MONSTER HUNTER RISE

MONSTER HUNTER RISE

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Upgrade Items: Powders, Hunting Horn, and More!
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A Monster Hunter Rise Guide about Upgrade Items
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Foreword
If you are a veteran, you do not need this.

This guide is about helping you to get a better understanding in regards of how certain upgrade items work. So far those "buffers" have been mostly overlooked by a big portion of the community due the lack of need, thanks to how approachable Monster Hunter Rise has been in comparison to previous installments. But still they do play an important role in Monster Hunter tradition and gameplay, and probably will do again with upcoming future challenges.

These two images are to show you the difference between a (somewhat) fully buffed character and a default setup

Let us have a closer look on what is currently available and how they work, shall we?
Note about Updates
When I first started writing on this guide, it was around the time Monster Hunter Rise just got released on the PC. Take note of what I have written before:

"All research results are made with the game version 3.6.1.1"

Since then I noticed some balancing changes which information I implemented as corrections and fixes into my guide. It is to be expected that with the Sunbreak addon there might be even more changes.

I am trying my best to keep this guide updated as long as I am playing, but with the lack of upvotes/awards/subscribers, which shows a lack of interest in general on the topic, I am not going to retest everything anew, in a weeklong effort, with every update. Obvious issues I shall correct as soon as I notice them. You can also leave a note on the forums if you have questions, as I am used to be quite active there.
"Upgrade Items"
The game calls them "Upgrade Items".



I call them "buffers" or "enhancers" which give boni.

If you are looking for details about Dango, please check my other guide Eat, Hunt, Love
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2811588420
1. Types of Stat Boni
We differentiate between active and passive boni.
And then by the duration how long those boni are provided to you.
The distinction is not perfect, especially considering the Permabuffers aka Spiribirds - which could be also classified as "active bonus" because you have to collect them actively. With their boni being persistent after fainting I have put them with the passive boni.

Active Boni are provided through
  • Mega Demondrug
  • Mega Armorskin
  • Demondrug
  • Armorskin
  • Might Seed
  • Adamant Seed
  • Demon Powder
  • Hardshell Powder
  • Dash Juice
  • Immunizer
  • Hunting Horn
  • Palico Moves
  • Endemic Life

Passive Boni are provided through
  • Permabuffers
  • Powercharm
  • Armorcharm
  • Powertalon
  • Armortalon
  • Armour Skills
  • (Felvine)

Rule of Thumb
a) Boni do stack with boni of other kinds

Example: The defense boni from Mega Armorskin do stack with the boni from Adamant Seed and Hunting Horn, for those are three different kinds of boni. But Mega Armorskin will not stack with Armorskin as those provide the same kind of bonus.

b) All active boni are temporary
Even with some effects being able to last an entire hunt, they will vanish as soon as you faint - that is why they count as temporary despite the theoretical duration is unlimited by time.

c) Passive boni will persist if you faint
2. Difficult Research
While doing all the research for this guide, by trying all the stuff out ingame while using my smartphone as a stop watch and calculator, I came across a few unexpected difficulties. Those difficulties are most likely the reason why it is so hard for players to make clear statements about the benefits of the enhancers.

It started even with the most basic: armour defense stats.
You have five pieces of armour and each says it gives 100 defense. The expected sum would be 500, right? But its 501... all those rounding errors make it really hard to determine some numbers I want to offer here.

This as a heads up why some numbers you can easily find here, while others I am not mentioning here at all, avoiding sharing inaccurate information.

As mentioned above I have also explored which buffs might not stack, just to find out that most issues I have been encountering were related to buffs which uses a percentage to determine the maximum number of stats boni, while also maintaining partially break even points and thresholds where a fixed number would be used instead.

Example Hunting Horn Defense Up
Gives at 1 defense base 20 additional defense. Making it 21 defense with the bonus included. But at 501 defense base, it jumps up to 571, making the bonus a total of 70. And at 531 with charms, it jumps to 604. Putting rounding errors aside I was glad to find out that that particular buff works on a +10%+20 basis. That was quite mindnumbing to get there...

With that written, I will avoid giving an estimate of how much certain buffs are actually giving, if I I do not know. What I can say with certainty is: all buffs of different kinds stacks. I have not encountered something like "if the buff from Hunting Horn is bigger than from Butterflame or Clothfly than the bigger one would apply". They rather add to each other, more or less clear. It seems rather that hunters who mistakenly think some buffs would not stack are suffering a misunderstanding how certain buffs works. Clothfly e.g. you can clearly tell it gives 30% defense bonus on the fixed stats, but not on anything temporary on top of it. They still add with each other, though aka stack - just probably not how some might expect.

