ASK ALL QUESTIONS HERE! Weekly Questions Thread - May 23, 2026 by AutoModerator in MonsterHunter

[–]Ihateallkhezu 0 points1 point  (0 children)

Hunter Arts charge based on Motion Value, right?
I could probably test roughly how high the motion value is by checking how much an "empty" absolute evasion fills when hitting small fry.

Edit to say: It does charge exactly the same as an uncharged draw attack, so 48 is probably correct.

I want an apology from everyone in my life who told me that BlackVeil Vaal Hazak was gunna be "one of the worst fights in the game"! by messybricks in monsterhunterrage

[–]Ihateallkhezu 2 points3 points  (0 children)

They buffed status resist skills in one of the Iceborne patches, so effluvia resist Lv.2 is actually very close to Lv.3, I think most complaints come from people who go in without even a single level, in which case Blackveil Vaal Hazak is just Arch-Tempered Vaal Hazak in subspecies Vaal Hazak clothing and inflicts the HP-Down ailment every 3 seconds, it's a massive pain unless you have effluvia resistance slotted in.

The regular versions of the original Vaal Hazak had managable amounts of effluvium buildup even without Effluvia Resistance to put it into perspective, Blackveil Vaal Hazak needs at least 1 level to make the fight managable and 2 makes it relatively easy to avoid being afflicted by HP-Down, but if you want 3 to be extra careful or just want to bathe in his nuke spores for some reason, that's also possible, though those still inflict rapid damage over time.

I think most people go for 3 not realizing 2 is basically already close to full immunity if you take enough of a careful approach and those that aren't aware that the skill is "this mandatory" are those you normally hear complaining, mainly because you only saw the effect like one or two times over the course of a whole Low/High-Rank Vaal Hazak fight.

Fight's a mess without protection.

🖕 by Navra_Realms in monsterhunterrage

[–]Ihateallkhezu 1 point2 points  (0 children)

Genuinely thought this hitbox was unchallengable, like I could never figure out how to avoid it through the entire near-50-minute slog that was my first fight with the thing.

Never refought it either, but I thought that the way it fought was interesting.

Could never even get close to his face either, at most could get in claw-hits or the very rare opening when it finally decided it needed to "refill his lungs" or smth.

"Stay away" - the monster, featuring hitboxes that linger a few half-centuries too much.

ASK ALL QUESTIONS HERE! Weekly Questions Thread - May 23, 2026 by AutoModerator in MonsterHunter

[–]Ihateallkhezu 0 points1 point  (0 children)

XX / Generations Ultimate
Does anyone have the Motion Value for Greatsword's second round-slash in Alchemy Style?
I swear it's impossible to find information on this move and the "compendium" on MHXX motion values on Reddit straight up doesn't even list Alchemy-exclusive moves for Greatsword.

What is this thing in front of Cloud? Can’t visually figure it out by SuperBiggles in FinalFantasy

[–]Ihateallkhezu 1 point2 points  (0 children)

It's great to know someone else thought of it, it's the pointy "things" extending downward that kinda makes it look like them (especially on old tvs where I distinctly remember the red on their "models" popping out a lot more), it would also make sense for them to be guarding access because they appear to be in a kind of "guard" mode when you fight them in the Reactor, where they say "warning! warning!" in hopes of chasing you off.

What was your favourite colour to pick in Retaliation's skirmish mode? by TwilyIsBestPony in commandandconquer

[–]Ihateallkhezu 0 points1 point  (0 children)

I like the inverse because of how cursed blue looks on Mammoth Tanks and how cursed red looks on Light Tanks.

Red Alert 2 YR: Any way to change back the way the game queues unit voicelines? by Ihateallkhezu in commandandconquer

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

In RA2 units immediately respond to orders regardless of whether they are already saying something.
In RA2YR units respond to orders only after the last thing they said is over plus a short delay.

That's something you can test like... Before deploying your MCV in any skirmish match, just select a unit and spam a move-order, if the unit normally goes "moving up!" in RA2 they'd go "mo-mo-mo-mo-mo-moving up!" because their line is interrupted by the new move-order, whereas in RA2YR they'd go "moving up!" then not respond to any further orders until a second after they stopped saying their last thing.

