+1, Recovery Down]
There are a lot of interesting sets and skills to consider in G-Rank, but as
far as full sets go, most sets that do not have Sharpness+1 can generally be
ignored until a hunter has a GS with innate purple sharpness. Most of the sets
listed here are primarily valuable as foundations for mixed sets, and players
would do well to keep track of the skill points in individual armor pieces to
get an idea of how they might be mixed into a better set rather than rely on
full sets. For example, many armor pieces have Handicraft skill points even if
the set they belong to does not have an active Sharpness+1 skill. Even Helios
Z, which has a decent "starting" skillset and can be obtained at the very
beginning of G-Rank, is generally better if it is "fixed" by substituting one
of its pieces and gemmed as needed to negate the Blunt Edge without losing the
other skills instead of trying to use it as a full set. A few sets in G-Rank
such as Diablos X, Vangis X, Helios/Selene Z, and Nether are almost good enough
to be used as full (or mostly full) sets depending on what talismans a hunter
has to work with since they are in a sense "only one skill away" from having
excellent skillsets for a GS (although it is important to construct a loadout
in a way that cancels out the negative skills of these sets). Other than that,
there is little more to say on the subject of full armor sets in G-Rank except
to note that Diablos X is the main "source" set for the Critical Draw skill.
*Mixed Sets and General Methods of Loadout Construction*
/G-Rank and Making Mixed Sets/
While LR and HR armor sets are relatively straightforward "readymade" sets that
require little mixing or maintenance in terms of gemming in extra skills or
gemming out undesirable ones, G-Rank is a whole different monster. As discussed
in the overview of G-Rank armor sets, G-Rank armors tend to have a range of
inactive skill points distributed across various pieces, often making them more
useful in mixed sets than in full ones. Thus, by the time a hunter reaches G-
rank, understanding the skills and learning to construct good loadouts with
effective skillsets for the GS becomes that much more important. Moreover,
mixing custom loadouts in general is a useful skill even before G-Rank,
although it isn't quite as "necessary" in LR and HR.
/Overview of Methods for Manually Mixing Custom Sets/
For those that want to make their own custom mixed sets manually, it is
generally a good idea to start by outlining a skillset of 3 main skills to have
on a set. It is typically useful to allow for one of those skills to be
"flexible" and treat the third skill as one that might change across sets or be
sacrificed to make a set with 4 good skills. For example, a general "starter"
template would begin as [CD, Sharp+1, HGE/QS/Focus]. Most players should find
it fairly easy to construct a set with at least 3 skills they want just by
looking for a full set that has skill points for at least 2 of the desired
skills and mixing parts or using a talisman and gems as needed to get the
third. For example, [CD, Sharp+1, HGE] should be fairly easy to construct by
starting with Helios Z parts as the main foundation of the set and using gems,
other armor pieces (e.g. from Diablos X), or a talisman to incorporate CD while
preserving Sharp+1 and HGE. More specific examples of mixed sets can be found
in the character progression section.
For more advanced sets, the same general principles apply, but with greater
attention to the skill point distribution on individual armor pieces. Keep an
eye out for armor pieces with skill points for 2 or 3 skills that would be good
in a mixed set even if the full sets those pieces are part of do not have those
skills active. Rhenoplos X is a decent example; the full set has the Focus
skill and the helm and braces have Crit Draw and Handicraft skill points
respectively. Lagiacrus X is also another set with Focus (as well as Weakness
Exploit) that has individual pieces (helm and mail) with Crit Draw and
Handicraft skill points. For somewhat less common skills, Nibelsnarf X pieces
are also good examples that can be integrated into a variety of different sets;
every piece of the set features PunishDraw and Sheathing skill points while the
mail and helm also have Expert points, the braces and faulds have FreeElement
points, and the greaves have Handicraft points. Meanwhile, Diablos X pieces are
also very versatile; the helm and mail feature handicraft points and the coil
features PunishDraw points all in addition to the Crit Draw, Sheathing, and
Tremor Resistance skill points that are on every piece of the set. It is also
worth collecting a few armor pieces with the Torso Up effect; these can
occasionally be the missing link needed to create an otherwise impossible
skillset (or at least make it somewhat easier to construct).
More technically-minded individuals may prefer to count points and ignore full
sets altogether. In some cases it can be more useful to start constructing
mixed sets by simply keeping track of the total points needed for the main
skills desired in a set and selecting individual armor pieces based on innate
and potential skill points by also accounting for decoration slots while
crunching the numbers on cumulative point values. It is also a good idea for
players to become familiar with the gems for skills they want and also take
note of the "negative" skills on good armor pieces and gems to develop a sense
of which skillsets are generally incompatible and which skillsets are fairly
easy to construct. For example, the Handicraft jewels and many armor pieces
with Handicraft points have negative Sharpness skill points, so it can be
particularly difficult/impractical to construct a good loadout with both
Sharpness+1 and Razor Sharp. On the other hand, there are plenty of armor
pieces with Crit Draw and Handicraft points and the negative skill points of
the gems for these two skills do not interfere with each other, so it is a
relatively straightforward process to mix a set with CD and Sharp+1.
/Community Resources and Athena's Armor Set Search for MH3G and MH3U/
Of course, for players looking for an easier method of mixing sets or hunters
who are just interested in checking out any sets that have not occurred to them
in their own manual designs, there are plenty of premade sets listed on various
forums and other resources for figuring out how to mix sets and construct good
loadouts.
In particular, it is worth noting that Athena's Armor Set Search for MH3G and
MH3U is an excellent and fairly user-friendly program that should be easy to
find and download. It does most of the heavy lifting in terms of generating
loadouts and even determining how to gem them. The program allows the user to
specify the skills they want in a set and limit the number of weapon slots for
generated sets to avoid having to manually sort through sets that require more
decoration slots than the weapon the hunter intends to use actually has.
Furthermore, users can also limit the generated sets to only include
configurations that are possible with talismans on a player's charm table or
even just custom talismans that the user enters, and village and port quest
progression can also be factored in to avoid sorting through loadouts that are
not possible at a specific point in the game. The program even displays spare
decoration slots for generated loadouts, making it that much easier to figure
out how to make good sets even better.
Overall, Athena's Armor Set Search is a great program, and the automated
process with filters certainly beats looking through threads saturated with
mixed sets that are gemmed inefficiently, have ridiculously rare talismans that
may not even be possible for a hunter to get, or are otherwise "flawed"
relative to what a hunter wants. The interface is also a lot easier on the eyes
than my own spreadsheets and semi-automated methods of mixing sets.
>>>>> 10: Comparing GreatSwords }COGS{
*General GS Comparison and Selection Principles*
/Benchmark GS Comparisons/
The basic method for comparing GS options involves starting with simple
benchmarks derived from the core properties of the weapons being considered
relatively independent of context. This is a fairly common method of
theoretically comparing weapons for general purposes in order to get a basic
idea of how useful they might be in a straightforward comparison without going
into great detail or attempting to account for armor skills, buffs, and
circumstances of the hunt. This is a fairly useful method for comparing weapons
throughout the game as a player is progressing along various upgrade paths,
although benchmark comparisons are somewhat limited when it comes to endgame
weapon selection due to the lack of context. On that note, the standard
procedure for using benchmarks should be to start with the most simple
benchmark comparison you can make and gradually include other considerations
such as weapon slots,
Sharpness modifiers can make a major difference in how much damage a weapon can
actually be expected to deal compared to how much damage one might expect it to
deal just from looking at a weapon tree or the displayed raw and elemental
values of various weapons. Thus, the general convention for making benchmark
comparisons is to reduce the damage formula to the product of each weapon's raw
value and sharpness modifier (i.e. the pragmatic raw value) alongside the
product of the weapon's elemental value (if applicable) and sharpness modifier
(i.e. the pragmatic elemental value), provisionally ruling out all other values
as common factors or extraneous details. Focusing on each weapon's raw and
element as they are modified by their respective sharpness values in this way
effectively represents weapons with respect to their actual damage-dealing
tendencies and potential. Following this, if a weapon has innate affinity, it
is also a good idea to calculate an averaged raw benchmark along with the
normal raw benchmark value.
On a pragmatic note, unless you are comparing weapons at a point in the game
when you do not have access to Sharpness+1, it is usually best to assume
maximum sharpness (i.e. with Sharpness+1) when making benchmark comparisons
between weapons even though benchmark comparisons typically omit consideration
of all other skills when they might be applied unevenly to one weapon over
another in a comparison. This also helps to avoid poor outcomes that might
otherwise result from applying benchmark comparisons to impractical or overly-
standardized extremes. For example, a direct comparison between the benchmarks
of Excalius Sword (at default white sharpness) and Plesioth Aquablade (at
default blue sharpness) makes it look like the Excalius Sword is the slightly
superior weapon, although at purple sharpness (with Sharpness+1) Plesioth
Aquablade easily has enough pragmatic raw to wipe the floor with Excalius as
well as a high enough pragmatic elemental value to rival the Excalius Sword
against monsters particularly weak to water. While this is an unfair comparison
in one sense because Excalius Sword does not benefit from Sharpness+1 and caps
at white sharpness, it is also a more realistic comparison because Plesioth
Aquablade has two slots for skill gems whereas Excalius Sword has none, so it
is hardly impractical to compare Plesioth Aquablade to Excalius Sword assuming
that Sharpness+1 will be active when using the former.
In general, I recommend using benchmark comparisons as a starting place and
limiting them to considerations based primarily on raw damage or comparisons
between weapons of the same elemental type. Benchmark comparisons do not
properly account for the differences in damage delivery between raw and
elemental damage, and without greater context they are not particularly useful
for comparing weapons of different elements. To some extent, expected elemental
damage can be standardized and added to raw benchmark components in various
ways that might give true (total) damage benchmarks (so to speak) that could
theoretically be used to effectively compare the average damage of one GS to
another even if elements are different, but in my opinion such calculations
typically push the practical value of benchmark comparisons to a breaking
point. That is, it is somewhat self-defeating to standardize and generalize
elemental damage independent of hunting context because hunt-specific and
monster-specific considerations are precisely the context in which choices
based on element make a significant difference.
/General Loadout Construction/
Beyond benchmark considerations and accounting for basic context associated
with weapon properties when comparing GS options, a major aspect of selecting a
good (or, hopefully, optimal) GS for a hunt involves comparing weapons in the
context of some of the best skillsets they might be used with in order to get
an idea of how the GS will function as part of the overall loadout in a hunt.
This usually is not too complicated, as buffs from skills are fairly simple to
account for and can even be incorporated in comparisons between benchmark
values to get an idea of which weapon and set combination (i.e. loadout) can be
expected to yield better results in a hunt. Similarly, constructing a generalloadout may involve alternatively sticking with one weapon while comparing different skillsets in addition to sticking with one skillset while comparing different GS options, especially since weapon slots will often limit actual loadout options just as some loadouts will be limited to certain weapons based on their slots. Thus, the basic procedure for general loadout construction and weapon selection is more or less the same as making benchmark comparisons while also taking weapon slots into account as a primary consideration before ultimately going into the specifics of the best skillsets that can be used with the weapons being compared and finally accounting for the greater context of a specific hunt. /Specific Hunting Optimization/ Beyond the general benchmark comparisons and initial stages of constructing loadouts to use on a hunt, the final aspects of weapon selection and equipment optimization involve accounting for the specific details of the actual hunt including basics such as the monster(s) that are being hunted to more complex aspects such as team strategies, buffs and item management, and hitzone targeting goals. Generally speaking, it is a good idea to start with whether the hunt is going to be a relatively normal hunt under typical circumstances or if it is going to involve more lockdown situations and abuse of staggers, traps, and status or otherwise controlled conditions. Similarly, the circumstantial value of a given GS can vary quite a bit compared to other options depending on the weaknesses of the monster(s) being hunted and the specific values of their hitzones as well as how often different hitzones will actually be targeted in the hunt. Moreover, depending on the strategies, skills, and weapons being used by teammates, it may be beneficial to consider selecting a weapon and general loadout according to the multiplayer strategy even if it seems like a slightly inferior set from a solo perspective. For example, Punish Draw GS sets can be very useful with the right team, and the Brachydios line of (slime) GS options can make a fairly respectable contribution to teams using slime for casual hunting and farming purposes. Another major consideration for players to note when reviewing the GS selection and overall equipment loadout for a hunt is the primary strategy and approach to the hunt they intend to take, especially in multiplayer. There are a variety of roles GS users can play ranging from support to lead attacker as well as more specialized strategies such as stagger control and abuse or relatively stealthy HnR and sniping tactics, and some skillsets and GS options are more useful than others for different purposes. Likewise, there may even be significant differences between the expected performance in a solo hunt compared to multiplayer in general depending on the properties of a GS, an armor skill, or a complete loadout. *GS Comparison Trends and Heuristics* /Raw and Attribute Damage Delivery and Trends/ Raw damage is the core of GS combat effectiveness. While things like elemental attributes and innate affinity may weigh in and lend circumstantial value to a GS option, the base raw value (adjusted for sharpness) is still one of the main determinants of the overall damage output of any GS. As such, hunters can expect reasonably good - if not always optimal - performance when hunting with one of the better general-purpose GS options. There are plenty of elemental GS options or weapons that similarly feature other circumstantial benefits that can be worth using, but the base raw value still tends to be the deciding factor between two close calls. One of the main things to keep in mind when evaluating elemental GS options is that both the game in general and the GS weapon class in particular favor raw damage delivery. Depending on how a hunter uses their weapon, GS options with a greater emphasis on raw damage can often outperform alternatives that seem to have strong elemental value. As a general rule, weapons with higher raw base values are better against monsters in lockdown situations or under similar circumstances in which only a monster's weakest hitzones are going to be attacked. However, for more general hunting purposes, breaking parts during farming, or strategies that rely on a lot of tripping even when a monster's legs are relatively resistant to raw cut damage, choosing the right elemental GS can be fairly useful. Similarly, depending on the monster(s) being fought and other circumstances of the hunt, some hunters may find elemental weapons to be more effective for solo play whereas GS options with a greater emphasis on raw may be slightly more useful for piling on damage in multiplayer. At the risk of oversimplifying things, there are basically two types of elemental GS options. A balanced elemental GS features moderate base raw and attribute values, and these options tend to be just powerful enough to deal a respectable amount of damage in general as well as prove useful for exploiting elemental weaknesses. Meanwhile, a specialized elemental GS features a relatively lower base raw value in exchange for having a higher elemental attribute value compared to a more balanced counterpart, and these options tend to be relatively useless except for exploiting elemental weaknesses under specific circumstances. The general trend with elemental GS options in MH3U is that balanced elemental GS options can generally be expected to outperform comparable general-purpose GS options (e.g. a dormant Blade of Tartarus) against monsters moderately weak to that element. Furthermore, specialized elemental GS options can theoretically outperform balanced elemental GS options and more general-purpose weapons with higher raw against monsters that are extremely weak to a given element, but this usually only applies when a monster is relatively resistant to cut damage or otherwise has somewhat inaccessible weak spots. Beyond these trends, it is also important to note that not all elemental GS options are equal in the overall context of the game; there is a subtle hierarchy of overall utility depending on the actual element of a GS. In MH3U, GS options with a dragon elemental attribute are by far the best elemental options in terms of the number of monsters weak to them and the number of other benefits weapons in that (sub) category feature. Following the dragon element, fire, water, thunder, and ice GS options tend to have less overall utility in that order. In fact, the ice GS options in MH3U have such little utility in the grand scheme of things that they are borderline-novelty options by default in terms of damage optimization. In contrast, there are plenty of good GS options with the dragon element even without counting options with a dormant attribute. Simply looking at a monster's hitzone chart and picking an element directly from that may not always guarantee that a GS with the corresponding element will be an optimal choice. In some ways it is more practical