Formula Used
True Raw = Displayed Attack / Weapon Display Modifier + Raw Bonus
Expected Critical Modifier = 1 + Affinity Rate × Critical Change
Raw Damage = True Raw × Motion Value × Raw Sharpness × Raw Hit Zone × Expected Critical Modifier × Quest × Defense × Skill × State × Part
True Element = (Displayed Element + Element Bonus) / 10
Element Damage = True Element × Element Sharpness × Element Hit Zone × Element Skill × Quest × Defense × State × Part
Total Damage = (Raw Damage Per Hit + Element Damage Per Hit) × Hit Count
How to Use This Calculator
Enter your displayed weapon attack first. Choose the matching weapon type, or use true raw when you already know it. Add the move motion value, sharpness, hit zone, element, affinity, and modifiers. Press the calculate button. The result appears above the form. Use CSV or PDF buttons to save the current setup.
Example Data Table
| Build |
Weapon |
Attack |
Affinity |
Motion Value |
Raw Zone |
Element |
Element Zone |
Use Case |
| Balanced Long Sword |
Long Sword |
210 |
20% |
45 |
45% |
280 |
25% |
General weak point test |
| Heavy Raw Hammer |
Hammer |
260 |
-10% |
60 |
50% |
0 |
0% |
Impact raw comparison |
| Element Dual Blades |
Dual Blades |
170 |
35% |
18 |
35% |
360 |
30% |
Fast multi-hit estimate |
Monster Hunter Generations Damage Guide
Why Damage Planning Matters
Damage planning in Monster Hunter Generations rewards careful setup. A small change can alter the result a lot. Weapon raw, motion value, sharpness, affinity, and hit zone all stack together. Elemental damage uses a different path. This calculator keeps both paths visible.
Raw Damage Basics
Raw damage starts with true raw. Displayed attack can be converted with a weapon modifier. Then the motion value represents the selected move. A great sword charge has a high motion value. A quick dual blade hit has a low one. Sharpness boosts raw damage. The monster hit zone lowers or raises the final strike.
Affinity and Critical Hits
Affinity is handled as expected damage. Positive affinity adds a chance for a stronger critical hit. Negative affinity adds a chance for a weaker hit. Critical Boost can improve positive critical hits. This makes the average result useful for build comparison.
Element Damage
Element uses displayed element divided by ten. It then applies elemental sharpness, elemental hit zone, and other modifiers. Element can be strong on fast weapons. It can be weak when a monster part has poor elemental weakness. Always compare raw and element together.
Quest and Monster Settings
Quest and monster defense settings help model real hunts. Some quests reduce damage through a defense factor. Rage, sleep, trap, part, or skill multipliers can also change output. These options are estimates. They are still helpful for comparing attacks under the same rules.
Multi-Hit Testing
Use the hit count field for multi-hit moves. The calculator multiplies per-hit damage after raw and element are added. Rounding is shown to mimic practical game values. Expected damage is best for planning. Single hit damage can differ because a critical hit may or may not happen.
Best Testing Method
For best results, enter values from your weapon screen and monster hit zone chart. Choose the move you want to test. Add buffs only when they are active. Save the result as CSV for spreadsheets. Save the PDF when sharing a build idea with friends.
Example Table Use
The example table gives starting values for common test cases. Edit those numbers to match your own weapon. Keep one setting unchanged when comparing builds. This shows which upgrade truly helps. Do not treat estimates as exact game memory values. Use them as a clear guide for better loadout choices during each hunt plan.
FAQs
What is true raw?
True raw is the attack value used inside the damage formula. Displayed attack is divided by the weapon display modifier. You can also select true raw directly when you already know the exact value.
What is motion value?
Motion value measures the power of a specific attack animation. Strong single hits usually have high motion values. Fast attacks usually have lower values. Enter the value for the move you want to compare.
How does affinity affect damage?
Affinity is the chance to land a critical hit. Positive affinity raises average raw damage. Negative affinity lowers it. This calculator uses expected damage, so it shows the long-term average.
Does element use the same formula as raw?
No. Element uses displayed element divided by ten. It then uses elemental sharpness, elemental hit zone, and element modifiers. Motion value usually does not affect standard element damage here.
Why is hit zone important?
Hit zone shows how weak a monster part is. A high hit zone gives more damage. A low hit zone reduces damage. Use separate raw and elemental hit zones for better estimates.
What does monster defense modifier mean?
It represents quest or monster defense scaling. Keep it at 1 for simple comparisons. Lower values reduce damage. Use it when you want to model tougher quest conditions.
Can I calculate multi-hit attacks?
Yes. Enter the expected number of hits in the hit count field. The calculator multiplies total per-hit damage by that number. This helps with dual blades, bow shots, and combo testing.
Are these results exact in every hunt?
No calculator can fully model every game event. Position, quest rules, buffs, monster state, and rounding can change outcomes. Use the result as a strong planning estimate.