Types of Damage[edit | edit source]
Basic[edit | edit source]
Basic damage is indicated by white numbers and is damage dealt directly to a Behemoth's health pool. It is the main way of killing a Behemoth. While other damage types do not damage the health pool, base damage is still being dealt in the background while dealing damage to break points - the number is simply hidden in favor of showing part damage.
Part[edit | edit source]
Part damage is the damage dealt to unbroken parts of a Behemoth and is indicated by yellow numbers. This damage does not directly damage a Behemoth's actual health pool, and only counts towards the damage threshold for breaking a part. Once that threshold is reached, that part will break off from a Behemoth as a lootable item and no longer take part damage, the behemoth will also be stunned for a short duration.
Breaking parts can alter a Behemoth's attacks and behavior, most often when severing the tail. One example of these changes that occur is Charrogg, who has unique parts to break off - his blaze vents - that prevent him from spewing out fire during certain moves.
Stagger[edit | edit source]
Stagger damage is damage dealt to a Behemoth's head or legs and allows slayers to stagger, stun or knockdown Behemoths. Stagger damage is indicated by blue damage numbers and does not affect the Behemoth's basic health pool. Generally, hitting the head of a Behemoth deals higher stagger damage than impact to the legs, but can vary between different Behemoths.
This is primarily dealt by slashing (Sword, Axe, and Chain Blades) and blunt (Hammer and Aether Strikers) weapons, with blunt-types dealing a higher base amount of stagger damage. There is a minimum damage threshold that must be met to deal stagger damage, so often a lower damage-dealing weapon like Chain Blades will not deal stagger damage when attacking.
Wound[edit | edit source]
Wound damage will create wounded points on a Behemoth's body where part damage can be dealt (i.e. legs, tail, and head). This damage type is indicated by red numbers and does not affect the Behemoth's basic health pool.
Slashing weapons deal +50% part damage to wounded parts and Blunt weapons deal +25% part damage to wounded parts. Piercing weapons have their -25% part damage penalty removed once the part is wounded.
As the part has taken wound damage blue aether will be visible in the scars of the damaged part. When a part has become wounded aether will be flowing out of the cuts (seen below).
Wounds and wound damage can only be dealt to parts until they break. Once the part breaks the wound status ends. If a part can regrow, a wound will remain or more wound damage can be added. However if the part does not regrow (as in most cases) no more wound damage can be dealt and that part can receive no new wounds.
Piercing weapons (War Pike) have the innate ability to apply and deal wound damage.
Damage Modifiers[edit | edit source]
|Name||Type of Damage||Min||Max|
In-Depth[edit | edit source]
|This next part has been listed under the In-Depth Category. Meaning the information below is gonna go in-depth with the mechanics of the game.|
Welcome to the In-depth part of this page. Here you will find approximate calculations to different kinds of damage.
Basic/Health[edit | edit source]
The Basic/Health of a Behemoth can be calculated with this formula:
(((Base+BaseFlat) * Att. Type Mult * Crit * rawDMG Mult) + healthFlat) * Power Mult * Marksman
|Base||The base damage, or unmodified damage of the hit. Check the weapon tabs for a list of the attacks for each weapon|
|BaseFlat||Effects that add directly to base instead of later in the calculation.
This includes Hellion Unique Effect, Boreus Unique Effect, Hurricane Blades mod, and Primed Hammer hits
|Att. Type Mult||The attack type specific multiplier for the hit used, check the list below. This includes the part damage bonus on wounded parts as well as severable bonus. Acidic damage will increase the wound amount of this by an additive x%|
|Crit||The multiplier if the hit was a critical strike, starts at x1.5, and can be increased further with cunning|
|rawDMG Mult||Raw damage multipliers, Damage multipliers that doesn't specify a specific damage type.
For example ragehunter, savagery, drask lantern tap, axe determination stacks or pike meter.
|Power Mult||A multiplier generated by comparing your weapon power with the behemoths power, check the weapon power tab for details.
This value can be anywhere from 0.15 to 1.535 currently, but stagger and wound maxes at 1.0
|healthFlat/partFlat/staggerFlat/woundFlat||A mostly unscaling flat bonus for that specific damage type.
For example bladestorm, weighted strikes or barbed. The only healthFlat is precision sights mod, which buffs health and part damage.
Part Damage[edit | edit source]
The Part damage can be calculated with:
(((Base+BaseFlat) * partDMG Mult) + partFlat) * Att.Type Mult * Crit * rawDMG Mult * Power Mult * Marksman * Acidic Penalty
|partDMG Mult||Part damage multipliers. Damage multipliers that specify that it is part damage, for example sharpened, or unique effects that give % part damage.|
|Acidic Penalty||When acidic "converts" part damage to wound damage, it reduces all your part damage by x% and applies an additive x% to Att. Type Mult (wound only).
It does not give you wound damage from part damage buffs, and applies even if you cant get wounds
Stagger Damage[edit | edit source]
The Stagger, one of the most essential types of damage during a hunt. You can calculate this with this formula:
(((Base+BaseFlat) * Att.Type Mult * Crit * staggerDMG Mult * rawDMG Mult - staggerResist) + staggerFlat) * Power Mult * Hitzone
|staggerDMG Mult||Stagger damage multipliers. Damage multipliers that specify that it is stagger damage. For example knockout king or the Embermane hammer unique effect. (Pacifier is bugged and does not use this, it is added as a flat stagger amount instead, using a % of the base number as a flat value)|
|staggerResist||A flat reduction to all stagger damage dealt. Starts at 80, and increases by 10 per stagger damage stagger until it caps at 105. This value can only reduce the preceding calculation to 0, it can't go negative.|
|Hitzone||A multiplier to stagger damage dealt depending on where you hit the behemoth, check the Behemoth hitzones tab for details. This can be anywhere from 0.25 to 1.5|
Wound Damage[edit | edit source]
Wound being a part of any assists role. You can calculate this with this formula:
(((Base+BaseFlat) * Att.Type Mult * Crit * woundDMG Mult * rawDMG Mult) + woundFlat) * Power Mult
|woundDMG Mult||Wound damage multipliers. Damage multipliers that specify that it is wound damage. For example insight tonics, or the barbed spearhead mod|
Credits[edit | edit source]
All of these calculations were found by Ket & Froogal