to consider the merits of an endgame elemental GS relative to general-purpose options such as Blade of Tartarus and Nero's Anguish as well as other elemental options that might also be good against a monster. For the sake of convenience, some lists that represent comparative damage trends and metavalue for elemental GS options in MH3U's endgame (and by extension, pragmatic monster weaknesses for GS users) are located below. Notes: The following lists are constructed primarily according to this standard- If damage trends indicate that a go-to endgame elemental GS option can be expected to be roughly on par with Blade of Tartarus and Nero's Anguish or even superior to them with respect to relative damage output and overall utility, the element of that GS is listed as one that a monster is weak to. More specifically- An asterisk* in the following lists indicates that a monster in question is "particularly weak" to the given element. For these purposes, a go-to endgame elemental GS can be expected to be effective even in lockdown situations or similar circumstances in which a hunter limits their attacks to a monster's weakest hitzones when a monster is considered "particularly weak" to the element. A tilde~ in the following lists indicates that a monster in question is only "slightly weak" to the given element. For these purposes, this means that the element does not truly meet the standards of these lists and that a general- purpose GS can usually be expected to be the optimal choice against a monster even if they are technically/theoretically weak to the element. If a monster and element are named in these lists without a tilde~ or an asterisk*, this indicates that a monster in question is "moderately weak" to the given element. For these purposes, this means that a go-to endgame elemental GS can be expected to be effective against a monster under normal hunting circumstances when it is considered "moderately weak" to the element, but damage trends suggest that general-purpose options are likely to be superior choices under more controlled circumstances in which a hunter limits their attacks to a monster's weakest hitzones. In other words, an asterisk* means that a monster is particularly weak to the element under most circumstances, a tilde~ means that a monster is generally not weak to any element under any circumstances despite being technically weak to the named element, and a neutral/unmarked name means that a monster is moderately weak to the element under normal circumstances. Also note that some monsters have variable weaknesses depending on what state they are in. In some cases weakness considerations have been merged an only a monster's name is listed when the weakness can generally be considered to apply to the monster in both states or else when the exception can be considered relatively trivial. The following is a set of shortlists sorted according to the single element corresponding to a monster's primary (pragmatic) weakness with monsters listed alphabetically- Monsters that are weak to the dragon element: Abyssal Lagiacrus* Agnaktor (not armored)* Alatreon (pale)* Azure Rathalos Black Diablos~ [barely] Ceadeus Deviljho Diablos~ [barely] Dire Miralis Glacial Agnaktor (not armored)* Goldbeard Ceadeus Jhen Mohran Lucent Nargacuga~ Pink Rathian Rathalos Rathian Monsters that are weak to the fire element: Arzuros Barioth* Barroth (not muddy)* Crimson Qurupeco~ Duramboros Gigginox* Glacial Agnaktor (armored)* Great Baggi* Great Jaggi Green Plesioth* Hallowed Jhen Mohran Ivory Lagiacrus Jade Barroth (icy)* Lagiacrus Lagombi* Plesioth* Purple Royal Ludroth Royal Ludroth Zinogre (charged)~ Zinogre~ Monsters that are weak to the water element: Agnaktor (armored)* Alatreon (red/black mode)~ Baleful Gigginox* Barroth (muddy)* Brachydios Great Wroggi~ Qurupeco~ Rust Duramboros Silver Rathalos Steel Uragaan* Uragaan* Volvidon~ Monsters that are weak to the thunder element: Gobul~ Gold Rathian Green Nargacuga* Jade Barroth (not icy)* Nargacuga* Nibelsnarf~ Sand Barioth~ Savage Deviljho (enraged)~ Savage Deviljho (not enraged)* Stygian Zinogre* Monsters that are weak to the ice element: NONE; unfortunately even though some monsters are technically weak to the ice element in theory, actual endgame ice GS options do not quite measure up to general-purpose options or competing GS options with other elements that those monsters are also weak against in practice. Sadly, the ice element is more or less a novelty element for GS users in terms of endgame damage optimization, although there are some decent niche and novelty sets that are decent and a few points when ice can be useful mid-game (although its value is short-lived). To reiterate for a few monsters- Weak to no element (pragmatically) or only "slightly weak" to an element: Alatreon (red/black mode) Black Diablos Crimson Qurupeco Diablos Gobul Great Wroggi Lucent Nargacuga Nibelsnarf Qurupeco Sand Barioth Volvidon Zinogre The following listings are sorted by monster name and provide somewhat more comprehensive information including secondary weaknesses (with multiple weaknesses listed in descending order - i.e. strongest element first): Abyssal Lagiacrus: Dragon*, Fire* Agnaktor: Dragon*, Water* (armored): Water* Alatreon: Water~ (pale): Dragon* Arzuros: Fire Azure Rathalos: Dragon* Baleful Gigginox: Water* Barioth: Fire* Barroth: Fire* (muddy): Water* Black Diablos: Dragon~ [barely] Brachydios: Water Crimson Qurupeco: Fire~ Ceadeus: Dragon, Thunder Deviljho: Dragon (enraged): Dragon, Thunder Diablos: Dragon~ [barely] Duramboros: Fire Gigginox: Fire* Glacial Agnaktor: Dragon*, Fire* (armored): Fire* Gobul: Thunder~ Gold Rathian: Thunder Goldbeard Ceadeus: Dragon, Thunder Great Baggi: Fire* Great Jaggi: Fire Great Wroggi: Water~, Ice~ Green Nargacuga: Thunder*, Fire Green Plesioth: Fire*, Thunder Hallowed Jhen Mohran: Fire Ivory Lagiacrus: Fire*, Dragon* Jade Barroth: Thunder*, Fire (icy): Fire* Jhen Mohran: Dragon Lagiacrus: Fire* Lagombi: Fire* Lucent Nargacuga: Dragon~ Nargacuga: Thunder*, Fire Nibelsnarf: Thunder~ Pink Rathian: Dragon Plesioth: Fire*, Thunder Purple Royal Ludroth: Fire* Qurupeco: Water~ Rathalos: Dragon Rathian: Dragon Royal Ludroth: Fire* Rust Duramboros: Water Sand Barioth: Thunder~ Savage Deviljho: Thunder*, Dragon (enraged): Thunder~, Dragon~ Silver Rathalos: Water Steel Uragaan: Water*, Dragon* Stygian Zinogre: Thunder, Water (charged): Thunder*, Water Uragaan: Water*, Dragon* Volvidon: Water~ Zinogre: Fire~ Note that at the time of writing this, the official hitzone modifier values for Dire Miralis are unknown/unconfirmed. However, considering its armor resistance values, patterns in monster resistances, and anecdotal experience from hunting it, in the context of these lists it can probably be safely considered "moderately weak" to the dragon element normally and "slightly weak" to the ice element in armor mode. Also note that out of all of the monsters that can be considered "slightly weak" to some element or another, this almost does not apply to Diablos and Black Diablos. General-purpose endgame GS options typically outclass the go-to elemental options against these two. Black Diablos and Diablos are listed as "slightly weak" to the dragon element more so as a formality due to the high collective utility of dragon element options such as Altheos Evolutia and Pale Kaiser. To put things in perspective in terms of damage output, Blade of Tartarus can generally be expected to outperform Stygian Acedia against these two. It should also be noted that although some of the dormant endgame GS options (e.g. Simoom Sandbiter) follow similar trends as their active elemental counterparts (e.g. Plesioth Aquablade), there is a practical limit to their actual utility against monsters weak to a given element (e.g. water). The main problem with the general selection of dormant elemental GS options in MH3U is that if a hunter is going to use Awaken, awakened Blade of Tartarus and Nero's Anguish tend to outclass other options (e.g. Simoom Sandbiter) even when another element might otherwise be considered "better" than the dragon element. This is partly due to the fact that most monsters have at least some weakness to the dragon element- just enough to add to the already-high raw damage potential of these weapons and give Blade of Tartarus and Nero's Anguish an edge over the competition both as general-purpose weapons and dormant elemental weapons. Beyond considerations of raw and elemental damage trends, there are some decent GS options in MH3U that feature the poison status and slime attributes. Monsters cannot be considered "moderately weak" or "particularly weak" to the afflictions caused by these attributes in the exact same sense as elemental attributes. However, the effectiveness of status and slime attributes can at least be evaluated in terms of damage efficiency with respect to initial tolerance and tolerance increase. Similarly, the status or slime attribute of a GS can be considered "particularly effective" (as indicated by an asterisk*) when it at least is more effective against a monster in question than it is against another monster that is only moderately susceptible to the affliction and damage caused by the attribute. Note that for the sake of some consistency relative to the elemental listings, entries in the following poison and slime lists are marked with a tilde~ to indicate that while the affliction may technically be effective against that monster, it may be better to use an element or high-power general-purpose option instead. Similarly, an asterisk* suggests that the affliction might be so effective against a given monster that a GS with that attribute might be expected to outperform a theoretically superior elemental or general-purpose GS. Meanwhile, unmarked entries are expected to fall somewhere in the middle of those extremes. The poison status attribute is at least somewhat effective against: Abyssal Lagiacrus Agnaktor Baleful Gigginox~ Barroth~ Black Diablos* Brachydios~ Crimson Qurupeco~ Deviljho* Diablos* Duramboros Glacial Agnaktor Gobul Green Nargacuga~ Green Plesioth* Ivory Lagiacrus Jade Barroth~ Nargacuga~ Nibelsnarf Plesioth* Qurupeco~ Royal Ludroth~ Rust Duramboros Savage Deviljho* Steel Uragaan Stygian Zinogre Uragaan Zinogre The slime attribute is at least somewhat effective against: Agnaktor Alatreon* Azure Rathalos~ Baleful Gigginox~ Barioth~ Black Diablos~ Ceadeus* Deviljho* Diablos~ Duramboros Gigginox~ Glacial Agnaktor Goldbeard Ceadeus* Green Nargacuga~ Jhen Mohran* Lucent Nargacuga Nargacuga~ Nibelsnarf Pink Rathian~ Rathalos~ Rathian~ Rust Duramboros Sand Barioth~ Steel Uragaan Uragaan /Categorizing GS Options/ Based on trends in weapon design and noteworthy features, GS options can be categorized in a variety of ways for the purposes of weapon selection and comparative evaluation. Because there are numerous factors involved in determining weapon utility and the actual value of a weapon in practice can be very circumstantial depending on things such as the monster being hunted and the skillset of a given loadout, it is not always a good idea to simply arrange GS options in tiers or otherwise attempt to rank them based on damage benchmarks and similar standards alone. In order to get an idea of the true utility of a weapon, it is typically more useful to categorize options based on fundamental properties, figure out which property or properties are higher- priority for a given purpose, and work from there. Categorizing GS options in terms of base raw damage can be a good starting place for weapon selection and damage optimization. Throughout the game, GS options that feature relatively high base raw values but otherwise lack an active attribute or similarly represent simple designs without additional benefits can be viable and versatile. Because the game in general and the GS weapon class in particular favor raw damage delivery, these general purpose options (or brute force/pure raw/raw-specialist options as they might be interchangeably labeled) tend to represent the higher levels of overall damage output. As such, in a simplistic sense, these general purpose GS options more or less represent the default foundation for high-tier damage and utility. The catch is that there are often plenty of other options that can have an edge over general purpose choices depending on the circumstances of a hunt and how a hunter uses their weapon in particular. Thus, in a sense, raw-specialist GS options may never truly be the absolute best weapon for the job, but in many cases they will be very close. It is also worth noting that in lockdown situations and other conditions which allow hunters to reliably and frequently attack a monster's weakest hitzone(s), pure raw GS options can actually be the optimal choices and hunters may do well to categorically prioritize them as such. Beyond the raw damage value of a weapon, the decoration slots on a GS are another high-priority consideration. Because the practical value of a GS can vary quite a bit compared to basic damage benchmarks depending on the skillset that is active in a given loadout and hunters are likely to only be able to construct certain loadouts with a specific number of decoration slots on a weapon, this value can make all the difference in weapon selection and damage optimization in many cases. That said, more slots does not always mean a better weapon, and the basic trend with GS options is that weapon design trades overall damage potential for more slots. Typically, weapons with 1 or 2 slots can be used to good effect to construct some excellent skillsets that allow such GS options to outperform alternatives, whereas options with 3 slots tend to be on the slightly weaker side of things and require more specific optimization. Meanwhile, weapons with 0 slots often feature the best inherent damage output or other noteworthy properties. That said, when evaluating options based on weapon slots, it is often good practice to start at each extreme by looking at weapons with 0 and 3 slots and the best loadouts that can be constructed with each and then moving on to consider options with 1 or 2 slots. Innate Purple Sharpness is a unique enough feature to warrant considering GS options with this property together as part of their own category despite overlapping with other categories. The main benefit of weapons with innate purple sharpness is that they do not need Sharpness+1 to bring out the full potential of their overall damage output, and this in turn means that such GS options have particularly good synergy with more creative and experimental skillsets as well as fairly high niche-value for Hypermode and Punishing Draw loadouts which are often easier to construct and fine-tune without the limitation of including Sharpness+1 in a skillset. The downside to the GS options that have innate purple sharpness is that they all tend to be on the underpowered side of things and even at purple sharpness their power levels tend to be inferior to alternatives with similar properties. As such, it is of critical importance to make the best use one can by playing to the strengths of every feature of a weapon with innate purple sharpness without merely counting on the purple sharpness alone to warrant using the weapon. In other words, aside from considering them together for the purposes of potentially using them with Hypermode, Punishing Draw, or other loadouts that take advantage of not having to incorporate Sharpness+1 in a skillset, it is often a good idea to consider GS options with innate purple sharpness in terms of their value compared to alternatives in the other categories they fall into. Elemental attribute value can be a fairly important consideration in terms of damage optimization when categorizing and comparing GS options. It is often reasonable to prioritize consideration of a weapon on the merit of its elemental attribute since balanced and specialized elemental GS options can potentially outperform more raw-specialized options against monsters particularly weak to a given element. Moreover, many good elemental GS options also feature decoration slots or other properties that add to their overall utility and slightly increase the chances of being able to construct a loadout that will give them the edge over more characteristically brute-force options. On that note, when players are only hunting one large monster (or monsters with the same elemental weaknesses) in a hunt under normal circumstances or farming for materials, the elemental attribute value of a GS can often be fairly regarded as a top-priority consideration. Additionally, even without pushing the limits of damage optimization, balanced elemental GS options typically deliver respectable amounts of raw damage that are roughly high enough to be comparable to overall mid-tier damage levels for general purposes. Innate affinity can be an important aspect in weapon selection, although the value of innate affinity on a GS is polarizing to the point that it will either be a high-priority consideration for hunters or else a very low-priority consideration. Because the value of innate affinity is somewhat eclipsed by the Critical Draw skill and similarly negated by traditional GS combat tactics and effective use of the weapon under normal circumstances, the importance of innate affinity is more or less limited to the niche value of constructing affinity-specialist loadouts with skillsets that maximize affinity for use in lockdown situations or as alternatives to Critical Draw sets. Beyond those purposes, however, the innate affinity of a weapon can generally be disregarded and it is typically better for GS users to evaluate weapons with innate affinity in terms of their other properties. Status GS options are not particularly important or noteworthy enough to really qualify as their own category alone on the merits of their attribute values - especially since there is hardly any variety in status options or range of selection (i.e. weapons that cause status afflictions other than poison are uncommon and typically weak in the GS weapon class). However, technically speaking there are a few decent poison GS options that overlap with other categories and have enough utility to be viable as low-end general options and deal a respectable amount of damage depending on how they are used. Similarly, the slime attribute has enough utility combined with the benefits of the other properties of the Brachydios GS line for those options (or that endgame option) to be counted among decent poison GS options in what basically amounts to a category for weapons with other (non-elemental) attributes. GS options with dormant attributes that at least represent decent low-tier levels of damage output and utility and can deal respectable amounts of damage when awakened can also be included with this composite category for good measure. Other than GS categories constructed for the purposes of theoretical damage optimization and evaluation of practical utility, novelty options and severely underpowered (or to put it bluntly: trash-tier) GS options are typically easily recognized without much critical consideration. Players looking to challenge themselves or use a novelty weapon for the sake of variety without regard for its damage output may consider this a priority for their niche purposes, but obviously such weapons can be disregarded by most players for normal purposes and optimal hunting since they are so weak that even with powerful skillsets and optimized loadouts they tend to barely scratch the surface of what qualifies as a decent low-tier damage threshold and do not even come close to the performance of overall mid-tier GS options. *Overview of the Endgame GS Selection and Metavalues* The endgame GS options in MH3U are just diverse and balanced enough for there to be a fairly wide variety of viable options, and to some extent there is no single absolute best GS in MH3U (although Cera Cymmetry and Nero's Anguish are strong contenders for the title). That said, when trying to select an endgame GS to use on a specific hunt or to optimize damage in general, it is particularly useful to look over the options in terms of their general properties