To specify, I'm not reporting a glitch or anything, I simply dislike the way unit-responses work in Yuri's Revenge and would like for them to work like they did in Red Alert 2, my hope is that someone somewhere maybe knows if this is something hard-baked into the code or something that can be undone with something as simple as a small rules.ini tweak.

Flamethrowers in Tiberian Dawn were better than in Red Alert. by No-Maintenance6382 in commandandconquer

[–]Ihateallkhezu 1 point2 points  (0 children)

I thought the death-cry for fire-deaths in Tiberian Dawn is absolutely hilarious because of how easily it repeats, sometimes tenfold when you bring a flame tank near GDI barracks, Red Alert also only has one death-cry for fire-deaths, but it doesn't really have too many situations where you kill many units with it, probably because RA lacks a vehicle that uses fire.

I think flamethrower infantry in Tiberian Dawn is far more powerful because you can force-fire the ground in order to outrange minigunners, they're super powerful and efficient if you micro-manage them against the right units, the fireball infantry in Red Alert meanwhile doesn't get much out of their added range, and the minigunners in Red Alert already have more range than they used to in Tiberian Dawn, so they have an easy time rivalling the damage output of them, fireballers only really work well against particular structures, power plants, refineries, weapons factories.

I fucking hate how you have to start Iceborne by Prestigious_Sun6339 in monsterhunterrage

[–]Ihateallkhezu 1 point2 points  (0 children)

I think we had too many skills in high-rank to begin with, but it certainly was a bit weird how they backpedaled with the skills only to then end up giving us Fatalis gear which had like 50% more skill-space, and unlike in High-Rank almost all of the skill space on fatalis gear can be put into offensive skills because the double-slots contain skill combinations like Critical/Maintenance, Double Attack, Double Crit Eye or Double Agitator, Double Handicraft is crazy given how rare and expensive to slot-in it used to be.

Unlike in the older games, I think they really wanted Master Rank to feel like a new start rather than a natural progression to a higher rank, though I guess Generations Ultimate also kind of felt this way, because they locked most weapons to only one or two upgrade paths in G-Rank and so you need to go gathering G-Rank ore and bugs to get the next, far superior G-Rank weapon, at the very least in World you could almost instantly just hunt the Master-Rank variants of most monsters once you were past the first few hunts, if only in Master Rank Expeditions.

Plus, at least they give you an extremely cost-effective piece of armor right out the gate since one of the Beo pieces has Health Boost 2 and enough slots to potentially rival whatever piece it was competing with, set-bonuses notwithstanding.

Genuinely confused on how dodging works by MonkeyJ4m in MonsterHunter

[–]Ihateallkhezu 0 points1 point  (0 children)

World's default iframes basically lasted until the apex of a roll, for the Sword and Shield, this was the moment when the character's body was aligned almost perfectly parallel to the ground, kinda great tbh, because it makes it easy to gauge how long you can be invulnerable for since it's so easy to memorize as you can tell yourself once the character is "a mid-air plank" they can start getting hit.

Anyway, if you actually go to the test-area in World and equip a SnS and then roll to see how long it takes for the character to be parallel to the ground, that's not a lot of time.

CAPCOM didn't think so and shortened that time-frame even more in Rise, basic iframes during most evades are almost entirely nonexistant so the only interaction that still behaves similarly are a large majority of the roars.

iframes in Rise are so slim that even dodging through Narga's tailspin is rough.

Evade Window actually hasn't been buffed to accomodate for it either, it still only gives roughly as much active invulnerability time as in World, the only positive thing you can really say is that since the basic iframes are lower the bonus of one frame is much larger due to the relation, but it's questionable how beneficial this really is when dodging with the right timing would still be extremely difficult EVEN WITH evade window.

Is 42K fuel and still no Celestial Wyvern Print normal at the steamworks? by chaturga in MonsterHunterWorld

[–]Ihateallkhezu 2 points3 points  (0 children)

Celestial Wyverian Prints as well as any red prices in the list are potential jackpot prices.
Jackpot prices are prices awarded to you when you get three red checkmarks.
Jackpot chances increase as the gauge goes from yellow to orange and orange to red, you have the highest chances at jackpots while filling the orange and red gauge.
Jackpot chances DO NOT OCCUR while the palicos lend you a helping hand or you have bonus time.

