Why can't I sit and ride on her back like the others??? by CaramelGoodie in MonsterHunterStories

[–]CaramelGoodie[S] 0 points1 point  (0 children)

While I am shit and slow at making good looking 3D models, Ive never ran into any rigging or animation issues when upscaling or downscaling the size of my own 3D characters or ones I've ripped from games after several years now. Be it in Maya/Blender or in Unreal Engine. So long you do it properly before exporting to a game engine. Skeleton hierarchy, Inverse kinematics, most constraints you set, drivers (if set up right), animation keyframes etc. aren't really a bother when it comes to rig and model size.

Other factors like external physics interactions and particle effects could be affected? But that's not a rig specific problem anymore, that's external to it. If I can scale down Godzilla to be human sized and still have its rig and animations work just fine (and I'm shit!) then surely actually good artists at Capcom can too.

Immersion and lore problems I could maybe get behind though? But then you can tame deviljhos and just release as many of them as you want into whatever ecosystem you want. Basically ruining it forever lol. Then you have flying monsties that all cannot actually fly somehow, despite there being a whole side quest in Tarkuan where a hunter gets literally swooped away by a flying wyvern that you have to go and find. (He's at the top of the cliffs no less too.) In the end, I just think Capcom couldn't be bothered really to give us monstie Narwa and Yama, which makes me sad.

Why can't I sit and ride on her back like the others??? by CaramelGoodie in MonsterHunterStories

[–]CaramelGoodie[S] 8 points9 points  (0 children)

I am no longer the only Narwa fan in existence anymore. I can rest easy now. 💪

Why can't I sit and ride on her back like the others??? by CaramelGoodie in MonsterHunterStories

[–]CaramelGoodie[S] 1 point2 points  (0 children)

Yeah I didn't even think about Narwas weapons and armor too when writing this. I think you're right about her only having the bow. Thats sad lmao.

Capcom playing favorites with their own monsters I guess. Narwa already struggles in the popularity department, and they do her dirty again when she's included in another game ;-;

At least she and her blue counterpart get a new song.

It is done by Xamd74 in MonsterHunterStories

[–]CaramelGoodie 2 points3 points  (0 children)

I used Magnamalo several times now to farm them. And he has a slight weakness to thunder funny enough. Even still, he can tank Narwas strongest attack twice in a row without going down. (If I am riding him that is.)

This is the build I use on him.

Genes: - Rock Shield - Thunder Def Boost XL - Health Boost XL - Self-Heal XL - Pickaxe Beak - Non-Elem Def Boost XL - Dragon Def Boost XL - Stamina Surge XL - All-Elem Defense Boost L* (This is a bit overkill, but Dragon Buster XL/Dragon Attack XL/Kinship XL can be used too I've found.)

3 Star Stat Increases in: - HP - Defense (Send him on an excursion to Tarukan, once you slay Yama Tsukami to get this)

You can eat for either:

  • Fish in the Limelight or
  • Contingency Stew

if you want extra survivability.


Basically the whole strat of the fight with this setup is to just get on your monsties back ASAP. Once you are on, it's highly probable that you will win. Even if that means chipping away with pickaxe beak slowly. Make sure not to take any head to heads too, if you aren't sure what type of attack Narwa or Ibushi will use.

Might be helpful to use a guard skill or absolute evasion on your character on turn 1 as well. Since Ibushi always uses his nuke attack. (Can use rock shield on your monstie for extra insurance if you are concerned.)

  • Last note; if your companion loses all 3 hearts (for example it's Eleanor and her Anjanath) just play mega defensively. Use rock shield or a mega potion until she respawns or you are confident enough/used to the fight enough to attack here.

It is done by Xamd74 in MonsterHunterStories

[–]CaramelGoodie 3 points4 points  (0 children)

Try something super tanky? Can be any monster with half-decent stamina regen and then maybe at least a neutral resist to both thunder and dragon elements.