and how they match up with the main priorities in the context of the hunts they might be used in. The following is a set of endgame GS option shortlists arranged according to a combination of both categorical considerations and damage expectations based on previous benchmark comparisons and damage simulations. Note that these shortlists are not mutually exclusive categories, but more along the lines of alternative perspectives of overlapping groups of GS options. For weapon information in this section, the following format is used: GS Name[Base Raw, Base Attribute] ( /General-Purpose (Raw-Specialist) GS Options/ Strictly speaking, there are really only 3 endgame GS options in MH3U that really qualify as general-purpose options in terms of utility and damage optimization as weapons specialized to deliver high amounts of raw damage. Ranked by (descending) raw base values, these are: [310] Cera Cymmetry [290] Nero's Anguish [280] Blade of Tartarus Of course, Cera Cymmetry has innate negative affinity. However, at -20% affinity its theoretical adjusted raw base value effectively averages out to 294.5, so it is still the top general-purpose GS in terms of raw power alone. Of these GS options, Cera Cymmetry is the only one with no decoration slots and no attribute (not even a dormant one), although it does feature a courtesy (albeit fairly inconsequential) defense buff. Beyond that, Nero's Anguish has 1 decoration slot and Blade of Tartarus has 2 decoration slots, so what they slightly lack in power is balanced by additional utility. Nero's Anguish and Blade of Tartarus also have dormant dragon attributes, so if a person intends to construct a loadout with the Awakening skill, it may be useful to compare them to alternatives in the elemental category. While there are some other weapons that might qualify as general-purpose options using a broader definition or other standards, alternatives not listed here are typically more noteworthy for their other features and do not particularly serve well as raw-specialized weapons on the merits of their base raw values alone. For example, the endgame GS options that feature 3 slots might be considered in addition to the options shortlisted here for general purposes, but the differences in raw damage thresholds are too great for them to really be considered on the same level in this category. /Weapon Slot Considerations/ Although more decoration slots often come at the cost of having lower base raw values, the number of decoration slots on a GS can make a significant difference in its utility and potentially allow it to be incorporated in a skillset that gives it the edge over other more innately powerful GS options. Sorted primarily by decoration slot quantity and listed according to (descending) base raw value ranking, the noteworthy endgame GS options in MH3U are as follows: Endgame GS Options with 3 Decoration Slots: [250] Pale Kaiser [250] Brunnhilde [240] Reddnaught Pale Kaiser is arguably the best overall 3-slot GS due to the combination of raw power and additional utility it gets from innate affinity and its dragon elemental attribute. Brunnhilde is a decent option for hunters looking for a 3- slot GS with a poison attribute. Reddnaught has a dormant fire element attribute and innate affinity that make it good for niche affinity-specialist purposes or Awakening sets for fighting monsters weak to the fire element, but otherwise Brunnhilde and Pale Kaiser are generally superior for similar purposes. Endgame GS Options with 2 Decoration Slots: [280] Blade of Tartarus [260] Stygian Acedia [260] Plesioth Aquablade [260] Lagia Fulmination [250] Devastator Blade [240] Simoom Sandbiter Choosing a good 2-slot GS is actually simple: Blade of Tartarus is the best choice unless you are exploiting elemental weakness (in which case refer to the elemental attribute category). Blade of Tartarus, Devastator Blade, and Simoom Sandbiter all have dormant elemental dragon, ice, and water attributes respectively. Meanwhile, Stygian Acedia, Plesioth Aquablade, and Lagia Fulmination are balanced GS options respectively with the dragon, water, and thunder elemental attributes, and they are capable of potentially outperforming Blade of Tartarus as elemental weapons depending on the monster(s) being hunted and the circumstances of the hunt. Simoom Sandbiter does have a considerable amount of innate affinity that might be worth noting for hunters that may be looking for an affinity-specialist set, but it is somewhat underpowered (at least without Awakening) and there are typically better options for such purposes. Endgame GS Options with 1 Decoration Slot: [290] Nero's Anguish [260] Myxo Demolisher [260] Rathalos Gleamsword [240] Merak's Asterism [240] Nether Lufactrus [240] Paladire Nero's Anguish is the clear choice here for best overall 1-slot GS, and it also features a dormant dragon attribute to give it just a little more edge over alternatives for hunters that might use it in a niche awakening set (because there is no such thing as overkill). However, Myxo Demolisher and Rathalos Gleamsword are balanced GS options that respectively feature the slime attribute and fire attribute and may accordingly prove just as good as or even slightly better than Nero's Anguish depending on the circumstances of the hunt. Despite appearing relatively underpowered as a 1-slot GS, Merak's Asterism features innate purple sharpness and an active poison attribute as well as a considerable amount of innate affinity, so it is worth considering on the merits of its other properties when only one decoration slot is needed on the weapon for a loadout with a good skillset. Nether Lufactrus is a specialized thunder elemental GS that is basically limited to having a niche-use for hunting Savage Deviljho and some other monsters extremely weak to the thunder element under very limited circumstances. Likewise, Paladire is an ice elemental GS that features some innate affinity that might constitute enough combined utility to be valuable to some hunters that capitalize on both properties, but otherwise it is a little too underpowered. Endgame GS Options with 0 Decoration Slots: [310] Cera Cymmetry [250] Altheos Evolutia [220] The Depotheosis For hunters with good loadouts that do not require any decoration slots on the weapon, Cera Cymmetry is generally the ideal weapon of choice, and it is powerful enough to practically be considered the weapon a hunter should use if they can use it well in a lot of cases. That said, Altheos Evolutia features innate purple sharpness and a high enough attribute value to be considered a specialized dragon elemental GS, and while it still falls short of the sheer power of Cera Cymmetry on its own, Altheos Evolutia can be used in more creative loadouts (with potentially more powerful skillsets) which may give it the edge over alternatives (at least when fighting monsters weak to the dragon element). The Depotheosis also features innate purple sharpness and a high attribute value that would qualify it as a specialized fire elemental GS. However, it is severely underpowered and does not really compare favorably to Cera Cymmetry or Altheos Evolutia as a 0-slot GS under most circumstances; it is better compared specifically to alternatives with innate purple sharpness or the fire elemental attribute. /Innate Purple Sharpness/ There are only 3 endgame GS options in MH3U that feature innate purple sharpness. These weapons, listed according to (descending) base raw value are: [250] Altheos Evolutia [240] Merak's Asterism [220] The Depotheosis This is a very versatile and relatively complicated category in some respects despite only having 3 GS options in it. Weapons with innate purple sharpness can be used to their full potential without requiring the Sharpness+1 skill, and this in turn translates into a significant advantage in utility as they can be used in niche loadouts such as Hypermode and Punishing Draw sets that might otherwise be difficult to make. Similarly, Merak's Asterism features considerable innate affinity which makes it a good option for affinity- specialist sets. Altheos Evolutia, Merak's Asterism, and The Depotheosis also respectively feature attributes of the dragon element, poison status, and fire element. The catch is that these weapons are also relatively underpowered in terms of raw damage values, and Merak's Asterism only has 1 decoration slot whereas Altheos Evolutia and The Depotheosis have none. These issues counterbalance the overall utility of GS options with innate purple sharpness to the point that it is necessary to capitalize on every unique property each of these weapons feature to make them worth using over alternatives, because they are not necessarily powerful enough to outperform other options on the merits of their attributes and sharpness alone. This is especially true for The Depotheosis since it is weak even for a weapon with innate purple sharpness; it is actually so underpowered that it is almost completely outclassed as a fire element GS, so its uses are effectively limited to being of niche-value against monsters extremely weak to the fire element in a loadout that would be impossible to make with Sharpness+1. /Elemental Considerations/ Selecting an endgame GS based on elemental considerations is a fairly straightforward process in and of itself; in general a hunter starts by looking at the element their prey is weakest to and then makes a decision to either use a specialized or balanced elemental option. Beyond those basic steps for the sake of damage optimization, the number of decoration slots can also be an important factor. The noteworthy endgame elemental GS options in MH3U listed primarily by element and sorted by raw base value with elemental value also listed are as follows: (Note that parentheses around a weapon's name and values indicate a dormant attribute that requires the Awakening skill; these weapons should generally be disregarded as elemental weapons unless a hunter has a powerful loadout with Awakening to use them with.) Dragon Element Endgame GS Options: (290, 25) (Nero's Anguish) (280, 32) (Blade of Tartarus) [260, 48] Stygian Acedia [250, 58] Altheos Evolutia [250, 32] Pale Kaiser Choosing the best dragon GS for any given purpose can often be a tricky task because they often need to be evaluated on a case-by-case basis if a hunter cares about damage optimization. Each of these endgame dragon GS options are relatively unique and overlap with other major categories that warrant further consideration beyond their merits as mere dragon GS options. Stygian Acedia features 2 decoration slots, Altheos Evolutia has no decoration slots but features innate purple sharpness, and Pale Kaiser features 3 decoration slots and innate affinity. Meanwhile, if (and only if) a hunter happens to have a loadout with Awakening active in their skillset that is more powerful than any loadout they can make with Stygian Acedia, Altheos Evolutia, or Pale Kaiser, even Nero's Anguish and Blade of Tartarus are worth awakening and using as dragon weapons (in a very limited and likely somewhat impractical sense). In a strictly practical sense (at least for the purposes of evaluating their utility as elemental GS options), Nero's Anguish and Blade of Tartarus can generally be eliminated as dragon GS options since it is typically better to buff their raw than awaken them to use them as elemental weapons. That said, technically speaking, Nero's Anguish and Blade of Tartarus do have just high enough dragon elemental values combined with raw strength when awakened to potentially outperform Stygian Acedia, Altheos Evolutia, and Pale Kaiser as GS options when compared on relatively equal terms, although this is generally an unrealistic comparison. Ultimately, all of these weapons are potentially capable of dealing respectable amounts of damage against monsters weak to the dragon element while also being useful for a variety of other purposes. That said, most of the utility and power of Altheos Evolutia and Pale Kaiser do not come from their elemental attribute. Thus, in a simplistic sense, Stygian Acedia is arguably the best overall dragon GS as it features the best balance of raw, decoration slots, and element, whereas the benefits of alternatives tend to lend more to niche uses and otherwise circumstantially limited utility. Fire Element Endgame GS Options: [260, 52] Rathalos Gleamsword (240, 54) (Reddnaught) [220, 72] The Depotheosis Outside of extremely limited niche uses for Reddnaught in Awakening sets and The Depotheosis in sets that capitalize on its innate purple sharpness, Rathalos Gleamsword is virtually uncontested as the supreme endgame fire GS option in terms of overall utility. For many hunters, Rathalos Gleamsword may be the only fire GS they ever need to make. However, it is worth noting that Rathalos Gleamsword only has 1 decoration slot, and The Depotheosis has none, whereas Reddnaught features 3 decoration slots and innate affinity that can potentially give it just enough of an edge to warrant awakening and using if a hunter can manage to construct a more creative or powerful loadout with it. Meanwhile, The Depotheosis is so weak that it generally cannot compete with Rathalos Gleamsword or an awakened Reddnaught even against monsters particularly weak to the fire element. Water Element Endgame GS Options: [260, 45] Plesioth Aquablade (240, 70) (Simoom Sandbiter) Choosing the best endgame water GS is easy since Plesioth Aquablade is effectively the only good choice unless a hunter has a niche Awakening set for Simoom Sandbiter and plans to capitalize on its innate affinity. Even then, the difference in performance between Simoom Sandbiter can be so small even when it does outdamage Plesioth Aquablade that a hunter may not notice the (theoretical) difference in practice. Both of these options have 2 decoration slots. Thunder Element Endgame GS Options: [260, 40] Lagia Fulmination [240, 70] Nether Lufactrus As the more balanced option of the two, Lagia Fulmination is slightly better than Nether Lufactrus, especially since it features 2 decoration slots whereas Nether Lufactrus only has 1. Unfortunately, the thunder element has somewhat limited utility overall compared to other elements and this issue is further compounded by the relatively low base raw value of Nether Lufactrus. As a result, while Lagia Fulmination is a decent choice against the handful of monsters that are particularly weak to the thunder element, Nether Lufactrus is the generally inferior weapon and is more or less limited to having a niche- value when fighting Savage Deviljho and little else (although this is somewhat dependent upon how a hunter uses their GS and the circumstances of the hunt). Ice Element Endgame GS Options: (250, 41) (Devastator Blade) [240, 25] Paladire Unfortunately, before considering using an ice GS, it is probably worth noting that the options are on the underpowered and impractical side of things and the ice element in general has very limited utility against the overall roster of monsters in MH3U. Consequently, because Devastator Blade requires Awakening to even be counted as an ice weapon and Paladire suffers from low base raw and attribute values, they do not hold up particularly well on the merits of the ice elemental attribute alone. However, Devastator Blade does feature 2 decoration slots which may make it easier to construct a loadout with Awakening and Paladire features innate affinity which may allow it to deal a respectable amount of damage with an affinity-specialist set. That said, actually accomplishing this is somewhat unlikely, and there are typically better alternatives that stand a good chance of outperforming both of these options under most if not all circumstances. /Affinity Considerations/ The practical value of maximizing the affinity of a GS is somewhat at odds with the general value of using the Critical Draw skill. Because of this, GS options with innate affinity are more or less niche-value options by default, especially since they tend to be underpowered weapons that basically trade base raw value for potential affinity value. Nevertheless, they may be useful for hunters looking to construct affinity-specialist sets or otherwise experiment with innate affinity in lockdown situations and similar circumstances. The noteworthy endgame GS options with innate affinity listed in (descending) order of base raw value in MH3U are as follows: [250]; +15% Pale Kaiser [240]; +35% Simoom Sandbiter [240]; +30% Merak's Asterism [240]; +25% Reddnaught [240]; +20% Paladire For an alternative and perhaps more comparatively functional perspective, the following is a list of these GS options arranged according to the affinity- adjusted average base raw value [in brackets] alongside the practical critical limit that effectively represents the base raw value of a critical hit with these weapons (in parentheses): [261] ; (300) Simoom Sandbiter [259.375]; (312.5) Pale Kaiser [258] ; (300) Merak's Asterism [255] ; (300) Reddnaught [252] ; (300) Paladire As can be seen from their adjusted values, each of these weapons has the potential to deal a respectable amount of damage and be powerful enough to qualify as decent mid-tier GS options at least under circumstances in which hunters can capitalize on the innate affinity to good effect. Of these options, Merak's Asterism and Pale Kaiser are particularly noteworthy and for most purposes are arguably the first options hunters should consider using when constructing an affinity-specialist loadout. Merak's Asterism features innate purple sharpness as well as a poison status attribute for a little extra chip damage, although it has no decoration slots. Meanwhile, Pale Kaiser features 3 decoration slots as well as a high enough dragon elemental attribute value to potentially outperform other GS options in those categories. Conversely, Simoom Sandbiter and Reddnaught are dependent upon Awakening to unlock the value of their attributes and are accordingly limited to niche uses as high-maintenance or novelty water and fire GS options respectively. Similarly, Paladire is listed here more or less as a formality; technically it is an ice GS with innate affinity that might be used to good effect, but it is severely underpowered and low-tier to the point of bordering on being a novelty weapon by default. /Noteworthy GS Options with Other (Non-Elemental) Attributes/ The following is a list of GS options with decent non-elemental attributes that are just good enough to at least be considered mid-tier pseudo-general-purpose weapons, arranged primarily in order of (descending) base raw value: [260, 48] Myxo Demolisher [250, 38] Brunnhilde [240, 28] Merak's Asterism Brunnhilde and Merak's Asterism are decent poison-status GS options with just enough extra benefits to be reasonably useful in numerous loadouts. In particular, Brunnhilde features 3 slots and Merak's Asterism has innate purple sharpness and high enough innate affinity to potentially outperform Brunnhilde in terms of raw damage. Beyond that, there is a distinct lack of status GS options that are truly viable as respectable endgame weapons beyond novelty appeal. As such, Myxo Demolisher is the only other endgame GS worth mentioning in this category - although it is practically in a category of its own as it is effectively the only slime GS in MH3U (since Vulca Vendetta is severely underpowered and has a dormant attribute). Luckily, Myxo Demolisher has a relatively strong raw base value that is at least on par with balanced elemental options as well as a decoration slot, so it is actually a fairly good weapon all-around. /Noteworthy GS Options with Dormant Attributes/ Strictly speaking, there are no endgame GS options with dormant attributes in MH3U that are "worth awakening" if it means sacrificing a skill that reliably increases raw damage or otherwise benefits the GS overall to get Awaken on a skillset. However, in a lesser sense, if it is convenient to incorporate the Awaken skill without sacrificing a better skill, the following is a list of endgame GS options that are "worth awakening" in terms of having a good dormant attributes in addition to other benefits arranged according to (descending) raw base values: (290, 25) (Nero's Anguish) (280, 32) (Blade of Tartarus) (250, 41) (Devastator Blade) (240, 70) (Simoom Sandbiter) (240, 54) (Reddnaught) This selection of GS options barely deserves its own category as it is generally better to consider these weapons in terms of their other merits than choose them because of their dormant attribute. As such, this quasi-category warrants little further discussion other than to note that Nero's Anguish and Blade of Tartarus are worth using without Awakening due to their particularly powerful raw base values, whereas Awakening just makes them that much more powerful. /Novelty GS Options and Trash-Tier GS (Non) Options/ Whether a GS has novelty use to a hunter interested in making a variety set or a similar casual loadout is largely a matter of opinion. The following is a list of endgame GS options that are generally trash-tier weapons except for possibly having some subjective value as novelty or extreme niche weapons arranged according to (descending) raw base value: [300, 00] Eisenfaust (240, 75) (Chrome Quietus) (240, 62) (Vulca Vendetta) [240, 52] Northern Cross [230, 58] Miasmethyst (230, 78) Anima Reaper (230, 30) (Avidya Great Sword) [220, 40] Remalgagorgon (210, 20) (Lion's Bane) (200, 38) (Plesioth Lullabane) [190, 99] Lordly Deathcap [190, 73] Xiphias Gladius (190, 22) (High Chief's Great Sword) This GS selection is made up of an assortment of flawed weapons with weak or dormant or otherwise impractical attributes, sharpness distribution issues, low base raw values, and few or no redeeming features. As such, there is little point breaking them down in terms of damage optimization since using them