Note
I am aware that my statement contradicts some famous/popular websites. But that kinda just indicates to me they seem to use the same source of information which might be inaccurate, while Japanese resources I used to double check do not mention those inaccurate information at all. It could be a misunderstanding which just has been carried over badly. Whatever is the case with those so called "wikis", I am providing you here with information I have tested all by myself through many hours of playtime and specific testings, with pride in my efforts and work.

All research results are made with the game version 3.6.1.1

3. Sample Calculation
To give you an example so you get somewhat an idea how the calculation works.

Base 402
Armour Skills + Clothfly + Charms and Talons + Mega Armorskin => 615

The defense stats of five different pieces of armour are

88
78
78
80
78


A random mixed set I was using during the research.

It had three defense decorations which gave +5% Defense and a bonus of +10 Defense

Base defense is therefore 88 + 78 + 78 + 80 + 78 = 402

With the fixed armour skill it goes to 402 + 10 = 412

Clothfly gives 412 x 0,3 = 124 (rounded)

Armour skill percentage gives 412 x 0,05 = 21 (rounded)

Charms and Talons give 30

Mega Armorskin gives 25

We have then 412 + 124 + 21 + 30 + 25 => 612
Along the way there must be some more invisible / unknown rounding errors, but this is the best I got for you.

Note
No matter what I tried, I could not solve the issue with the rounding errors.
Without access to the actual numbers with at least two digits behind the decimal this calculation is really the best available.
4. Consumables
We will start with a list of what effect each item and object, whether active or passive, gives to you. By the end of the guide it is up to you to make use of the information, but I will also give a recommendation on how to handle them and what I am personally using.

We start with consumables, buffers which you carry with you in your item pouch. These are also the buffers which are affected by the armour skill Item Prolonger and Wide-Range.







Note
Item Prolonger only affects the skill user. Which means: an item's effect which is shared with your fellow hunters e.g. by using the skill Wide-Range will have a prolonged duration only for those who also have the Item Prolonger skill. So, if the Wide-Range user has Item Prolonger but the fellow receipients of the Wide-Range effect do not, then only the provider will experience a prolonged duration of the items' effects.

Brewhares will not enhance the effect of any buffers.
4.1 Demondrug


Effect: +5 Attack on top of base
Duration: as long as the hunt lasts or until you faint
4.2 Armorskin


Effect: +15 Defense on top of base
Duration: as long as the hunt lasts or until you faint
Veteran's Tip: Argosy - Buddy Bartering
You can get all ingredients for crafting Demondrug and Armorskin via the Argosy via Buddy bartering.

Which are

Catalyst = Bitterbug + Honey

and Might Seed and Adamant Seed respectively for each item.

4.3 Mega Demondrug


Effect: +7 Attack on top of base
Duration: as long as the hunt lasts or until you faint
Note: As a superior version of Demondrug it overrides any effect by Demondrug
Demondrug vs. Mega Demondrug
Are the +2 Attack difference worth the upgrade from Demondrug to Mega Demondrug on the cost of a Pale Extract?

A legit question considering the tiny difference.
Probably a matter of personal preference by the end of the day.

I personally recommend the Mega Demondrug.
That is based on personal experience while creating this guide. I have seen so many rounding errors which fell in favour for the player, that even the tiny +2 can make a difference. Especially with the percentage addons by the Hunting Horn e.g. A +2 can become a +5 or more which is still nice to have.

Note
The rounding errors this game shown me in its calculation are mindnumbing.


At some points I felt like crying over the rounding errors...
I simply could not make sense of them...
4.4 Mega Armorskin


Effect: +25 Defense on top of base
Duration: as long as the hunt lasts or until you faint
Note: As a superior version of Armorskin it overrides any effect by Armorskin
Veteran's Tip: Argosy - Rare Finds
Pale Extract to enhance Demondrug and Armorskin to make Mega Demondrug and Mega Armorskin is a Khezu drop. But Rondine also offers the item as trade item in exchange for Kamura points.

