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So I understand that Hunter Munitions (+30% chance to apply slash on crit, primaries) can create slash DoTs on enemies even with a gun that doesn't have slash. My question is for these weapons specifically as would a slash only mod, such as Sweeping Serration (+120% slash, shotguns), have any effect on Hunter Munitions?
We know that it's not increasing the base damage of these slashless guns. Therefore if slash is applied before Hunter Munitions and is not considered after then it doesn't do anything. It's worse than useless it's consuming a mod slot needlessly. On the other if slash does increase the damage of Hunter Munitions after HM considers base damage then the +120% is a powerful boost. On a gun with slash would that mean it applies twice? What I'm essentially asking is the priority order of Hunter Munitions in the damage formula. However, I would greatly appreciate a simple answer such as "Yes/No slash mods do/do not affect HM on slashless guns."
It doesn't. Physical 120% mods boost that element on the weapon by the listed amount, and will give no extra damage to a weapon without that physical damage type. Slash proc damage is based off of base damage, not specifically ips or even slash.
(while the main question has been answered, actually Slash Mods are highly desirable now if your goal is to apply Slash Status without Hunter Munitions - because the probability for Slash Status if you have Elemental Mods thesedays is pathetically low, so a 120% Slash Mod recovers about half of that probability)
Slash DoT procs ("bleed") gets it's damage from the modded base damage (so Serration increases it, but Fanged Fusillade does not). Duration mods work on the effects from Hunter Munitions (increasing total damage by adding more ticks of damage), but if you really want to push the bleed proc damage the best mods to use are the "Primed Bane of"-mods, since their effect apply to the bleed proc twice (first for the modded base damage and then again for the bleed => a Primed Bane-mod will increase the bleed damage by approx. 140%, per tick).
Also, you can get double bleed procs from the same shot, from Hunter Munitions (triggering from crit) and from Slash damage (triggering from normal status calculations). Actually, with the new status system you could theoretically proc more than two bleeds (with a status chance above 100%).
For those who served on board submarines deep inside enemy lines in the Pacific War, or against the massive convoys of the Atlantic War, or under the desolate ice caps in the Cold War, survival was no game. SUBSIM Review has been online since 1997 and is the resource for all the news, reviews, tactics, mods, patches, forum discussions, custom missions, playing & troubleshooting tips for every naval game & subsim made, gathered together, to enhance the sim experience. Good hunting!
Combined & updated several older CQ mods. Lowered damage output to sane level, made head easier to break, extended timer to 50 min.
I'm a 4000-hour series veteran and even I think World Fatalis is just CHEAP, not "hard."
This mod is a combination of Olliekun's "Fatalis in 50 minutes" and AsteriskAmpersand's "Clearable Fatalis," both updated to the current patch & merged together. Honestly, I don't care what people do with this such as hosting elsewhere. I made this so people who are fed up with Fatalis can enjoy the hunt like he is in every other MH title.
When you level up in Monster Hunter, the canteen "upgrades". I don't know it if it just me, but watching the Meowscular Chef cut the same steak over and over again gets... I dunno, stale? Watching the Astera Chef cook was satisfying, and don't even get me started on Gramma kitty from Iceborne. But the Astera Chef's canteen cutscenes just go away I guess once you level up and move along the questline. I know that a lot of hunters want to get to their next quest or expedition and don't watch them anymore, but people like me who take the game at a steady pace, has no friends and likes to take a lot of the environment in, I miss the old cutscenes. I would like to see a different randomized cutscene for each time I buy food! I miss the fish and chicken prep work and the finished product.
Was watching a stream and there was a debate about the hunter mod. It is suppose to do 100% damage to living beings. So is it useless on zombies (animal ones included). Does it only work on the animals like the regular bear, deer, rabbits, chickens and such. Or was it included for PVP?
Tested it on a zombie bear and it does extra damage. Note that like all damage modifiers it is not exactly 200% damage with mod vs without mod. Game uses the base damage of the weapon and adds 100% of that, before other modifiers. So in my case a lvl 5 pistol went from 62 damage without to 116 damage with the mod.
The description of the mod should be changed, or zombie animals should lose the 'animal' tag. Probably that would cascade to a whole bunch of other issues, though, regarding how 'animals' are treated in game.
Edit: I tested the idea; works as expected. Added 'living' tag to normal bears and changed the Hunter mod so it looks for 'living' instead of 'animal'. Normal bears take extra damage, zombie bears do not.
Before we get started, this guide assumes that you have installed Monster Hunter: World and Vortex at their default locations. You will also need to be logged in to your Nexus Mods account in Vortex. Other than that, you will need to quickly set up Vortex and download and install Stracker's Loader. The following guide will walk you through all the necessary steps.
The first time you activate support for Monster Hunter: World, Vortex will inform you of an external requirement: Stracker's Loader. Simply click on the button that says "Go to Stracker's Loader mod page" to download the tool on its Nexus Mods mod page.
Once the installation is complete (which should only take a few seconds) Vortex will raise 2 more notifications in the top right corner asking you whether you want to enable (and deploy) the newly installed mod (Stracker's Loader). Clicking "Enable" will both enable and deploy Stracker's Loader clearing the two notifications (unless you have disabled automatic deployment in your Vortex settings, in which case you still need to click "Deploy" on the other notification).
Monster Hunter: World is a game that is still actively supported by the developers (Capcom). While this is good because new content is added on an almost monthly basis, this also means that the essential tool "Stracker's Loader" needs to be tweaked each time the game is updated. Please ensure that your version of Stracker's Loader is up to date and allow for some time for the author of the loader to make necessary changes after each game update.
Depending on your settings, Vortex may select "Symlink Deployment (Run as Administrator)" as the default deployment methos. This is perfectly fine to use but will require you to accept a security prompt from Windows each time you deploy or change your mods.
So after a bit of a break from Neverwinter in the last mod (Mod 25) and barely being active on the mod before that(Mod 24) recently I have been playing the game on a relatively regular basis. Recently have started to slowly optimize my build and get some new gear for my Hunter Ranger and decided to share my build with you guys. I have been playing Hunter Ranger for a while now and I have been playing it since mod 16 on and off. I recently decided to write up an updated build/guide and I will be updating this guide as I progress and optimize my build further. I will also be adding more builds and rotations as I progress. You can check out my previous guide for 22 here Hunter Ranger Mod 22 guide. That is however mostly outdated now the following will give you a better idea of what I am currently running.
I have recently rerolled my race from a Dragonborn to Gith for my Hunter Ranger. Reason for this was mostly because gith gives a much needed stat for hunter ranger which is combat advantage (5%) this helps you to easily cap combat advantage, the reason to change from dragonborn was because power capping is a non issue currently with my build and I was lacking combat advantage. So I decided to switch to gith.
For the ability scores I put all into strength(STR) and dexterity(DEX). Strength translates to percentage damage for your class and dexerity translates to critical serverity both of these being important. Putting in points into charisma(CHA) didn't make much sense for me as it directly translates to forte percentage which is is split into Power , Accuracy and deflect for Hunter Rangers. Since its split into both offensive and defensive stats like deflect it makes less sense to get more percentage ratings on forte rather you would have the critical serverity which would ultimately end up being a higher offensive stat.
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