effectively means that a hunter does not care about damage optimization. Many of these weapons feature unique cosmetic designs or some amusing gimmicks such as Lordly Deathcap's absurdly high poison attribute, but otherwise they are generally unremarkable. Of these weapons, Avidya Great Sword is almost worth mentioning in another category. If it had a higher raw value and/or had an active attribute and/or had an absurdly high attribute value, it might just barely qualify as a decent low-end dormant GS or status GS, but it does not quite reach that level as it is. Beyond that, there is not much to say for this category. To reiterate: these GS options are practically guaranteed to be sub- optimal (and sometimes just plain terrible) choices under almost any circumstances. *Endgame GS Profiles* Note that these profiles are listed alphabetically and only include fully- upgraded GS options. If you are looking for something along the lines of a ranking system or general guidelines for selecting a good GS for a given job without regard for the finer details, such things are covered in previous sections regarding damage theory and principles of GS selection and comparison. /Altheos Evolutia/ 0 Slots, 0% Affinity Purple 1200 Raw, 580 Dragon [250, 58] Altheos Evolutia is a particularly interesting GS option. It is probably the best (or at least most straightforward) GS with innate purple sharpness for general purposes as the other two innate purple options are relatively high- maintenance or otherwise require a fair bit of optimization to actually get to the point of being worth using. However, Altheos Evolutia is still on the slightly underpowered side of things with respect to the endgame meta in MH3U, and a hunter will need to make the most use out of its innate purple sharpness and elemental attribute to make it worth using both in terms of combat strategy and loadout construction. To put things into perspective, the base raw value of this weapon is just low enough that a critical hit with Altheos Evolutia is just barely stronger than a regular hit with Cera Cymmetry in terms of raw damage output at purple sharpness. Even when hunting monsters that are particularly weak to dragon element attacks, Altheos Evolutia is still on the weak side compared to Stygian Acedia (the other go-to endgame dragon GS option). Thus, it is necessary for a hunter to capitalize on the fact that they do not need to incorporate Sharpness+1 in their skillset when using Altheos Evolutia in order to make the weapon worth using. Unfortunately, Stygian Acedia also has a major advantage over Altheos Evolutia in terms of weapon slots, so constructing such a skillset for Altheos Evolutia may actually be difficult to accomplish in terms of raw damage output. However, it is also worth keeping in mind that Altheos Evolutia is also particularly useful for niche loadouts such as Hypermode or Punishing Draw sets that might be easier to construct without including Sharpness+1 in the skillset. Overall, Altheos Evolutia is still an excellent weapon that is capable of delivering a respectable amount of damage in MH3U's endgame, but hunters looking for a weapon with innate purple sharpness or a dragon elemental attribute would do well to be aware that there are other options that may outperform Altheos Evolutia without too much trouble. /Anima Reaper/ 2 Slots, 0% Affinity White -> White 1104 Raw, 780 (Dormant) Fire [230, 78] Oh, the Anima Reaper. Why must all of the special GS options from event quests be so close to being good but ultimately be so terrible? The low base raw, dormant attribute, and capped white sharpness should all be indications that this weapon cannot really compete with other endgame options in terms of damage optimization. Even with 2 slots, it does not have any functionally redeeming features as there are plenty of better alternatives. At least it looks fairly cool. However, as it is, it is pretty much just a wannabe copy of The Depotheosis, only without any of the properties that make The Depotheosis barely-good. In other words, the Anima Reaper is unfortunately a disappointment compared to a disappointment. /Avidya Great Sword/ 1 Slot, +40% affinity White -> Purple 1104 Raw, 300 (Dormant) Paralysis [230, 30] ~253 Affinity-Adjusted Raw (Average Expected Raw Damage Benchmark) Unfortunately, Avidya Great Sword is basically a bottom-barrel endgame GS option. One of the main problems with this weapon is that despite having incredible innate affinity, it is severely underpowered to a self-defeating extent; the base raw value of the weapon is so low that the damage output of a critical hit with Avidya Great Sword is inferior to that of a regular hit with Nero's Anguish. This alone practically annihilates the metavalue of Avidya since it is not going to be a particularly good choice in terms of damage optimization even with an affinity-specialist skillset or novelty awakening set. Likewise, the fact that it is a weak status-attribute GS on top of having a dormant attribute reduces it to a borderline-joke weapon that is pretty much limited to only being useful for novelty sets. Chances are that any hunter who might use Avidya Great Sword will be much better off using Nero's Anguish and just taking a tinged meat with them if they care about paralysis. /Blade of Tartarus/ 2 Slots, 0% Affinity Green -> Purple 1344 Raw, 320 (Dormant) Dragon [280, 32] Blade of Tartarus is an excellent endgame GS option that can reliably deal respectable damage to the vast majority of monsters in MH3U's endgame even compared to other options. In a sense, it is effectively the baseline standard for a good endgame GS as it represents thresholds of damage and utility (with 2 slots) that make it a solid go-to choice for general purposes. That said, if 2 decoration slots are not necessary for a particular set, Nero's Anguish and Cera Cymmetry are superior to Blade of Tartarus for most if not all purposes. It is also important to keep in mind that Blade of Tartarus practically requires Sharpness+1 in a skillset as its default sharpness is only green, whereas there are a few alternative GS options that are just strong enough to get by in MH3U's endgame without Sharpness+1. Another caveat to remember is that the base raw damage value of Blade of Tartarus is just low enough that it is possible for elemental GS options to potentially outperform Blade of Tartarus against monsters particularly weak to a given element depending on the circumstances of the hunt. Oddly enough, the dormant dragon element attribute of Blade of Tartarus is just high enough that if the GS is awakened, there is a chance for it to outperform alternative elemental GS options that might otherwise be superior to a normal Blade of Tartarus, so it is actually a fairly good choice for a novelty Awakening set, although that does not necessarily mean it is worth awakening since it is often better (and easier) to simply buff the raw damage of a weapon. Ultimately, Blade of Tartarus is at the higher level of endgame GS tiers although it needs to be compared to other high-tier options on a case-by-case basis for the purposes of true damage optimization as general benchmarks and standard comparisons alone do not always show how it may fall short of other weapons. /Brunnhilde/ 3 Slots, 0% Affinity White -> Purple 1200 Raw, 380 Poison [250, 38] Brunnhilde is a somewhat good weapon that has just enough potential utility to counterbalance its otherwise unremarkable design. The base raw value of Brunnhilde is just high enough to keep it from being completely outclassed in MH3U's endgame, but it is still at the lower end of the spectrum, and because its attribute does not directly translate into reliable and fixed damage, its performance in practice can be somewhat erratic compared to its theoretical value. However, the poison attribute is high enough to generally count for a little more damage than some other low-end GS options in many hunts, and the 3 slots for decorations on Brunnhilde do make it a bit easier to construct a loadout that lets it achieve a fairly respectable amount of damage. Unfortunately, Brunnhilde is almost completely eclipsed by Pale Kaiser against the vast majority of monsters, so its overall metavalue is practically limited to the point that it is generally only a good option against monsters that are particularly susceptible to poison. Beyond that, it is more of a novelty weapon. /Cera Cymmetry/ 0 Slots, -20% Affinity, Defense +24 Blue -> Purple 1488 Raw, No Attribute [310] ~294.5 Affinity-Adjusted Raw (Average Expected Raw Damage Benchmark) Cera Cymmetry has an incredibly high metavalue that is almost second to none as it is one of the best GS options in the game. In fact, Cera Cymmetry is so powerful that it almost outclasses practically every GS option in the game in terms of sheer damage output alone, although in terms of overall utility it is (counter)balanced enough that it falls just short of making other options worthless. With its extremely high base raw value, Cera Cymmetry represents a unique baseline damage threshold in MH3U that is in a sense elementally anti- competitive (and as a point of trivia, people that saw the early work for this guide may recall me listing Cera Cymmetry as having the 'Almighty' attribute because of this). That is, Cera Cymmetry is potentially capable of outperforming other GS options even when those alternatives have the theoretical advantage against monsters weak to a given element; it is the only endgame GS in MH3U that is effectively strong against everything in most if not all cases on the merits of its own inherent design and properties (at least with Sharpness+1). In terms of both overall expected DPS as well as DPH, direct benchmark comparisons between endgame GS options favor Cera Cymmetry almost without fail, and even when the innate negative affinity of Cera Cymmetry is accounted for, other GS options generally cannot compete with Cera Cymmetry without having an extra advantage over it in terms of skillset and loadout construction. Before getting further into the detailed weapon profile for Cera Cymmetry, it should be noted that while it is a weapon with several flaws that might be criticized or otherwise scare off some players, there is actually only one aspect of Cera Cymmetry as it is that is significantly detrimental in terms of its metavalue: the lack of weapon decoration slots. Whatever might be said about its affinity, sharpness distribution, lack of attribute, relative difficulty to make, or other properties people may take issue with - in both theory and practice, the main (and in some cases only) thing that prevents Cera Cymmetry from being an almost indisputably and consistently optimal choice for damage compared to other endgame GS options is the lack of slots and by extension the limited skillsets a player is likely to be able to use with the weapon when constructing a loadout. When Cera Cymmetry is compared to other endgame GS options on generally equal terms, it typically trumps the vast majority if not entirety of alternatives in MH3U and remains a strong contender for the title of best GS in the game. Likewise, the high DPH of Cera Cymmetry as well as its typical overall damage output can make noticeable differences during hunts and significantly alter the flow of combat for players that can use a GS effectively. Because Cera Cymmetry is the GS with the highest base raw value in MH3U, the most immediate and basic alternatives to it are Nero's Anguish followed by the likes of Blade of Tartarus and other similar options (e.g. weapons with 2 or more decoration slots). In many ways, Cera Cymmetry can be viewed as the ideal starting place for damage optimization as it is often the theoretically optimal GS to use unless a hunter needs more weapon slots for a skillset, in which case the selection process essentially moves on to a choice between Cera Cymmetry and Nero's Anguish. Within the limits of a comparison between Nero's Anguish and Cera Cymmetry, Nero's Anguish actually becomes a relatively circumstantial weapon in several respects (despite having an otherwise general-purpose design), and in some cases it may be roughly on par with Cera Cymmetry (at least in the sense of being somewhat evenly matched as a close second although not quite equal). Of course, decoration slots are often the primary consideration in this comparison, and there is a decent chance that the 1 decoration slot of Nero's Anguish can be used in a loadout that makes it more powerful than Cera Cymmetry, although there is also a fairly good chance that there are at least a few great loadouts a hunter can make that require 0 decoration slots on the weapon. When comparing Cera Cymmetry to Nero's Anguish, it is worth noting that the innate negative affinity of Cera Cymmetry does not necessarily make it weaker than Nero's Anguish; even after accounting for affinity, the average overall damage output of Cera Cymmetry in the long run exceeds the baseline for the damage output of Nero's Anguish. Likewise, with the Critical Draw skill, the amount of expected damage one effectively gains from choosing Cera Cymmetry over Nero's Anguish is greater than the amount of damage one might expect to effectively lose from the innate negative affinity of Cera Cymmetry. That said, Cera Cymmetry is admittedly a bit of a gambler's option, so while the innate negative affinity of Cera Cymmetry in and of itself is generally a non-issue in terms of overall damage output, Nero's Anguish is typically the more reliable option in solo hunts and under similar circumstances in which predictable DPH is especially important. Conversely, Cera Cymmetry is an excellent weapon for multiplayer hunts in general and it typically makes up for the unpredictability in DPH and staggers with generally higher DPH and frequency of staggers when it is used well. Other than Nero's Anguish, optimal alternatives to Cera Cymmetry are still primarily determined by overall utility and decoration slots on the weapon due to the more pronounced differences in baseline damage values and benchmark damage output. In general, it boils down to what players have to work with, and typically a hunter will either be able to make a loadout that requires 2 or 3 decoration slots on a weapon that is more powerful than any of the sets they can make with Cera Cymmetry or Nero's Anguish and continue the selection process from there, or they will be able to put Nero's Anguish or ideally Cera Cymmetry to better use. That said, it is worth keeping in mind that Cera Cymmetry used with Hypermode skillsets or loadouts that facilitate sniping or otherwise play to the strengths of Cera Cymmetry can often outperform other weapons using the same loadouts or similar skillsets. In terms of more specific loadout construction, there are a few good weapons with 2 decoration slots such as Stygian Acedia that can be incorporated in loadouts that might allow them to outperform Cera Cymmetry (at least when exploiting elemental weaknesses) and Blade of Tartarus for a more general option. However, moving on to weapons with 3 decoration slots, it becomes a little more difficult to achieve the same effect. To put things into perspective, the benchmark raw damage output of Cera Cymmetry at blue sharpness (i.e. without Sharpness+1) is superior to that of Pale Kaiser at purple sharpness, although Pale Kaiser (at purple) can theoretically outperform Cera Cymmetry (at blue) under the right circumstances after taking affinity into account (at least against monsters that are weak to the dragon element). Thus, in order for weapons with 3 decoration slots to outperform Cera Cymmetry, it often requires a lot of fine-tuning and careful loadout construction. A similar principle applies to GS options with innate purple sharpness, and Altheos Evolutia at purple sharpness also has a lower raw damage benchmark than that of Cera Cymmetry at blue sharpness, although it does come out just ahead of Cera Cymmetry (at blue sharpness) after accounting for the respective elemental value and innate negative affinity of each weapon. In short, higher general utility and more decoration slots or other bonuses do not always translate into superior performance when comparing alternative GS options to Cera Cymmetry. Cera Cymmetry is a weapon with a design that effectively trades predictable utility for sheer power and unlocked potential, and in that sense it can be thought of as the iconic glass cannon option of the GS class (or an overclocked weapon for those that prefer to think of it that way). The good news is that most of the problems players may have when using Cera Cymmetry can be mitigated and even resolved to the point of being non-issues with greater technique and practice. The default blue sharpness of Cera Cymmetry is not a significant problem because it is fairly easy to construct loadouts with Sharpness+1 and a few other good GS skills that do not require weapon slots. Likewise, in MH3U, many alternative endgame GS options have very generous sharpness distributions compared to Cera Cymmetry, but the relatively limited amount of purple sharpness on Cera Cymmetry is sufficient for hunters with good sharpness management habits and overall combat technique. Moreover, while it is bad practice to frequently use a weapon a lower sharpness than its maximum, Cera Cymmetry is still powerful enough when briefly used at white sharpness to rival most alternatives without the drop in damage output automatically costing it the match (so to speak). Just about the only time the relatively limited purple sharpness on Cera Cymmetry qualifies as a reasonable issue is when the hunt involves being relatively restricted to one area in which the monster's attention is constantly on a player, but even in Elder Dragon fights and arena- type areas, well-practiced players may find Cera Cymmetry viable. As for the innate negative affinity of Cera Cymmetry, it is borderline irrelevant for hunters using Critical Draw sets, especially in multiplayer. Likewise, the innate negative affinity is a theoretical problem that can generally be negated in practice if hunters with good GS combat technique can prioritize draw attacks, use their weapon efficiently, and otherwise play to the strengths of the weapon. It is also worth noting that there are a few Hunting Horns that can play an affinity-increasing melody that effectively eliminates the innate negative affinity of Cera Cymmetry and allows it to reach its full potential. There is no denying that Cera