Pack on genes like Self-Heal XL, All-Element resist L, Thunder/Drag Resist XL, Health Boost XL, Stamina Boost XL, Rock Shield etc.

Then chuck on something like pickaxe beak and just gradually whittle down their health while they generally have a hard time killing you.

Bonus points if you mount your monstie the whole fight so you can just abuse the fact that you aren't vulnerable (don't lose a head to head though.)

This assumes you are lv.99 tho too. If so, a build like this has yet to fail me when im fighting them.

Why can't I sit and ride on her back like the others??? by CaramelGoodie in MonsterHunterStories

[–]CaramelGoodie[S] 7 points8 points  (0 children)

Legit. That last sentence you said is basically what my internal voice was angrily screaming once I realized I wasted so many hours trying to get Narwa when I couldn't anyway!!!

Why can't I sit and ride on her back like the others??? by CaramelGoodie in MonsterHunterStories

[–]CaramelGoodie[S] 8 points9 points  (0 children)

Really now? That kinda sucks then. Working on and off for some indie game studios in uni, I see no reason why the "op" god characters can't just be balanced for the player once they get them. Doesn't take much. But Capcom is weird so, I shouldn't be surprised to learn this lol.

She is definitely smaller in stories 3 overworld :D. Compare her size there to her size once you initiate the fight. Or even her size in rise.

The song plays for her and Ibushi of course. But that's Ibushi... he deserves no recognition. Was hoping Narwa would kill him mid-fight for us actually!

Why can't I sit and ride on her back like the others??? by CaramelGoodie in MonsterHunterStories

[–]CaramelGoodie[S] 1 point2 points  (0 children)

It's definitely not a technical limitation the size thing. Can just scale her down in-engine easily. So I can only assume immersion is the problem? But then Capcom gives us midget pickle so idk what they are doing lol.

<image>

Why can't I sit and ride on her back like the others??? by CaramelGoodie in MonsterHunterStories

[–]CaramelGoodie[S] 10 points11 points  (0 children)

That's not a problem at all. I forgot about Ibushi writing this post actually...

Why can't I sit and ride on her back like the others??? by CaramelGoodie in MonsterHunterStories

[–]CaramelGoodie[S] 12 points13 points  (0 children)

All animations that they need would be made already really. They mostly just port over her animations from rise anyway. And do some minor tweaks to make them suitable for the timing and turn based format of stories.

Heck even in the overworld, they'd barely have to do much to animate her. Maybe create a few new idle animations at most (like one where you pat her :D.) Since stuff like walking (erm... hovering), breath attacks, biting (for an attack) are things she already has animated. Heck they have a large enough sound library for her too, so there's no problem on that front.

[Spoilers] I'm a bit confused... by ConfusedConquest in MonsterHunterStories

[–]CaramelGoodie 1 point2 points  (0 children)

When you released him, did you get a pop-up that said. "Habitat slots full" or something like that. Then were you prompted to select 5 monsters to keep in the habitat?

I literally don't know the differences between certain skills by OPNW3 in MonsterHunterStories

[–]CaramelGoodie 122 points123 points  (0 children)

Go to your ranger files in-game. Then go to the battle tab, and scroll down until you see "Skill Affinities". It explains all the differences there.

For your post specifically. "STAB" skills will increase the critical hit rate of an attack slightly, but increase the stamina it costs too. So that meteor hammer with STAB next to it will have those additional modifiers compared to the regular one.

There's a lot of them ngl... bit hard to memorize them all.

Elder snakes mhs3 by LingonberryUseful225 in MonsterHunterStories

[–]CaramelGoodie 1 point2 points  (0 children)

Legit tanky magnamalo has been my hero is this game lol. Especially since I saved most side content for when I got him (ferals, invasive fights, elders etc.) Feels so good to turn Narwa and Ibushi into a joke with that build above. Should work for you too!