4.5 Might Seed


Effect: +10 Attack on top of base
Duration: 180 seconds / 3 minutes
4.6 Adamant Seed


Effect: +20 Defense on top of base
Duration: 180 seconds / 3 minutes
4.7 Demon Powder


Effect: +10 Attack on top of base
Duration: 180 seconds / 3 minutes
4.8 Hardshell Powder


Effect: +20 Defense on top of base
Duration: 180 seconds / 3 minutes
Veteran's Tip: Powders for Everyone
Taking into consideration that the boni from powders do stack with other boni, it makes absolute sense to bring some along for singleplayer as well as extra.

While powders will not stack with the same powder effect, as they will only refresh the timer on the duration, it still makes sense for multiplayer that everyone brings powders along. That way you can push the total time of having the effects up to 36 minutes.

Every hunter can carry 3x upgrade item powder with each lasting 3 minutes => 4x hunters carrying 3x powders each makes a total of 4x3x3 minutes => 36 minutes on which you can make use of the beneficial effects of a powder when the hunting party is working together as a team!

P.S.: Do not forget about crafting on the fly!

4.9 Dash Juice


Effect: Increases your Stamina Recovery significantly
Duration: 180 seconds / 3 minutes


Note
In my opinion for more advanced hunts a must have. Not only limited to Dual Blades or shield users - having an increased Stamina Recovery is a big help for your mobility and therefore your survivability. Dash Juice can appear as a Rare Find via the Argosy for easy acquisition.
4.10 Immunizer


Effect: Increases Healing Rate of the Red portion of the Health Gauge
Duration: 300 seconds / 5 minutes
4.11 Gourmet Fish


Effect: Increases Healing Rate of the Red portion of the Health Gauge
Duration: 90 seconds / 1,5 minutes


Note: The Sushifish needed for the Motley Mix can be acquired either through fishing or Rare finds via the Argosy.
Author's Note on Natural Recovery
I admit: I am not using Immunizer or Gourmet Fish.
Immunizer I see more as an ingredient for Ancient Potion which serves as my last resort. But aside of that I usually grab a Mega Potion to heal the Red Portion of the Health Gauge.

I am not sure which was the last installment of Monster Hunter I have played in which I made use of the natural recovery items. Normally it is helpful when something like Heat cause a lot of Health going red without being actually lost. Probably I should do more again. While healing via Mega Potion is easy and surely reliable I noticed while making this guide how strong Gourmet Fish can be. During long fights it can become a very convenient alternative to the usage of Potions. As for now I think most usage would shield users have from them, as blocking enemy attacks cause a lot of Health going red but still salvagable via Gourmet Fish.

Changes with Sunbreak
With the release of the Sunbreak expansion, I can say that Gourmet Fish has become an invaluable support item. Not only does it heal beyond the red portion of the health bar, it is also great in countering many de-buffs caused by new monsters' mechanics. A support player who is providing the effects of Gourmet Fish to their party might be as well considered an expert healer.
5. Hunting Horn
Attack Up
Effect: +10% Attack on the whole Attack value
Duration: 60 seconds / 1 minute


Defense Up
Effect: +10% Defense on the whole Defense value + 20
Duration: 60 seconds / 1 minute


Affinity Up
Effect: +20% Affinity
Duration: 60 seconds / 1 minute


Infernal Melody
Effect: +20% Attack on the whole Attack value
Duration: 20 seconds
(previously in 3.6.1.1 60 seconds / 1 minute)


Every Hunting Horn comes with great effects!
This guide is covering only the easily measurables ones ~


Attack Up + Infernal Melody adding up to +32% Attack in total is quite a sum!
5.1 Bow
Affinity Up
Effect: +15% Affinity
Duration: 10 seconds


Brace gives Flinch Free while Recovery provides a solid health regeneration.
All Bow effects last for ten seconds.