Cymmetry is a somewhat high-maintenance and complex GS despite the almost paradoxically simple pure-raw design. There are a few aspects that prevent Cera Cymmetry from being completely overpowered to the point of being game-breaking. Although these same properties may deter less experienced hunters or otherwise make Cera Cymmetry seem unappealing even to players that are relatively familiar with the GS, it is important to remember that it is still an excellent weapon in the grand scheme of things. On that note, Cera Cymmetry is an extremely powerful GS that is good enough to push a hunter's damage output and overall game to the limit, but the catch is that it also demands a relatively high degree of mastery to use and in some cases it may challenge the limits of a player's experience and skill. Thus, in a sense, Cera Cymmetry is a both a powerful trophy weapon as well as a valuable training weapon, and hunters would do well to consider Cera Cymmetry as a goal to aim for rather than a weapon to avoid; the weapon is designed well enough that the apparent flaws are a fair trade for its power. At the very least, using Cera Cymmetry is a good way for a player to gauge their GS technique and get an idea of how they can improve their game, especially since Cera Cymmetry should outperform the likes of Nero's Anguish and Blade of Tartarus using the same skillset unless players are either extremely unlucky or have a lot of room for improvement. On a related note, it is worth keeping in mind that just because a weapon is slightly unpredictable, it does not mean the game is. In summary, Cera Cymmetry is an ideal endgame GS option that is definitely worth using for players that are able to overcome the minor challenges of using it. While the lack of decoration slots on Cera Cymmetry can be a major limitation in terms of its overall utility, most hunters would do well to construct at least one set (even if it is just a cookie-cutter Hypermode skillset or similar brute-force loadout) that they can use with Cera Cymmetry. A close alternative to Cera Cymmetry is Nero's Anguish, and as a general rule Nero's Anguish tends to be better for solo play whereas Cera Cymmetry can be considered to be the superior weapon for most if not all purposes in multiplayer in terms of performance and overall damage output when decoration slots are not an issue. One of the greatest advantages Cera Cymmetry has over other options in MH3U's endgame is that its base raw value is high enough to effectively trump the overall damage output of elemental GS options even against monsters weak to those elements when weapons are compared using the same skillsets, so unless the decoration slots of alternative GS options are used to construct better loadouts, Cera Cymmetry typically reigns supreme as a true general-purpose option. /Chrome Quietus/ 2 Slots, 0% Affinity White 1152 Raw, 750 (Dormant) Poison [240, 75] Chrome Quietus is just a generally bad GS, and even as a novelty option it is still a trash-tier weapon. There is little that can be said in its favor. Its low base raw value and dormant attribute effectively negate the value of its 2 slots because even with an excellent skillset that makes the most use of the weapon it will still be relatively underpowered compared to a wide array of other endgame GS options, and its maximum of white sharpness really kills its metavalue. Just about the only thing Chrome Quietus has going for it is that with Awakening it can be slightly better than Miasmethyst, but since both weapons have 2 slots and Miasmethyst does not require Awakening, that point is hardly worth much. Ultimately, if a hunter cares about using poison and does not mind using a somewhat underpowered weapon, they are better off with Brunnhilde or the rather wicked Merak's Asterism. /Devastator Blade/ 2 Slots, 0% Affinity White -> Purple 1200 Raw, 410 (Dormant) Ice [250, 41] Devastator Blade is a somewhat tricky weapon to classify at a glance because of its dormant attribute. In general, without Awakening it is a relatively weak and unremarkable GS that is rendered obsolete by other endgame options. However, MH3U has a limited and weak selection of GS options with the ice elemental attribute, and as an ice weapon (an awakened) Devastator Blade has more overall utility than Paladire and Northern Cross (not counting the niche value of Paladire), especially with its 2 slots. Unfortunately, in terms of strict metavalue, Devastator Blade is still borderline trash-tier, as Blade of Tartarus (which also features 2 slots and a decent dormant attribute) can typically be expected to deal significantly more damage than Devastator Blade even against monsters that are particularly weak to the ice element in most if not all cases. /Eisenfaust/ 0 Slots, -50% Affinity Blue -> White 1440 Raw, No Attribute [300] ~262.5 Affinity-Adjusted Raw (Average Expected Raw Damage Benchmark) It should just about go without saying that the Eisenfaust is a trash-tier joke/novelty weapon. Funnily enough, with Sharpness+1 it actually can compete with very low-power or similarly flawed endgame GS options and novelty choices due to its absurdly high raw base value, but its white sharpness cap and 0 slots prevent it from really being useful even if a hunter somehow manages to do something about that negative affinity. To clarify, the -50% affinity is not a typo. On the flipside, it could be a pretty amusing weapon to use for challenge runs and the like; and its low affinity and terrible default sharpness make it a decent stand-in for the worn weapons of old. /Epitaph Eternal/ 1 Slot, 0% Affinity White 1152 Raw, 700 Dragon [240, 70] Epitaph Eternal is a decent novelty option in MH3U's endgame as far as variety and casual options go (at least against monsters particularly weak to dragon elemental attacks). Unfortunately, its maximum of white sharpness and relatively low base raw drag its metavalue down too much for its relatively high dragon elemental attribute to redeem it. With its innate purple sharpness and better base raw, Altheos Evolutia blows Epitaph Eternal out of the water even against monsters particularly weak to the dragon element, and Stygian Acedia and Pale Kaiser are also both better options than Epitaph Eternal. At least it looks cool. Hunters that do wind up choosing to use weapons like this would do well to try to make the most of the fact that they do not need Sharpness+1 to maximize the damage of the weapon, and in that sense it is worth keeping in mind that a Hypermode set with Epitaph Eternal is still capable of outperforming many other solid endgame GS sets other people are using (even if far better sets are possible without using Epitaph Eternal). /Eternal Glyph/ 0 Slots, 0% Affinity Blue -> White 864 Raw, 340 Dragon [180, 34] Eternal Glyph barely even deserves a write-up as an endgame weapon. It is completely outclassed by Epitaph Eternal, and even as a dragon element variety weapon it is redundant in MH3U considering the wide array of superior GS options. Eternal Glyph basically exists as little more than a collector's item for completionists. /Excalius Sword/ 0 Slots, 0% Affinity White 1152 Raw, 580 Water [240, 58] Excalius Sword is a decent endgame variety weapon against monsters particularly weak to the water element. However, it has a relatively low overall metavalue as Plesioth Aquablade is a generally superior option for hunters looking for a water elemental attribute GS. Just about the only thing Excalius Sword has going for it in MH3U's endgame is that it is superior to Remalgagorgon in terms of benchmark properties, although Remalgagorgon has 3 slots, so even that is a close call. Excalius Sword is also inferior to an awakened Simoom Sandbiter (with Sharpness+1) both in terms of raw damage and as a water elemental GS option. The main problem with Excalius Sword is that its white sharpness cap practically renders it obsolete as soon as another endgame water GS can be used, and even with its water elemental attribute, general-purpose options such as Blade of Tartarus are powerful enough to outperform Excalius Sword even against monsters particularly weak to the water element. Ultimately, Excalius Sword is another weapon that is primarily for looks and variety, as it hardly has any place in MH3U's endgame in terms of damage optimization. /Goliath's Scream/ 2 Slots, 0% Affinity, Defense +35 Green 1440 Raw, 360 (Dormant) Fire [300, 35] Don't let the high base raw value of Goliath's Scream fool you; it is a generally terrible weapon that borders on being a trash-tier endgame GS (i.e. it would be trash tier if it were not for an extremely limited niche use that still leaves it somewhat underpowered). The main problem with Goliath's Scream is that its maximum green sharpness cap severely limits its pragmatic strength compared to other weapons, and even with 2 weapon slots, this is an issue that cannot easily be counterbalanced. At a glance, Goliath's Scream might have a niche use with Hypermode sets. However, even with a skill such as Adrenaline+2, the expected raw damage output of Goliath's Scream is just barely superior to the normal damage of Blade of Tartarus at purple sharpness (which also has 2 decoration slots) and similarly falls short of the damage thresholds represented by Nero's Anguish and Cera Cymmetry, so the high base raw of Goliath's Scream does not quite redeem its sharpness limitation in terms of damage optimization and metavalue in MH3U's endgame. Moreover, even with a GS, green sharpness can result in a weapon frequently bouncing off of its targets during a hunt (and losing out on a lot of time, damage, and sharpness accordingly). There are too many superior GS options for Goliath's Scream to be of any significant use as a general option, and even if it is awakened and/or used with a Hypermode skillset it is sub-par as a fire element GS and a Hypermode GS. To put things into perspective, Reddnaught at white sharpness (i.e. without Sharpness+1) is superior to Goliath's Scream in terms of both its pragmatic raw damage value and dormant fire elemental value, and since Reddnaught has 3 decoration slots, it basically renders Goliath's Scream redundant in the endgame GS selection pool (without even taking Reddnaught's innate affinity into account). Likewise, Rathalos Gleamsword and The Depotheosis trump Goliath's Scream in virtually every respect. For those that are dead-set on using Goliath's Scream regardless of its downsides, be aware that its design basically trades its sharpness for raw with the expectation that it will be supplemented with a Hypermode skill (if the innate defense buff is not enough of a hint), and even then, a Hypermode skill with Goliath's Scream is little more than a poor imitation of purple sharpness (and by extension, it is generally a poor substitute for a superior GS with Sharpness+1). /High Chief's Great Sword/ 3 Slots, 0% Affinity Green -> Blue 912 Raw, 220 (Dormant) Sleep [190, 22] High Chief's Great Sword is such a sub-par weapon that I checked it several times to make sure that it actually was a fully-upgraded, technically endgame weapon. It is basically a dead-end remnant from High-Rank levels of weapon design that barely deserves a write-up as an endgame weapon. With its terrible base raw value, laughably low and dormant sleep status attribute, and maximum blue sharpness cap, it is basically a case study in trash-tier endgame weapon properties. Just about the only thing going for it is 3 slots, but that is nowhere near enough to redeem it even for the purposes of using it as a variety or joke weapon. Likewise, as a sleep status GS, the High Chief's Great Sword is generally inferior to the Plesioth Lullabane (which is also a terrible weapon that just happens to be slightly better than High Chief's Great Sword). /Lagia Fulmination/ 2 Slots, 0% Affinity White -> Purple 1248 Raw, 400 Thunder [260, 40] Lagia Fulmination is a fairly good endgame GS option for fighting monsters that are particularly weak to thunder element attacks. This weapon is generally representative of the baseline of what constitutes a balanced elemental GS; it has a respectable amount of raw damage potential and a decent base elemental value. Beyond this, its 2 slots keep its metavalue high enough to prevent Lagia Fulmination from being rendered redundant in comparison to Nether Lufactrus as a thunder element GS, and in some cases Lagia Fulmination can even outperform Nether Lufactrus against monsters that are moderately weak to the thunder element but still have a majority of hitzones that are relatively weak to cut damage. However, it is important to note that even when exploiting elemental weaknesses, balanced elemental options such as Lagia Fulmination are roughly on par with Blade of Tartarus in terms of overall performance, and it is necessary to make the best use of both the elemental attribute and the 2 weapon slots Lagia Fulmination has in order to actually benefit from using it over a general-purpose option with more raw. Similarly, Nero's Anguish and Cera Cymmetry are powerful enough to reliably outperform Lagia Fulmination against nearly every monster except perhaps Savage Deviljho depending on the circumstances of the hunt and the skillset being used (or at least close enough in damage that most players will not notice the difference even in cases where Lagia Fulmination is better), so the fact that Lagia Fulmination has 2 decoration slots nearly makes all the difference. /Lion's Bane/ 2 Slots, 0% Affinity Blue -> White 1008, 200 (Dormant) Dragon [210, 20] Lion's Bane is basically nothing but a novelty event weapon. There is nothing particularly special about it, and its properties are pitiful. It has abysmal base raw and elemental values for an endgame GS, and its maximum white sharpness and dormant nature of its attribute bring its metavalue right down to that of a trash-tier GS. The 2 slots on it are practically worthless as there are plenty of other endgame GS options with 2 slots that have good stats. /Lordly Deathcap/ 0 Slots, 0% Affinity Blue -> White 912 Raw, 990 Poison [190, 99] The only thing Lordly Deathcap really has going for it is a hilariously high poison status attribute value that is practically guaranteed to enable hunters to inflict poison on monsters multiple times during a hunt with little effort. However, it is strictly a novelty weapon (albeit more of a joke-tier weapon than a straightforward trash-tier GS), and one of the reasons hunters are likely to inflict poison numerous times throughout a hunt with it is that Lordly Deathcap has such a ridiculously low base raw value that it is likely to make a hunt last longer than it should (even with the poison ticking hp away). It should just about go without saying that the maximum white sharpness cap renders Lordly Deathcap practically useless compared to other endgame options in terms of overall damage, and even for hunters looking to inflict poison status, Brunnhilde and Merak's Asterism are vastly better alternatives for most if not all purposes. /Merak's Asterism/ 1 Slot, +30% Affinity Purple 1152 Raw, 280 Poison [240, 28] ~258 Affinity-Adjusted Raw (Average Expected Raw Damage Benchmark) Merak's Asterism is a very interesting GS option; it sits on a fine line between being either a unique and incredible endgame GS or a mediocre-at-best variety endgame GS. As a weapon with innate purple sharpness and 1 decoration slot, there is a lot of potential to construct fairly creative skillsets to make optimal use of Merak's Asterism, and its innate affinity and decent base values lend quite well to affinity-specialist skillsets and Hypermode sets intended for use in lockdown situations. Furthermore, Merak's Asterism has superior base raw value compared to The Depotheosis, and with its 1 slot and innate affinity it has higher metavalue due to the fact that The Depotheosis is practically limited to only being of significant value against monsters that are particularly weak to the fire element. Conversely, if a hunter is not making optimal use of the decoration slot on Merak's Asterism, its innate affinity, and its poison attribute, Altheos Evolutia is likely to outperform Merak's Asterism under many of the same circumstances in which it might otherwise be used to good effect. Because Merak's Asterism has relatively mediocre base values, there is a practical limit to the value of its innate affinity compared to other options. This in turn means it is especially important to capitalize on smash charges (due to the fact that a GS with innate affinity is capable of critical smash charges) and other techniques that make the best use of affinity. To put things into perspective, using benchmark comparisons, a critical hit with Merak's Asterism is only slightly more powerful than a regular hit with Nero's Anguish (a normal hit from Nero's Anguish with AuS would effectively be as powerful as a critical hit from Merak's Asterism), and Cera Cymmetry has a high enough base raw value that a regular hit from it will out-damage a critical hit from Merak's Asterism. In fact, the base raw value of Merak's Asterism is low enough that the expected damage output of a regular hit with it is just barely more powerful than an anticrit with Cera Cymmetry. That said, it is worth noting that such benchmark comparisons assume equal sharpness and should therefore serve to demonstrate the importance of making good use of the innate purple sharpness (and decoration slot) that Merak's Asterism has. Ultimately, the paradox of Merak's Asterism is that it can actually be an excellent GS in terms of both theory and practice, but it requires some fairly major paradigm shifts and hunters must do the best they can to make good use of its innate purple sharpness, affinity, and poison status attribute to make it worth using. /Miasmethyst/ 2 Slots, 0% Affinity White 1104 Raw, 580 Poison [230, 58] Miasmethyst is a generally worthless weapon that is basically only of value to collectors or people looking for a variety poison weapon, and even then its value is somewhat low. The maximum cap of white sharpness and low base raw value together are almost enough to classify a GS as trash-tier or a variety weapon at best without much further consideration. Beyond that, even taking the poison status attribute into account, there are plenty of better GS options in MH3U's endgame and Miasmethyst barely deserves a second glance. Brunnhilde is a generally superior weapon in practically every respect as is Merak's Asterism. Even Chrome Quietus, an otherwise terrible GS, has slightly higher metavalue than Miasmethyst due to the fact that Miasmethyst is the inferior weapon when Chrome Quietus is awakened. /Myxo Demolisher/ 1 Slot, 0% Affinity White -> Purple 1248 Raw, 480 Slime [260, 48] Myxo Demolisher is a somewhat complicated weapon to classify or rate in terms of metavalue in MH3U, although it is nevertheless an excellent endgame GS option. With 1 slot and a respectable base raw value that is representative of the standard for mid-tier and balanced elemental GS options, Myxo Demolisher at least meets what one might consider to be the general requirements for a GS with an active (i.e. non-dormant) attribute of some sort to qualify as a good weapon. That said, there are plenty of similar options that might outperform Myxo Demolisher, and numerous options that can reliably deliver significantly more damage in terms of sheer raw damage output, so the metavalue of Myxo Demolisher comes entirely from its more or less unique slime attribute. The only other endgame GS with the slime attribute is Vulca Vendetta, and due to a number of flaws including a maximum white sharpness cap and a dormant attribute, Vulca Vendetta does not really count as a reasonable alternative to Myxo Demolisher. Just as slime is a unique attribute, Myxo Demolisher is a relatively unique GS; it has a lot of potential value if it is effectively incorporated in a loadout that makes optimal use of the slime attribute or otherwise used under circumstances in which the slime attribute can be expected to be beneficial enough to warrant using. Aside from value viewed solely in terms of sheer damage optimization, Myxo Demolisher is also an excellent endgame farming weapon due to the