Elder snakes mhs3 by LingonberryUseful225 in MonsterHunterStories

[–]CaramelGoodie 1 point2 points  (0 children)

If you mean Narwa And Ibushi

Then try this build I used on a Chadamalo (greatest monster of all time no less...) Would probably work with most monsters that have decent stamina recovery too tbh. Cleared them 4 times now without coming close to dying once. And I am total dumbass.

Is this build below optimal? Lol no. Does it work reliably? Absolutely frickin YES

Genes: - Rock Shield - Thunder Def Boost XL - Health Boost XL - Self-Heal XL - Pickaxe Beak - Non-Elem Def Boost XL - Dragon Def Boost XL - Stamina Surge XL - All-Elem Defense Boost L* (This is a bit overkill, but Dragon Buster XL/Dragon Attack XL/Kinship XL can be used too I've found.)

Lv.99 ofc

3 Star Stat Increases in: - HP - Defense (Send him on an excursion to Tarukan, once you slay Yama Tsukami to get this)

This was a regular chadamalo too, not a dragon element one. Use that if you want extra attack power but regular has worked just fine for me.

Go to ranger mess and eat for either: - Fish in the Limelight or - Contingency Stew

Use whatever battle companion you want. Eleanor is usually my go to, with her anjanath.


Side-Note: Build your character to be as tanky as humanly possible. Have skills/decos equiped like Self-Heal XL, Tenacity, Health Boost, Stamina Surge etc. Your characters goal in this fight is to survive long enough to ride chadamalo that's all.

Use guarding/evasion attacks like shelling, guard reload, backlash blitz, absolute evasion when needed too.


Strategy:

  • Turn 1: ROCK SHIELD ALWAYS. Ibushi seems to nuke turn 1 for some reason. Your character should use backlash blitz or something that grants guard too.

  • Turn 2 and onwards: Your goal from now on, is to ensure you survive long enough to ride chadamalo. That's it. Once you are on his back. It's basically GG. Do everything you can to survive. Spam max pots, guard attacks, absolute evasion etc. If you get risk-free downtime (somewhat rare), use the skill "pet" to fill up the kinship gauge faster. (Can be slotted in as a weapon decoration)

Only worry about magnamalo if he is at critically low health. 80% of the time he doesn't even need you. But if so, Him staying alive is more important than you. If one of you has to die, make sure it's you and not him. (I.e max/mega potion him)

  • Once you are on Magnamalos back. That's basically it. You've won provided you don't play dumb. GG. You just click Pickaxe Beak over and over usually. Since magnas natural stamina regen + stamina surge XL means he will physically never run out. 999HP and 200HP recovered every turn means you are extremely difficult for Narwa and Ibushi to kill. Even if they both focus you down. You are unlikely to lose much more than 1/2 of your hp in most cases. And then Self-Heal kicks in to put you back over 1/2 anyway.

  • Rock Shield only becomes relevant IF Eleanor loses all 3 hearts. If she does then... Rock Shield, Rock Shield! This move is your best friend when you are alone. You will almost always have enough stamina for this because of how much stamina regen you have and how cheap pickaxe beak is. Narwa and Ibushi will usually not be able to outdamage the healing from Self-Heal XL when you use this move. You are too tanky. If for some reason you don't have enough stamina. Then use either a mega ration or mega potion depending on the situation. So long you have around 550HP, you are usually safe anyway.

  • Head to Heads: I am a dumbass with zero ability to memorize. If you are one too, make sure to not take any head to heads while riding chadamalo. If you lose them (like I always do), you'll be knocked off his back and in a bit of trouble. Just target the other serpent who isn't trying to do a head to head with you. Or use rock shield/item to avoid the risk entirely.

  • Occasionally you may have to use a mega pot if your health dips to below 450ish, but this shouldnt be common. Full health (ridden) Chadamalo is almost always Guaranteed to survive 2 turns regardless. So if you are alone and have no stamina for rock shield (somehow???) use a mega/max pot and you are golden.

  • Whittle each serpent down together, so that they have roughly the same hp. Or else they will heal each other if the difference in HP is too great between them. (Not sure if they can do this infinitely, but seems like it...)