Night Flight and Araknatorch are two especially great beginner bows with solid buffs.
6. Palico Move


Power Drum
Effect: +4% Attack on the whole Attack value and +20% Defense on top of base
Duration: 120 seconds / 2 minutes


Rousing Roar
Effect: +30% Affinity
Duration: 150 seconds / 2,5 minutes
7. Endemic Life
Boni provided by Endemic Life might be a little unreliable, since they are dependant on the area you are. Nevertheless they give significant boosts. And even if the boni they provide do not last that long - one minute of extra boost is "nothing to sneeze at".
7.1 Butterflame


Effect: +25 Attack on top of base
Duration: 60 seconds / 1 minute
7.2 Clothfly


Effect: +30% Defense on top of (base + armour skill fixed)
Duration: 60 seconds / 1 minute
7.3 Cutterfly


Effect: +50% Affinity
Duration: 60 seconds / 1 minute
7.4 Peppersect


Effect: Increases your Stamina Recovery significantly
Duration: 90 seconds / 1,5 minutes
7.5 Red Lampsquid


Effect: +15% Affinity up to +50% Affinity maximum
Duration: 60 seconds / 1 minute
7.6 Yellow Lampsquid


Effect: +8% Chance for Knockback Negation and Divine Protection up to +30% maximum
Duration: 60 seconds / 1 minute
7.7 Golden Lampsquid


Effect: +50% Affinity +30% Chance for Knockback Reduction and Divine Protection (+Health)
Duration: 60 seconds / 1 minute
8. Permabuffers
Is there really more to say about them?



It goes really quick to collect a good number of Spiribirds during your hunts, while for Rampage and Arena you get the Prism Spiribird right away which provides you with the maximum boni from start. Memorising some routes and spots where you can find a handful of Spiribirds at once in "normal hunting" areas is surely helpful. The boni you can get from them are essential.
9. Charms and Talons
These Charms and Talons which give passive boni you keep constantly in your inventory pouch. Altogether they might take up four slots, but they also provide +15 Attack and +30 Defense.



Effect: +6 Attack



Effect: +12 Defense

Note
Both charms are unlocked with HR8 and can be bought at Kagero's. Since they never go on sale, you can buy them any time. Twice of each even since you want extras for crafting the Talons.



Effect: +9 Attack



Effect: +18 Defense

Note
The necessary crafting item, in addition to the Charms, are unlocked by beating the monster from the intro sequence.

10. Armour Skills
With this guide's focus on buffers I will only spotlight what you need to know about the Attack Boost and Defense Boost skills.

The percentage addition takes into consideration the base + bonus value.

Taking Defense Boost Level 7 as example, which gives +10% Defense with a bonus of 35 Defense, on an equipment set with fictional 100 per piece, it would calculate like this:

100 + 100 + 100 + 100 + 100 = 500

500 + 35 = 535

535 x 110% = 589
(rounded)

To check on my calculation I used a maximum upgraded Crimson Valstrax armour set with seven Defense Boost decorations. The actual result turned out as 586, which is almost on point with the calculated value, considering rounding errors.


Not only the Hunting Horn, but also Armour Skills with percentage addons shine later on in endgame
Felvine...?


When you are with Palicoes, you can use Felvine from the action bar to make them use their moves faster. But you also can collect and carry Felvine in your inventory. It will not be used from the action bar.



What is it good for then...?

Good question!

Carrying the Felvine item with you protects your items in your pouch from being stolen by wild felynes! Instead of randomly taking your Mega Potion or something else, they will instead steal the Felvine!

No matter how I try it... it sounds pretty useless most of the time and you are better off taking something else with you than an extra Felvine. Maybe it becomes more important later on...? Should there be levels full of wild Felynes behind every corner harassing you with them stealing your items?

I do not know. I can only assume that at some point during developement you actually needed the Felvine item to enhance your Palicoes' moves. But right now it is more an item which you can leave behind...

Recommendation
Buffers are certainly not just "simple extras" or "nice to haves".
They are essential and wisely used a strong tool among all the Hunting Equipment.

While a lot of players do not see much challenge as for now, before Sunbreak, buffers are still important among "speedrunners" and they are certainly a big help for new players to get into the game more easily.

At first they can be used to cover lack of upgrades, while later on they will give you an incredible important edge towards the endgame content. Even the usage of multiplayer items for singleplayer, as in: the powders, make absolutely sense in regards of the high numbers which can be achieved by stacking buffs.

Afterword
This was so much more work than I initially thought...
I was quite surprised that most information seemingly are not that well known while others are either inaccurate or straightforward wrong. Even more surprised me some unexpected numbers and results, giving me "awe" moments. Especially in regards of the Hunting Horn.

These buffers are certainly too often overlooked, taking the amount of boosts they provide into consideration.

I am hoping you can make good use of the information you find here. That would at least make all my hard work worthwhile - with all the testing, chasing after Endemic Life and more testing formulas and calculations. I wish you easy calculations and wonderful resulting numbers!

Happy Hunting, Everyone!