slime attribute side-effect of lowering the durability of monster hitzones, and this also indirectly contributes to overall damage as it allows a GS user with Myxo Demolisher to focus their attacks on a monster's weakest hitzones without having to make a choice between either losing out on hitzone breaks or losing out on damage from attacking hitzones that are relatively resistant to cut damage. On a related note, the slime attribute of Myxo Demolisher also has the potential to indirectly and slightly enhance the overall damage against monsters that have hitzones that are weaker after being broken. Myxo Demolisher can be compared to balanced elemental GS options to some extent, and because different monsters have different slime tolerance thresholds and some monsters are weaker to the explosions caused by slime detonation, Myxo Demolisher can generally be expected to follow similar trends against monsters as elemental GS options with similar base values. In terms of both theory and practice, Myxo Demolisher seems to be roughly between Blade of Tartarus and Nero's Anguish in terms of overall damage output and general- purpose metavalue. As such, depending on how effective slime is against a given monster and other context (such as how much health a monster has, how its hitzones are distributed, and how long it takes to kill it), Myxo Demolisher can be expected to potentially outperform elemental GS options under the right circumstances in some cases even when monsters are moderately weak to a given element if a hunter plays to the strengths of the slime attribute. However, it is also important to keep in mind that exploiting elemental weakness is still a somewhat more reliable method for dealing optimal damage than using slime in many cases, especially since the value of the slime attribute is somewhat diminished in the long run as monsters build tolerance to the affliction, effectively limiting the actual amount of damage slime can be counted on dealing to a monster (whereas elemental damage is relatively more consistent and effective over time). Overall, as a (somewhat oversimplified) general rule, Myxo Demolisher is an excellent general choice for multiplayer and hunting circumstances in which monsters are expected to die fairly quickly, whereas players are likely better off exploiting elemental weakness or using a significantly more powerful raw option for the purposes of solo hunting and under similar circumstances in which the duration of the hunt may exceed the typically short-lived usefulness of the slime attribute. /Nero's Anguish/ 1 Slot, 0% Affinity White -> Purple 1392 Raw, 200 (Dormant) Dragon [290, 25] Nero's Anguish is one of the best endgame GS options in MH3U. Moreover, in terms of overall utility and as a potential GS for players that are not absolutely concerned with damage optimization and are just looking for a good GS that can deal a respectable amount of damage in just about any hunt, Nero's Anguish arguably fits the bill as the best general-purpose endgame GS in MH3U. While there are other fairly powerful options with more decoration slots, the high base raw value is typically enough for Nero's Anguish to maintain a fairly good advantage compared to alternatives, and since it does have 1 weapon slot, it is not as limited as Cera Cymmetry in terms of potential skillsets, and it is not too difficult to construct a loadout with Nero's Anguish that allows it to outperform the vast majority if not entirety of comparable GS options in a wide range of circumstances. That said, Nero's Anguish is technically inferior to Cera Cymmetry without the advantage of its 1 decoration slot; even taking the innate negative affinity into account, Cera Cymmetry can be expected to have slightly higher overall damage output than Nero's Anguish, and the difference in DPH (especially for critical hits) is large enough that most players should notice a significant advantage when using Cera Cymmetry compared to Nero's Anguish on otherwise equal terms. Whereas Blade of Tartarus represents the baseline for good GS options and serves as a useful standard for measuring the metavalue of elemental GS options, Nero's Anguish more or less represents the standard for a top-tier GS, and depending on how a hunter plays, Nero's Anguish might even outperform theoretically superior elemental options. One of the interesting things about Nero's Anguish is that its raw benchmark damage potential is just high enough that even when a superior elemental GS actually outperforms it, the difference may be small enough to go unnoticed. In other words, Nero's Anguish is powerful enough to almost make up for not having an elemental advantage over an alternative option. Because of this, even though theory may indicate that another weapon is capable of outperforming Nero's Anguish, in practice Nero's Anguish is typically the superior option for the purposes of hunting under circumstances in which a player is capable of reliably limiting their attacks to hitzones that are extremely weak to cut damage such that exploiting elemental weakness would not be quite as beneficial (i.e. Nero's Anguish is great when brute-force strategies are likely to be more effective). Because the dormant attribute of Nero's Anguish has a relatively low base value, it is not quite worth awakening (so to speak) in the sense of sacrificing a better skillset to make an Awakening set, especially since it only has 1 decoration slot, so it is not particularly feasible to use it in a loadout with Awakening and it is generally likely that a more powerful loadout can be constructed for Nero's Anguish without bothering to awaken it. Thus, Nero's Anguish should not generally be counted as a dragon element GS option, and it is also impractical to consider it as such due to the fact that Stygian Acedia has two decoration slots to work with and Altheos Evolutia has innate purple sharpness, so damage benchmarks alone are not enough to determine whether an awakened Nero's Anguish would be an optimal overall choice without considering the context of the hunt on a case-by-case basis. That said, from a technical standpoint, an awakened Nero's Anguish outclasses Stygian Acedia enough to theoretically outperform it against every monster in the game, and (assuming the awakened Nero's Anguish also has Sharpness+1) the benchmark damage output of Nero's Anguish can also be expected to outperform that of Altheos Evolutia. However, in a fairer comparison, an awakened Nero's Anguish at white sharpness (i.e. without Sharpness+1) still falls somewhat short of the power of Altheos Evolutia against monsters that are particularly weak to the dragon element. An awakened Nero's Anguish can also be expected to outperform an awakened Blade of Tartarus if they are on equal terms, although this is not necessarily a fair comparison since Blade of Tartarus has 2 decoration slots. Because Nero's Anguish has such high overall metavalue and diverse utility compared to alternatives that might be slightly superior for exploiting attribute-based weaknesses, the main factors to consider for the purposes of damage optimization are how Nero's Anguish compares to alternatives in the context of the skillsets they might be used with. As such, a good primary basis of comparison between Nero's Anguish and other GS options is the number of decoration slots they have, with benchmark damage values and expectations serving as secondary considerations. For example, even though Nero's Anguish is powerful enough to rival (if not completely outclass) many elemental GS options, weapons with 2 or 3 slots may occasionally be incorporated into a loadout that gives them a clear advantage over Nero's Anguish without too much difficulty. Following from this, the other main consideration is how Nero's Anguish specifically compares to Blade of Tartarus and Cera Cymmetry. If one of the best loadouts that might be used in a hunt does not actually require a decoration slot on the weapon, Cera Cymmetry is arguably superior to Nero's Anguish in many cases. Similarly, the difference between the benchmark damage threshold of Blade of Tartarus and Nero's Anguish is small enough that it may be possible to construct a loadout that allows Blade of Tartarus to outperform Nero's Anguish. In summary, Nero's Anguish is one of the best endgame GS options in MH3U, but it falls short of rendering alternatives completely redundant for a variety of reasons. For those that care about damage optimization, it is typically a good idea to first consider the loadouts they might use in a hunt and how many decoration slots they need on a weapon and then consider how Nero's Anguish might be expected to perform compared to some of the best loadouts using Blade of Tartarus and Cera Cymmetry (as Blade of Tartarus closely rivals Nero's Anguish and Cera Cymmetry is the overall superior when decoration slots on a weapon do not limit its value too much). As far as damage trends go, Nero's Anguish is typically capable of dealing enough damage to be on par with weapons that exploit elemental weakness more effectively, so it is important for hunters to play to the strengths of elemental weapons if they select them instead of Nero's Anguish. Likewise, a general rule with Nero's Anguish is that comparable elemental GS options can potentially outperform it under normal hunting circumstances when exploiting elemental weaknesses, but Nero's Anguish has an advantage over theoretically superior elemental GS in lockdown situations or under similar conditions in a monster's weakest hitzones can be reliably and exclusively targeted. Conversely, when compared to Cera Cymmetry on equal terms, Nero's Anguish is generally better under normal hunting circumstances and is a more reliable option for solo play (and situations that similarly require a relatively higher degree of predictability), whereas Cera Cymmetry tends to be better than Nero's Anguish for multiplayer and in lockdown situations in particular (as the innate negative affinity of Cera Cymmetry is typically rendered relatively inconsequential or at least excusable when a steady stream of damage is being delivered to a monster and its weakest hitzones are frequently accessible). /Nether Lufactrus/ 1 Slot, 0% Affinity White -> Purple 1152 Raw, 700 Thunder [240, 70] Nether Lufactrus is a decent endgame GS, although it is somewhat overspecialized in a sense and its metavalue is negligible except when hunting monsters that are particularly weak to the thunder element. Because it only has 1 decoration slot and a relatively low base raw value, Nether Lufactrus is generally outclassed by Lagia Fulmination as a thunder elemental GS option except against monsters that are extremely weak to the thunder element (and relatively resistant to cut damage). In other words, hunting Savage Deviljho is the primary (and for some hunters, perhaps only) reason to use Nether Lufactrus instead of an alternative GS, as there are typically a variety of other GS options that can be expected to yield superior overall damage output even when monsters have some weakness to the thunder element. /Northern Cross/ 0 Slots, -10% Affinity White 1152 Raw, 520 Ice [240, 52]
~234 Affinity-Adjusted Raw (Average Expected Raw Damage Benchmark)
Northern Cross is generally a trash-tier weapon that hunters really only need
to consider making if they are completionists looking to collect every GS. Its
base raw value is on the low end even for an elementally specialized endgame
GS, and the maximum white sharpness cap and lack of decoration slots on such a
weak weapon lower its metavalue too much for it to be of any significant value
on a hunt even against monsters that are extremely weak to the ice element. As
if that weren't bad enough, the negative innate affinity on such an
underpowered GS is almost laughable. For those dead-set on using an ice
elemental GS, Paladire is a decent option (at least compared to Northern
Cross), and even an awakened Devastator Blade is probably a better choice.
However, it is important to note that ice elemental GS options have fairly low
metavalue in MH3U in general, and hunters are likely to be better off choosing
a more raw-oriented (or even alternative elemental) GS over the ice GS options
available, let alone Northern Cross.
/Paladire/
1 Slot, +20% Affinity
White -> Purple
1152 Raw, 250 Ice
[240, 25]
~252 Affinity-Adjusted Raw (Average Expected Raw Damage Benchmark)
Paladire is a GS that has some very limited niche value, but is otherwise too
underpowered to have any significant metavalue in the overall endgame of MH3U.
Paladire has a relatively low base raw value that might otherwise be
characteristic of an elementally specialized GS; the problem is that it also
has a rather low base attribute value for its ice element. Because it also only
has 1 decoration slot, unfortunately one of the best things that can be said of
Paladire is that it is better than Northern Cross, and that is not saying much.
A similar issue is that an awakened Devastator Blade would be superior to
Paladire Both in terms of base raw and attribute values, and because Devastator
Blade has 2 decoration slots, this is not necessarily an unrealistic
comparison. Thus, Paladire's entire metavalue practically hinges on its innate
affinity, and since its ice attribute does not count for much and its raw
potential is otherwise unremarkable, it is critical for hunters using Paladire
to make the most of it in an affinity-specialist set. Otherwise, hunters are
likely to be better off not using the weapon at all, as there are plenty of
other options that can easily outperform it even against monsters that are weak
to the ice element. Similarly, because Merak's Asterism has superior innate
affinity as well as innate purple sharpness (and both weapons have 1 decoration
slot), it almost completely eclipses Paladire as an endgame GS option, and
depending on the circumstances of the hunt, even the mediocre poison status
attribute on Merak's Asterism may wind up counting for more than the ice
element on Paladire.
/Pale Kaiser/
3 Slots, +15% Affinity
White -> Purple
1200 Raw, 320 Dragon
[250, 32]
~259.375 Affinity-Adjusted Raw (Average Expected Raw Damage Benchmark)
Pale Kaiser is an awesome weapon that is generally representative of a great
balance of base raw and attribute values with additional benefits. While it is
slightly inferior to Stygian Acedia as a balanced dragon element GS option,
Pale Kaiser maintains a fairly high metavalue due to its 3 decoration slots and
innate affinity. It is a strong enough weapon to yield respectable damage
output whether it is used with an affinity-specialist set or a more traditional
set that barely makes use of its innate affinity. Furthermore, among 3 slot GS
options, Brunnhilde may outperform Pale Kaiser against monsters that are
particularly susceptible to poison (and relatively unaffected by the dragon
element), and an awakened Reddnaught may be capable of outperforming Pale
Kaiser against monsters that are particularly weak to the fire element, but
overall Pale Kaiser is generally the best GS with 3 decoration slots. That
said, it is necessary for hunters to make the most out of the 3 decoration
slots or otherwise incorporate Pale Kaiser in an effective affinity-specialist
set in order for it to outperform more raw-oriented weapons, as there are
plenty of endgame GS options with fewer slots and better base values or similar
utility that may trump Pale Kaiser in terms of usefulness. For example, the
innate purple sharpness and high base dragon element of Altheos Evolutia can
give it an advantage over Pale Kaiser in many cases, and Merak's Asterism may
be a better choice for an affinity-specialist set.
/Plesioth Aquablade/
2 Slots, 0% Affinity
Blue-> Purple
1248 Raw, 450 Water
[260, 45]
Plesioth Aquablade is a solid balanced water elemental GS. With 2 decoration
slots and respectable base raw and attribute values, Plesioth Aquablade is at
least capable of outperforming Blade of Tartarus against monsters that are weak
to the water element, and it is likely to maintain a similar advantage over
Nero's Anguish provided that a hunter makes optimal use of its properties (and
uses it with a better skillset to make the best use of the 2 decoration slots).
Generally speaking, Plesioth Aquablade outclasses Remalgagorgon and Excalius
Sword as a water GS, effectively making it the best water GS option in MH3U
(albeit more so by default rather than from actually having any particular
competition). Comparing Plesioth Aquablade to an awakened Simoom Sandbiter in
terms of benchmarks and general damage expectations, it is theoretically
possible for Simoom Sandbiter to outperform Plesioth Aquablade against monsters
particularly weak to the water element and/or with an affinity-specialized
loadout, but it is also worth noting that the expected difference in damage
output is so small that in practice many hunters may not even notice the
difference between the two, so Plesioth Aquablade remains the best overall
water GS option.
/Plesioth Lullabane/
2 Slots, 0% Affinity
White
960 Raw, 380 (Dormant) Sleep
[200, 380]
Plesioth Lullabane is a bit of a joke in MH3U's endgame; it is a trash-tier GS
that would barely be considered a decent choice in late High-Rank, let alone G-
Rank. Even with 2 decoration slots, the mediocre base value of the sleep status
attribute and terrible raw base value would be enough to reduce Plesioth
Lullabane to being nothing more than a novelty weapon even if it could achieve
purple sharpness. That said, considering that it has a maximum white sharpness
cap, there is practically no reason whatsoever to use it. Just about the only
thing Plesioth Aquablade has going for it is that it is a slightly better
dormant sleep GS option than High Chief's Great Sword (which is also a terrible
trash-tier weapon that non-collectors need not even bother making), and even
that only applies if you can't make good use of the 3 decoration slots on High
Chief's Great Sword. Overall, hunters are better off just using drugged meat
and another GS option if they care about sleep status. Likewise, there are
other low-end novelty status GS options such as Miasmethyst that a player can
choose if they want to challenge themselves by using a severely underpowered GS
that also relies on a status attribute.
/Rathalos Gleamsword/
1 Slot, 0% Affinity
White -> Purple
1248 Raw, 520 Fire
[260, 52]
Rathalos Gleamsword is an excellent balanced fire element GS option. One of the
only downsides of Rathalos Gleamsword is that it is such a good fire GS that
The Depotheosis struggles to maintain value in comparison. With 1 decoration
slot, a respectable base raw value, and a base attribute value on the slightly
higher end compared to the attribute values of other balanced elemental GS
options, Rathalos Gleamsword has a fair amount of utility and metavalue.
Comparing the options on generally equal terms, Rathalos Gleamsword is powerful
enough to outperform Blade of Tartarus and Nero's Anguish against monsters that
are particularly weak to the fire element. It is worth noting that depending on
what a player has to work with and the context of the hunt, an awakened
Reddnaught has some potential to outperform Rathalos Gleamsword due to having 3
decoration slots, a slightly higher base element, and innate affinity. However,
Rathalos Gleamsword remains the better option in general as the metavalue of
Reddnaught is highly circumstantial and variable.
The main theoretical competition for Rathalos Gleamsword in MH3U's endgame
would be The Depotheosis. However, even though The Depotheosis has innate
purple sharpness and a superior elemental base value, these properties alone
are not enough for it to outperform Rathalos Gleamsword even against monsters
that are extremely weak to the fire element. To put things into perspective,
Rathalos Gleamsword is so powerful compared to The Depotheosis that even at
white sharpness (i.e. without Sharpness+1) it can outperform The Depotheosis
(at purple sharpness). Overall, Rathalos Gleamsword is a great weapon that is
strong enough to be decent (albeit slightly underpowered) for general purposes
and also significantly effective against monsters weak to the fire element.