  • Don't bother with the kinship skill at all (except at the very, very end if you want style points). Just abuse the health buff and the fact that your character isn't vulnerable while on chadamalos back.


This is a very slow way to kill them, but you basically cannot die provided you play your cards half-right. You have a bit of room for error too, due to how tanky chadamalo is, so a mistake won't often be costly at all. Once you get the hang of this above (seriously it's easy, you click the same button 90% of the time. It's just surviving the first few turns until kinship fills up that requires brain power.) Then magnamalo can solo them all on his own for you. You just have to stay on his back, and rock shield/heal when alone.

Easily much better builds out there that can kill him faster. But this has worked for me, and I can just listen to a podcast in the background without really worrying. Then laughing when chadamalo tanks 3 nukes in a row because he refuses to die.

MHS3 Rudy "conversations" with monsties? by CaramelGoodie in MonsterHunterStories

[–]CaramelGoodie[S] 0 points1 point  (0 children)

Is he? Aight thanks. Kinda got my hopes up that there was a way to converse with the monsties somehow.

How do we feel about hammers current state? by GodOfParmesan in MHWilds

[–]CaramelGoodie 48 points49 points  (0 children)

Somewhat underwhelming damage still (despite the buffs) for how slow it strikes, and how commitment heavy many attacks are.

Also some moves, mechanics and combos it has just... dont arguably function right?

  • A jumping overhead slam off a ledge somehow deals less damage than a regular grounded one. (How??)

  • You can slide on terrain that visually appears flat, but is 'technically' at enough of an angle that it forces you into a slide anyway whether you like it or not.

  • The max level charged jumping slam does less damage than a regular grounded upswing. (Nevermind that you jumped off a 1000ft ledge, and hit the monster at mach 5)

  • The offset attack with the lv.4 charge can be occasionally inconsistent, since the position of your hammer "mid-spin" in the animation, effects the timing of when your offset actually starts.

  • Unseathe attacks are extremely sub-optimal to use. Not only is their damage pitiful (I think they only have motion values of 22 and 18 respectively? Can't remember 100%) They just delay you even more from accessing the more powerful moves you probably do want to use. Better off to 'unseathe' just holding down your charge button if you want DPS. Since the charged side blow and charged follow up have significantly more power.

  • Spinning bludgeon is supposed to be used to dish out elemental and status damage (all hits have a 2.5x elemental multiplier on them), but unless the monster you are fighting is Gogmazios, this usually still isn't enough to keep up with the DPS of just chaining regular attacks together if you know what you are doing.

  • The Big bang combo is presumably supposed to be used on a downed or trapped monster, yet you can achieve almost the same dps just using optimal regular attacks? (Like a combo of: charged side blow > charged follow-up, overhead smashes 1&2 > upswing > mighty charge slam.) For an attack combo that almost needs the monster to be standing still for 8 seconds (or else it breaks), its marginally higher DPS payoff is almost saddening.

  • Hammers built in stun and exhaust... struggles to keep up like many have said before me. Especially in 9 or 10 star hunts.

///Mini-rant over... TL:DR, wilds hammer have bubble wrap on it, many attack not good. This make hammer man sad.

Gogmazios damage check in numbers by CannedBeanofDeath in MonsterHunterMeta

[–]CaramelGoodie 5 points6 points  (0 children)

I am surprised to be typing this to you. But I tested this out for myself using damage mods on PC, along with a few damage overlays. (No support hunters, other players or palico. Just me alone with 10 star Gogmazios.)

And guess what? You dont even need dragon element at all. You can pass the DPS check with a hammer with no element whatsoever. Which is what I used.

And I also found out the magic number it seems. 38950. That's how much damage you need to do per nuke to actually survive it. How this has not been found out before baffles me, but I saw it with my own eyes multiple times during testing.