/Reddnaught/
3 Slots, +25% Affinity
White -> Purple
1152 Raw, 540 (Dormant) Fire
[240, 54]
~255 Affinity-Adjusted Raw (Average Expected Raw Damage Benchmark)
Reddnaught is a fairly good endgame GS that maintains a decent metavalue in
MH3U's endgame even though its utility greatly overlaps with some other
options. Despite being relatively underpowered in terms of base raw value and
having a dormant attribute, Reddnaught is somewhat redeemed by the fact that it
has 3 decoration slots and a significant amount of innate affinity. These
properties in turn lend well to its basic strengths and prevent it from being
entirely redundant, and an awakened Reddnaught can be particularly effective
against monsters that are weak to the fire element especially when
circumstances allow hunters to benefit from the innate affinity of the weapon.
As with other weapons that boast innate affinity, it is also important to
remember that there is a practical limit to the value of innate affinity alone;
in terms of damage output benchmarks for raw damage alone, a critical hit with
Reddnaught is only slightly more powerful than a normal hit with Nero's
Anguish, and a normal hit with Reddnaught is only slightly more powerful than
an anticrit with Cera Cymmetry (an anticrit from Cera Cymmetry with AuS would
basically be equivalent to a regular attack from Reddnaught).
Unfortunately, the main issue with Reddnaught is that its overlapping utility
compared to similar alternatives borders on redundancy. As a fire GS, the
awakened Reddnaught is still only roughly on par with Rathalos Gleamsword, so
it is absolutely necessary for hunters to play to the strengths of Reddnaught
by making the best use they can of its innate affinity and constructing the
best skillsets they can with the 3 decoration slots in order for Reddnaught to
even be worth using in terms of damage optimization. Similarly, even as a
weapon with innate affinity and 3 decoration slots, Rathalos Gleamsword is
slightly eclipsed by Pale Kaiser in many cases due to the fact that Pale Kaiser
has similar affinity, superior base raw, and an active dragon element
attribute. Likewise, if a monster is not weak to the fire element and a hunter
does not intend to capitalize on the innate affinity of their weapon, even
Brunnhilde can outperform Reddnaught (although the innate affinity of
Reddnaught can still tip things just slightly in its favor).
Moreover, in terms of sheer utility, Merak's Asterism is superior to Reddnaught
in nearly every respect, and virtually the only advantage Reddnaught has in
such a comparison is the greater amount of decoration slots (which may not
amount to an actual advantage due to the fact that they may be needed to awaken
or buff Reddnaught to be on par with other weapons but not necessarily superior
to them). Even when viewed in terms of merits based on innate affinity and a
dormant attribute, Reddnaught also somewhat overlaps with Simoom Sandbiter
depending on the elemental weaknesses of the monster and whether all of the
decoration slots are put to optimal use. Ultimately, Reddnaught can be a very
useful weapon, but there are a lot of caveats to consider and it is relatively
high-maintenance in terms of damage optimization due to the fact that it
demands a lot of careful loadout construction and strategy to outperform
similar endgame GS options in MH3U.
/Remalgagorgon/
3 Slots, 0% Affinity, Defense +15
White
1056 Raw, 400 Water
[220, 40]
Remalgagorgon is a somewhat odd endgame GS option that borders on being trash-
tier but has just enough redeeming properties (at least against monsters weak
to the water element) to at least earn it a place among novelty weapons and
similar low-tier options that hunters may use for the sake of variety alone
even though the weapon is hardly worth considering if a player cares about
damage optimization. As a water GS, Remalgagorgon is generally outclassed by
Excalius Sword, although the fact that Remalgagorgon has 3 slots may give it a
slight edge in the sense that it can theoretically be buffed to be at least as
good as Excalius. Similarly, Remalgagorgon is capable of doing a decent amount
of damage with a Hypermode skillset, so it may be of niche value to players
looking to show off while using an underdog weapon.
However, due to the maximum white sharpness cap, Remalgagorgon has negligible
endgame metavalue for those looking to optimize damage, and even its novelty
value is somewhat diminished by its sharpness. It should also nearly go without
saying that there are several other endgame GS options with 3 decoration slots
that are far better than Remalgagorgon. Likewise, even if it is buffed with
Hypermode skills, there is a practical limit to how much it actually benefits.
To put things into perspective, the raw damage output of Remalgagorgon with
Adrenaline+2 is inferior to the normal raw damage output of Nero's Anguish even
at white sharpness. Likewise, Remalgagorgon is so weak that a regular hit with
it has a damage output baseline that is inferior to that of an anticrit with
Cera Cymmetry, and a regular hit with Blade of Tartarus is superior to a
critical hit from Remalgagorgon. Overall, Remalgagorgon might be of interest to
a few players looking for some casual variety, but it can be considered a
trash-tier weapon for most purposes.
/Simoom Sandbiter/
2 Slots, +35% Affinity
Blue -> Purple
1152 Raw, 700 (Dormant) Water
[240, 70]
~261 Affinity-Adjusted Raw (Average Expected Raw Damage Benchmark)
Simoom Sandbiter is a GS with very limited utility, but it does have enough
metavalue to avoid being a trash-tier weapon due to its niche uses against
monsters that are particularly weak to the water element and with affinity-
specialist skillsets. Simoom Sandbiter would actually be a fairly solid
specialized elemental GS for the water element if it were not for the fact that
its attribute is dormant. With 2 decoration slots, a noteworthy amount of
innate affinity, and a base raw value that is on the underpowered side of
things but still just high enough to deal a decent amount of damage in MH3U's
endgame, Simoom Sandbiter has potential to be comparable to mid-tier GS
options. As a water GS, an awakened Simoom Sandbiter is just powerful enough to
theoretically outperform Plesioth Aquablade against monsters that are very weak
to the water element, although the difference is small enough in many cases
that hunters may not notice the difference, and this slight advantage Simoom
Sandbiter may have over Plesioth Aquablade is somewhat diminished by the fact
that both weapons have 2 decoration slots (so it is hardly realistic to compare
the two on otherwise equal terms when assuming Simoom Sandbiter will be
awakened). In other words, Simoom Sandbiter is a weapon that is worth awakening
in a sense, but in strict terms of damage optimization, it is unlikely to be
particularly useful compared to Plesioth Aquablade and the wide range of other
more general-purpose options.
Aside from its potential value as a water GS, Simoom Sandbiter is just strong
enough that some hunters may find it useful in experimental affinity-specialist
sets, especially if those sets also have Awakening. However, as with other GS
options at its power threshold, the practical value of the innate affinity is a
little too counterbalanced by the low base raw value of Simoom Sandbiter; the
benchmark raw damage output of a critical hit with Simoom Sandbiter is barely
stronger than that of a regular hit with Nero's Anguish. Thus, Simoom Sandbiter
is not entirely useless, but it is very close to being outclassed if a hunter
does not play to its strengths and make optimal use of each of its properties.
Likewise, as a weapon with innate affinity, Simoom Sandbiter generally has less
overall utility (and a significantly lower metavalue) compared to Merak's
Asterism and Pale Kaiser, although it may be considered to be roughly on par
with Reddnaught in terms of metavalue when accounting for dormant attributes
depending on the weaknesses of the monster. Overall, Simoom Sandbiter is rarely
if ever going to be an optimal choice, and although it can be a good weapon, it
is typically limited to primarily being of use against monsters weak to the
water element and in lockdown situations or other circumstances in which good
use of its innate affinity can be made.
/Stygian Acedia/
2 Slots, 0% Affinity
White -> Purple
1248 Raw, 480 Dragon
[260, 48]
Stygian Acedia is an excellent weapon overall with a fairly high metavalue
despite the fact that it is basically a balanced elemental GS (there are a few
other great GS options with the dragon element in MH3U's endgame). With 2
decoration slots and a base raw value that is on the slightly higher end of
what might otherwise qualify as mid-tier power levels, Stygian Acedia has a
good foundation in terms of general utility. Beyond that, it has a respectable
base value for its dragon attribute, and this in turn allows it to outperform
Blade of Tartarus (which also has 2 slots) against monsters that are
particularly weak to the dragon element in terms of overall damage benchmarks.
It is also worth noting that out of the various attributes weapons may have,
the dragon element tends to have better utility against the slight majority of
monsters in MH3U, and this elevates the metavalue of Stygian Acedia to a point
slightly above many similar options with other attributes. As a dragon GS,
Stygian Acedia is somewhat eclipsed by Altheos Evolutia due to the innate
purple sharpness and higher base value of the elemental attribute of Altheos
Evolutia, but the 2 decoration slots on Stygian Acedia allow it to potentially
have the advantage in terms of loadout construction and therefore maintain its
metavalue without being rendered redundant by Altheos Evolutia.
Aside from Altheos Evolutia, Stygian Acedia is somewhat rivaled by Pale Kaiser.
Even though Pale Kaiser has slightly lower base raw and element values compared
to Stygian Acedia, it is possible for a loadout that makes optimal use of the 3
decoration slots and innate affinity of Pale Kaiser to outperform Stygian
Acedia. However, due to the circumstantial nature of Pale Kaiser's metavalue,
Stygian Acedia is not completely outclassed and remains more or less the best
(or at least most straightforward and relatively low-maintenance) endgame
dragon GS option in MH3U. Overall, Stygian Acedia is a great and relatively
high-tier endgame GS that has enough utility to practically warrant being
considered a must-have weapon for nearly any GS user.
/The Depotheosis/
0 Slots, 0% Affinity
Purple
1056 Raw, 720 Fire
[220, 72]
The Depotheosis is so close to - yet so far from - being a good endgame GS
option; instead of being the automatic high-tier GS that some may expect a
weapon with innate purple sharpness to be, it actually borders on being a
novelty-tier GS. At first glance, it looks like a specialized fire element
weapon, but due to the very low base raw value of The Depotheosis and lack of
decoration slots, even with innate purple sharpness it is actually a severely
underpowered weapon. As a fire GS, The Depotheosis is generally outclassed by
Rathalos Gleamsword; even at white sharpness (i.e. without Sharpness+1),
Rathalos Gleamsword can be expected to outperform The Depotheosis against
monsters that are weak to the fire element in addition to being superior in
general, so the innate purple sharpness of The Depotheosis is of almost no
comparative value in and of itself. This means that The Depotheosis is almost
completely redundant (and might otherwise be borderline trash-tier) unless
hunters play to its strengths by making optimal use of both the fire element
and innate purple sharpness, and this in turn practically reduces The
Depotheosis to being more of a niche-use weapon that is primarily limited to
being of little value to hunters except in Punishing Draw and Hypermode sets
against monsters that are extremely weak to the fire element (and even then,
there is a good chance that a hunter can make a more powerful loadout using
Rathalos Gleamsword or other options).
As a weapon with innate purple sharpness, The Depotheosis is almost completely
outclassed by Merak's Asterism and Altheos Evolutia. Technically speaking, The
Depotheosis is superior to Merak's Asterism against monsters weak to the fire
element in terms of simple benchmark damage expectations, but since Merak's
Asterism has 1 weapon slot to work with and a poison attribute, even that is a
close call. Similarly, Altheos Evolutia is significantly more powerful than The
Depotheosis for general purposes in terms of raw damage output, and because
both weapons have 0 decoration slots, there is practically no advantage The
Depotheosis might have over Altheos Evolutia except for the circumstantial
benefit of its fire element attribute. To add further insult to injury, because
the dragon element tends to have slightly better overall utility compared to
the fire element in MH3U, Altheos Evolutia is actually capable of outperforming
The Depotheosis against many monsters that are weak to both the fire element
and the dragon element, and this in turn severely diminishes the metavalue of
The Depotheosis. Ultimately, despite being an innate purple sharpness option
that seems like it might be a good specialized fire GS, the comparative
usefulness of The Depotheosis is strictly limited to the point where it is only
good against a handful of monsters in the entire game under very specific
circumstances, and hunters looking to avoid making unnecessary weapons or
hunting with sup-par options do not even need to make The Depotheosis, as there
is often a superior option.
/Vulca Vendetta/
3 Slots, 0% Affinity
White
1152 Raw, 620 (Dormant) Slime
[240, 62]
Vulca Vendetta is more of a novelty weapon than anything else, and it is more
or less a trash-tier GS that is of little use to anyone except for hunters
looking to use a weapon simply for the sake of variety. The low baseline raw
value and maximum white sharpness cap of Vulca Vendetta are generally enough to
render it useless compared to numerous other endgame GS options. As a weapon
with 3 decoration slots, there are too many better options for Vulca Vendetta
to be worth using, and there is nothing particularly special about Vulca
Vendetta because its limited sharpness and dormant attribute prevent its
decoration slots and relatively high base attribute value from counting as
redeeming features. Likewise, awakening Vulca Vendetta would likely involve
using it in a loadout that effectively wastes its decoration slots. It is also
worth noting that even an awakened Vulca Vendetta is still generally inferior
to Myxo Demolisher, and because of the way the slime attribute functions, the
slightly higher base attribute value of Vulca Vendetta is relatively
inconsequential compared to that of Myxo Demolisher. Overall, Vulca Vendetta is
a weapon that might have been an interesting alternative to Myxo Demolisher or
comparable to weapons of similar power with dormant attributes if it could
achieve purple sharpness, but as it is, the maximum white sharpness cap
completely nullifies the metavalue of Vulca Vendetta and it can be regarded as
a generally unnecessary weapon except for collectors.
/Xiphias Gladius/
0 Slots, 0% Affinity
Blue -> White
912 Raw, 730 Ice
[190, 73]
If it is not apparent from the awesome aesthetic design of this weapon, Xiphias
Gladius is a joke/novelty weapon. Unfortunately, its base values are too low to
be of much use, and it is so weak that even with Sharpness+1, less experienced
players may actually find themselves struggling against monsters if they use it
as an endgame weapon, even if they are hunting monsters particularly weak to
the ice element. On a related note, the ice element in general tends to have
less utility in MH3U than other attributes, and even so, Paladire and even
Northern Cross are technically better ice GS options than Xiphias Gladius; the
benchmark damage output of a regular hit with Xiphias Gladius is just barely
more powerful than an anticrit with Northern Cross (although it is unlikely
that any of these weapons would be the optimal choice in terms of maximizing
damage). Beyond that, its lack of slots effectively qualifies Xiphias Gladius
as a trash-tier weapon, but at least it looks amusing.
>>>>> 11: GS Time Values }TIME{
The time values reported in this section are derived from multiple tests in
various situations on the Wii U version of MH3U. Gameplay was recorded at
30fps, footage was reviewed frame-by-frame, and numerous animations for attacks
and other relevant movements were analyzed. The primary units for these time
values are exact frame counts (again, out of 30f/s) not stopwatch-timed second
values. The "final" results represent the modes of apparent animation
durations, not the means (in other words these reflect actual tested values,
not just approximated averages). Errors and results that were significantly
inconsistent with the overall data were double-checked and filtered with more
testing, but the vast majority of the results were surprisingly consistent for
the main animations of interest such as the charge sequences and leading
attacks.
However, it should be noted that there can be a lot of variance when it comes
to combo attacks with a GS. As such, I have constructed time values for combo
attacks based on a priority of practical utility over technical accuracy. Thus,
the general method for obtaining values for combo attacks was to start with the
assumption that the preceding charge or lead attack values were constant, and
derive a value for the combo attack based on the amount of "extra" time it
seems to take in the full combo. This may not always represent how the
animations actually play out in the game individually. However, when it comes
to calculating the durations of multiple animations I find such values to be
more useful than trying to "guess" where the exact shift in animations in a
combo is and determine the duration of the window during which a combo is
possible while trying to account for things like potential differences between
when an animation's recovery phase can be cancelled by evasion and when an
animation's recovery phase can be cancelled into a combo.
Of course, the fact that the GS is primarily about charge attacks and decisive
strikes rather than comboing is another reason that I value simplified
practical values for combo attacks over "real" values for their animations
which can often vary quite a bit depending on what they combo from, into, and
when. Likewise, the mess that is time values for GS combo attacks should also
serve to impress upon hunters how inefficient and ineffective they can be in
the long run. After reviewing plenty of footage of combo attacks and even
unrealistically long charge chains using the go-to "high DPS" L3+sideswing
combo, I can just about guarantee that no matter how fast and consistent a
player thinks they can execute combo attacks with a GS, chances are they are
burning roughly 3~10 frames per extra attack just in animation variance (i.e.
in addition to general error, attack lead variance, and hitlag). Likewise, the
section for basic attacks is "incomplete" because I did not think testing and
fully analyzing every single combination of every attack was warranted.