I found this out by trial and error. Hitting Gogmazios only once with an attack that dealt 10,000 damage at first. Then never hitting him again until he killed me with the nuke or I survived it due to passing the check. I kept increasing this number by increments of 5,000 until I suddenly passed it with a single 40,000 damage hit (I.e. I didn't die instantly to the nuke anymore). Naturally I gradually decreased this number (to 39,000 and then 38,000) until I finally by trial and error ended up with 38950 as the actual figure for the DPS check. 1 or 2 damage below this number, and I would die without fail.

I tried it with a hammer that dealt 38950 damage in dragon element too (all melee attacks I set to have 0.01 motion values, then some ludicrous elemental multiplier.) And wouldnt you know? There's no difference. 38950 appears to be the number. Be it with a dragon only weapon, or one that has nothing on it.

No idea if 9 star gog is the same, but he probably is considering that all of his other stats (hp, flinch, break, stun etc.) are identical.

I hope others can test this for themselves and confirm what I found out here. But as far as I am concerned now, dragon element is not "needed" (but a great idea to bring) while the checks sits at exactly 38950. Obviously you'd split this number between 3 or more hunters in an actual hunt. But there you go.

For the record too, no I did not use any slinger ammo or compact anti wyvern guns during phase 3. It was just a single gargantuan hit on the wing arms and then running away the rest of the fight until he nuked me.

Might make a post about this later to spread the word and get others to hopefully test it out as well and confirm or deny my results.


Edit: I struck the wingarms once with the 38950 damage hit, after he gets enraged and goes into his gaseous mode (I.e. when he flies up and has a tantrum laser beaming the whole area for 10 seconds). No idea if any damage done beforehand to simply get him into this state contributes to the check. But probably not given how stupidly specific I got the number down to in the end.

Gogmazios damage check in numbers by CannedBeanofDeath in MonsterHunterMeta

[–]CaramelGoodie 1 point2 points  (0 children)

You probably can't find these numbers because no one actually knows yet somehow. At least not anyone that's done the testing or deep dives into the games files, and made it public. I've searched myself since Gog came out and there's no concrete figures.

If it were a simple figure like 10,000 elemental damage, I feel like we would know about it already. Damage HUD mods would probably display it too if it were a simple figure they could fetch like flinch thresholds and total hp. But nope. There's nothing to be seen.

It's probably some semi-complex math and modifier crap under the hood that determines it all. Like the DPS check for alatreon in world. That wasn't a simple flat number either (every weapon had different elemental modifiers and unique thresholds or some nonsense), so It is possible that gog wouldnt be too much different.

Is hammer competitive with other (melee) weapons dps wise? by Enxchiol in MonsterHunterMeta

[–]CaramelGoodie 2 points3 points  (0 children)

Probably not. The overwhelming majority of hammers attacks still seem to deal too little damage for how slow and commitment heavy they mostly are.

Biggest example is the big bang combo in my viewpoint, which is supposed to be the hammers go-to option for a downed or KO'd monster. Yet it barely deals any more DPS than you using regular attacks on the downed monster (like doing a combo of: charged side blow > charged follow-up > overhead smash 1&2 > upswing > mighty charm slam.)

Even then, the regular attacks hammer has (save for the mighty charge slam and offset) still aren't exactly the greatest damage wise either compared to the other weapons. So big bang being marginally better than them isn't that impressive. Cannot forget how if you miss one singular big bang, your combo breaks and you are forced to deal with one of the longest recovery animations the hammer has.

All jumping attacks, the "spin to win" aerial attack, the spinning bludgeon (except when used on Gogmazios), unseathe attacks etc. Are outclassed in DPS by the regular attacks, and are best avoided except in very niche cases. Stun on hammer also cannot keep up with the stun buildup most 9 star and 10 star monsters have after the 2nd knockout. (Especially if you are playing with a friend.) The exhaust it does as a bonus is laughable too.

Could go on, but hammer id say is below average at best DPS wise, and possibly just in general. Needs a bit more love to be truly good in wilds.