The overall methodology used for discerning the time values in MH3U was more or
less the same as the methodology used in the GS guide for MH3 (Tri). One of the
biggest differences is that the values for MH3U were tested slightly more and
more markers throughout each animation were noted while reviewing footage to
obtain cleaner results that could in turn be checked against each other
(relatively) easily. Beyond that, the only other major note at this point is
that all of these time values were obtained for land-based combat only; there
do seem to be some slight differences between underwater and land-based combat,
but testing underwater combat time values seems to be generally unnecessary (or
at least demanding of a disproportionate amount of work for what little value
there may be to it).
*Format and Notes*
Unless otherwise noted, the general format for simpler time values will be as
follows:
Attack, Animation, or Value Name:
Lower Value / Recommended Value / Upper Value
For the most part, time values will be reported with a Lower Value that
represents the lowest value for an animation duration I was able to reliably
reproduce with minimal chance of it just being an error. In contrast, the Upper
Value represents the highest value for an animation duration I was able to
reliably reproduce by simply being lazy/slow cancelling the animation.
Meanwhile, the Recommended Value is fairly self-explanatory and represents the
value that would probably be the "best" or at least most respectable/typical in
the range to use when factoring in time values for things like DPS estimations,
attack planning, and team coordination.
More complex time values are listed with additional notes detailing what they
represent.
As a reminder, the values are reported as frame counts based on 30fps footage,
so converting them to seconds is as simple as dividing the frame count by 30.
*Error/Correction Time Values*
General Error (per additional input):
1/2/3
As a point of both practicality and formality, I recommend adding 1~3 frames
for each additional input in a sequence of attacks/moves required when
determining total time values. In part, this is merely to adjust for things
like reaction time/decision time and those incredibly small differences that
can occur in the natural course of playing the game. Do note, however, that as
most of the time values reported in this guide are effectively given as ranges,
adding this general error value is not truly necessary especially when
discussing ideal gameplay, and to some extent it can be considered completely
optional when using the Recommended Value or Upper Value for a given animation.
Attack Lead Variance:
3/4/5
This is another value for accounting for time value variance again as a point
of both practicality and formality. The major difference is that even when
discussing ideal gameplay and using the Recommended Value or Upper Value for a
given animation, I strongly recommend adding the Attack Lead Variance to the
very first attack of a sequence. At the very least, this will lend accuracy to
calculations by accounting for some of the reaction time/decision time that
naturally dilutes the actual execution of attacks and other movements as well
as that split second of time a hunter may lull before cancelling or comboing
upon successfully completing their most recent movement/attack.
Hitlag Constant:
8/9/10
The duration of the hitlag that occurs when an attack connects with a
particularly weak hitzone (or registers a hit that is "strong" enough to incur
hitlag depending on how a player prefers to look at it) appears to be 10
frames. However, there are some cases in which it only seemed to last for 8
frames, and the total duration of attacks that incur hitlag typically seems to
regularly fall within a range that is 8~10 frames longer than the "normal"
duration of the attack (without any other error correction). This is another
reason why the General Error value is listed as a relatively "optional"
correction; using a value of 10 for the Hitlag Constant and a value of 3~5 for
the Attack Lead Variance usually seems to be sufficient for
determining/predicting the total time values of most attacks and many attack
sequences.
*Charge Time Values*
Regular Charge Attack:
25/27/30
This is the value for the regular charge attack itself (after being triggered).
It is basically the same as a draw attack in terms of execution and duration.
Smash Charge Attack:
45/46/47
This is the value for the smash charge attack itself (after being triggered)
including the unique stun/recovery/penalty phase that cannot be cancelled out
of after it is used.
Regular Charge Phases:
Setup
20
Preliminary Charge
25
L1 Ready
25
L2 Ready
20
L3 Ready
15
Overcharge Threshold
The values in the above listing represent the durations between the main
components of a charge series. These are not listed according to the regular
format for time values (and no "range" or internal error adjustment is
necessary since they are consistent relative to each other). To put it in
words: The time between the initiation (Setup) of a charge attack and the
appearance of the charge aura (aka the Preliminary Charge) is 20 frames, the
time between the Preliminary Charge and the first aura flash that indicates
that the first level charge can be triggered (L1 Ready) is 25 frames, and so
on.
Focus Charge Phases:
Setup
20
Preliminary Charge
20
L1 Ready
20
L2 Ready
15
L3 Ready
12
Overcharge Threshold
The values in the above listing follow the same "special" format described in
the details of the preceding Regular Charge Phases listing. Note that the time
between the Setup and Preliminary Charge components of the GS charge series are
the same with and without Focus since the GS is not actually charging at that
point. Similarly, take care to note that Focus also accelerates the charge
series even after the L3 is ready compared to the regular charge series, and
there is that much more risk of accidentally overcharging with it.
As an alternative to the Phase (Charge Series Component) listings, the
following listings effectively represent the template for the regular and focus
charge series. These also have a special format. The main phases of the charge
series are listed in order [Initiation (IN), L1 Ready (L1), L2 Ready (L2), L3
Ready (L3), Overcharge Threshold (OT)]. The number beneath each phase
represents the total number of frames that have elapsed since the initiation of
the charge series up to the corresponding phase (including setup; i.e. since
drawing the weapon and/or taking the charge stance with the GS). For example,
in the Regular Charge Series, the L2 charge attack can be triggered as soon as
a total of 70 frames have elapsed after drawing into/taking the charge stance
with the GS. Likewise, in the Focus Charge Series, a hunter will miss out on
their change to trigger the L3 charge attack and immediately enter the
overcharge phase after 87 frames have elapsed since the initial frame of the
charge stance/draw.
Regular Charge Series:
IN/L1/L2/L3/OT
00/45/70/90/105
Focus Charge Series:
IN/L1/L2/L3/OT
00/40/60/75/87
As yet another alternative for those who simply want readymade and recommended
values, the following listings represent the durations for the full charge
attack sequences and the actual attack. For the most part the format should be
self-explanatory, although the numbers in parentheses() represent the value
adjusted for hitlag, so use the value in parentheses if the hypothetical target
is a "weak" hitzone. Also note that in the following listings, the Attack Lead
Variance is already factored in, so no additional error corrections or
adjustments are necessary for these ideal values.
Ideal Regular Charge Attack sequence durations:
L1: 5+45+25 = 75 (85)
L2: 5+70+25 = 100 (110)
L3: 5+90+25 = 120 (130)
Ideal Smash Charge Attack sequence durations:
Smash L1: 45+45 = 90 (100)
Smash L2: 70+45 = 115 (125)
Smash L3: 90+45 = 135 (145)
Ideal Focus Charge Attack sequence durations:
L1: 5+40+25 = 70 (80)
L2: 5+60+25 = 90 (100)
L3: 5+75+25 = 105 (115)
Ideal Focus Smash Charge Attack sequence durations:
Smash L1: 40+45 = 85 (95)
Smash L2: 60+45 = 105 (115)
Smash L3: 75+45 = 120 (130)
*Basic Attack Time Values*
Draw Attack:
25/27/30
Lead Overhead Attack (before roll):
55/58/61
Lead Sideswing Attack (before roll):
45/46/47
Lead Upswing Attack (before roll):
61/63/65
Combo Slap (after a Vertical Attack, before roll):
32/34/36
Combo Slap (after Charge/Vertical Attack, before Charge/Vertical Attack):
34/36/38
Combo Sideswing (after Charge/Vertical Attack, before roll):
46/47/48
Combo Sideswing (after Charge/Vertical Attack, before Charge/Vertical Attack):
33/35/37
Combo Sideswing (after Upswing, before Upswing):
47/50/53
Combo Sideswing (after Upswing, before roll):
39/42/45
Combo Upswing (after Sideswing, before Sideswing):
53/56/59
Combo Upswing (after Charge/Vertical Attack, before roll)
64/66/68
Combo Overhead (after Sideswing, before roll):
39/39/40
Kick+Slap (before roll):
45/48/51
Kick [Total including "reset" time]:
45/46/47
*Miscellaneous Time Values*
Passive Sheathe (Default):
31/32/33
Active Sheathe (Default):
38/39/40
Passive Quick Sheathe (with QS armor skill):
22/24/26
Active Quick Sheathe (with QS armor skill):
26/28/30
Sharpening:
-/185/- (Total)
Note that it only appears to take about 135 frames (perhaps even fewer) for the
GS to actually finish sharpening and the ~sharpness restored~ message to
appear.
Evasion (Default roll):
-/30/-
Block:
15/16/17
>>>>> 12: Author's Notes }ATTN{
Writing this guide has been very interesting and time-consuming to say the
least. The process was also quite different. Instead of simply working on a GS
guide more or less in secret like I did in Tri and eventually releasing it
since no one else had by the time I actually managed to write up everything I
wanted to include in the guide, I started playing MH3U with the intention to
write a GS guide, and indeed get through the game with a GS-only character.
Another major difference is that this time around, I decided to experiment with
the rough equivalent of a development log as a kind of early-access guide-in-
progress at Club1kJho's forums since I expected the actual guide to take a fair
while before it was worthy of a version 1.0 release.
Of course, I did not mean for version 1.0 of this guide to take quite as long
as it has, but things have been very hectic and exciting since MH3U came out,
and I haven't had anywhere near the time I expected to have when I first
started working on this guide. Nevertheless, I said it would be completed, and
here it is. At the time of writing this, I do intend to play future MH games
and at least contribute to resources for them including MH4U, but this may be
the last GS guide of its format and caliber that I write depending on how
things go. (Of course, others are more than welcome and encouraged to write
additional - and better - GS guides.) In part, I somewhat prefer forums and
other forms of discussion that cover things on a case-by-case basis and adapt
and change as things go over the relatively static, occasionally-outdated, and
highly-generalized nature that is a kind of inevitable necessity in a guide
such as this.
All of that said, I still find playing MH and writing about it worthwhile and
fun, so this is by no means a retirement piece.
As for the style and construction of this guide in particular, the initial
vision was to create a guide far more streamlined and far less bloated than the
GS guide for Tri. However, as things went along, MH3U turned out to be a
significantly more robust and complex game that warranted a lot more critical
consideration in a wide variety of areas. Meanwhile, I decided to shift tracks
and write this guide in a way that would hopefully have enough context in every
section for readers to get away with only looking at the parts they are
interested in without necessarily reading the whole guide to make sense of it.
The flipside, of course, is that means this guide is a lot bulkier than it
needs to be in some ways, but when it comes to MH - the community seems to be
better at digesting large collections of information than settling for
oversimplified bare-bones descriptions. Likewise, in my experience there are
plenty of capable hunters out there who are adept at breaking down the
occasional wall of text, so hopefully that has not changed.
>>>>> 13: Credits/Legal }CRLG{
General thanks to:
Capcom for the game.
Nintendo for the Wii U and 3DS.
The various members of the community who have requested this guide,
continuously supported the development of it, or otherwise simply reminded me
that there is still demand for supply (so to speak), even in late game. Also,
thanks twice-over for having the interest in the guide and the patience to put
up with the wait. Similarly, I would like to express my respect for any and
every hunter and forum-user who takes the time to crunch the numbers, do their
research, and try to help out in discussions or otherwise contribute to the
community, even and especially without a formal guide to fall back on.
General and obligatory thanks and references to:
Forums/resource hosts such as GameFAQs, Capcom-Unity, and in particular:
Club1kJho (http://www.club1kjho.com or http://club1kjho.forumotion.com)
-The community at Club1kJho and overlapping membership with GameFAQs and
Capcom-Unity has been instrumental in developing this guide and very helpful in
terms of keeping the momentum going and giving me various points of critical
questioning and subjects to consider when writing this guide. The development
thread which effectively amounts to a guide-in-progress for this guide has also
been hosted at Club1kJho along with various other projects and resources
involved in or loosely associated with the creation of this guide. Also, the
community and discussions general topics have been pretty great overall.
I would also like to voice the usual thanks to the likes of Lord Grahf,
VioletKIRA, Hollywoodchuck, and AthenaADP for their various contributions to
the resource pool for past and present MH games.
Also, thanks to Falc as this guide's de facto Hunting Horn consultant; your
contribution on those details is not forgotten, and you have been credited
accordingly.
And of course, on that note I suppose I might as well thank Doktoroktopus
specifically and Falc (again) for their roles as founders and leading members
of Club1kJho.
Thanks of course to everyone who hunted with me and discussed things in the
forums, particularly the regulars from Club1kJho. It is times like these when I
am never sure whether to name names or not. Some of my fellow hunters are such
awesome superheroes that they no doubt have secret identities for their secret
identities. I am tempted to give a list of specific shout-outs and thanks, but
I do not want to leave anyone out, and at this point I feel that if I did give
a complete list, it would more or less be the same as the membership list of
Club1kJho, perhaps with a few obvious names from GameFAQs and Unity.
Thanks as well to the community in general, including most of the "randoms" I
have hunted with. Overall MH3U has been pretty great.
Thanks to the general population of Diablos for providing fun fights and the
much-needed resources for high-quality GS gear. Always grand hunting Diablos;
it would be nice if we could get along and work together at some point.
Much more specific references:
Several wikis were consulted throughout the making of this guide, and as such
most of the derived information in this guide is assumed to be in the public
domain, but nevertheless for the sake of giving credit where it is due and
pointing to proper references, the following wikis in particular were
instrumental in making this guide:
http://www42.atwiki.jp/mhp3/
http://www10.atwiki.jp/mh3g/
http://monsterhunter.wikia.com/wiki/Monster_Hunter_Portable_3rd
http://monsterhunter.wikia.com/wiki/Monster_Hunter_3_Ultimate
The Capcom Official Guide Book (aka the MH3G Bible) for Monster Hunter 3G (ISBN
978-4-04-728027-4) also served as an excellent resource for getting an overview
of the game and distilling many points made throughout this guide. Too bad we
do not typically get things this robust in terms of official resources in the
west.
*Important/Legal*
This guide is not protected by any form of standard copyright as far as my say
in the matter goes. Pretty much the only rights I (Anubis_Drac) reserve are the
right to modify (and delete) this guide and its contents including these terms
and the right to negate another party's claim of copyright infringement on my
behalf at my discretion. However, since text-based guides in my experience seem
to be slightly less targeted by copyright trolls and censorship than the likes
of videos on some websites and since GameFAQs and some of the other sites that
might host this are usually pretty good about keeping accounts straight and
credited with appropriate author tools/info, hopefully such things will not be
major issues.
In other words, for the most part I grant the content of this guide (excluding
this section) to the public domain. Any and every reader may not only copy any
other portion of this document or indeed the document in its entirety and use
it as they will, but furthermore, they are especially encouraged to do so. Of
course, it is good practice to give credit and point to sources of information
- even if only for the benefit of others should they wish to research further -
but I hardly intend to go on a tirade if someone "borrows" the contents of this
guide or expands upon them.
It is just a guide after all, and this guide was written to be a more or less
free resource in just about every sense.
>>>>> 14: Version History }VSHS{
Note: A few "complete" versions of this guide were made and released to a
select few in the past at various points, but none of these were representative
of the true 1.0 form of this guide. They were more or less bare-bones versions
and strung-together modules of the guide-in-progress, and one or two prototype
guides were just compilations of some sorted and summarized posts. The
following is the official version history excluding such "prototype" and "mini-
guide" versions.
1.0: September 14, 2014.
Better late than never, hopefully. After a lot of work, rewriting, elaboration,
summation, testing, re-testing, and relapses of occasionally actually having
fun while playing MH3U, the guide is finally at a point that I feel is an
acceptable version 1.0. It has all of the sections that I intended to include
from the start...and many that I did not. Indeed, it is a far more complete
version 1.0 than my previous GS guide (for MH3 Tri) was. That said, there are
no planned updates or major additional projects and revisions for this guide,
especially this close to the release of MH4U. Any future updates will likely
just be basic error correction, typo editing, and similar such revision.
>>>>> 15: Contact }HERE{
As a general rule, I would prefer that people not email me these days in regard
to video game guides I have written unless they know of no other way to contact
me. When I have time to deal with such matters, I usually do so through my
accounts on various forums. In particular, if there are any questions,
criticisms, or other thoughts regarding this guide or messages for me in
general, please try to PM me (Anubis_Drac) on GameFAQs or on Club1kJho
(Anubis).
People are also welcome to add me on Steam, Nintendo Network, or PSN in advance
if they prefer to keep in contact that way after establishing initial contact
via PM. If I cannot be reached with a PM on any of the aforementioned networks
and forums, chances are that I am way too busy or otherwise in no position to
be of much use when it comes to playing video games - let alone respond to
messages about this guide. However, I am generally happy to help if I can.
Thanks for your time and consideration.