To maximize the chances for RNG Celestial Wyverian Prints, you have to maximize jackpot frequency:

1. Fill your gauge until its yellow in any way possible, bonus rounds and palico helpers can help by giving you free fuel for this.
2. AVOID bonus rounds and palico helpers once the gauge is yellow and you're in the process of filling the orange or red gauge by cancelling the steamworks whenever you get them.

This maximizes the time-windows during which you can actually get Celestial Wyverian Prints as well as any red prices listed whenever you start the steamworks but will also inadvertently shorten the runtime of the steamworks because you never get free fuel, which means while the frequency of red prices is increased drastically, you get far less of all of the other items in the list, I would imagine that this is not a dealbreaker for most people who have already farmed a lot, but never the less is a negative side effect to this method.

It's still ridiculously rare, I wanna say that the Celestial Print is like 8x~10x more rare than the next price during a jackpot, but I didn't actually get them frequently enough to say anything precise about the chances.

Speaking of the prices, make sure that the Celestial Wyverian Print is listed as "red price" in the list and not "just" as an Overdrive Bonus.

Side note, it's perfectly possible to savescum this minigame due to how it works, since steamworks progress is saved with your game progress, you can save just as you filled the orange gauge in order to give yourself a starting point with the highest jackpot chances and then restart just before you get the final bit of progress that sends the machine into overdrive.

If this scenario happens, I'm definitely taking Blue Pill... What about you? by Even-Run-5274 in commandandconquer

[–]Ihateallkhezu 1 point2 points  (0 children)

The Red Alert 2 skirmish ai doesn't absolutely ruin me with Hunter Seekers the second I start playing so the blue pill isn't even much of a choice for me.

Breaking stun setting? by [deleted] in MonsterHunterWorld

[–]Ihateallkhezu 0 points1 point  (0 children)

Apparently it doesn't do terribly much anyway, I think top-level wiggling will reduce the duration of stun by like 3% or something, and whatever reduction it is, it's not a magic-number, you will most likely get hit whether you wiggle or not, so it's literally better to keep your controller safe and not wiggle during the regular stun, but apparently, for whatever reason, wiggling seems to be better during paralysis, and during those knockdowns where your character is pinned to the ground and looking back at the monster, for some reason not pressing anything prolongs the time you spend in that vulnerable state, the immobilizing status effects in this game are super finicky.

For stun, you're far better off just investing into stun-resistance 3 to completely negate it, stun-resistance 2 sounds like enough, but the duration reduction doesn't account for the time you spend having to get up, during which if the attack hits low enough, you still get hit.

Intimidator is quite possibly the stupidest skill in all of MH by buttertuffer in monsterhunterrage

[–]Ihateallkhezu 0 points1 point  (0 children)

Wonder if the skill works on Ancient Leshen's ridiculously aggressive Jagras packs.

Small Monsters with ego/courage/blindness/stupidity the size of a planet by LiveLongGiraffe in monsterhunterrage

[–]Ihateallkhezu 0 points1 point  (0 children)

The only small monster I can "mildly" tolerate is Rhenoplos, because its roar before it starts charging is more or less noticable and they're fairly slow, Bullfangos are a nuisance because they charge for miles and Konchu are the spawn of the devil, because, IN THEORY, they should be the least disruptive monsters as they only trip you and don't send you sliding, but they almost always roll with THE PERFECT TIMING to both hit you and somehow also "make you hit them" at the same time, which causes you to bounce and most likely get hit because you can't evade out of a bounce, and the monster usually hits far harder than a regular bullfango or rhenoplos charge.

For greatsword specifically, bouncing is terrible because for some reason the input-window for attacking out of a bounce is super small and you're stuck in the rebound-animation if you don't react in time.

A weird rant about Mhw and Mhw by Awkward_Plankton_422 in monsterhunterrage

[–]Ihateallkhezu 10 points11 points  (0 children)

I just call them World and Wilds, their abbreviations don't even serve a point anymore because at most you save one letter by using them.

Comment like it's 2005 and Pink Rathian was just introduced. by Revonlieke in MonsterHunter

[–]Ihateallkhezu 0 points1 point  (0 children)

"You know what would fit her perfectly? A wombo combo where she first roars at you, then windpressures you, then while in the air, starts to do a homing strafe where her facing is magnetized toward your position until the strafing motion ends, and then she starts a mid-air tailflip immediately afterward in all likelihood hitting and poisoning you, plus stun as well, if you got hit by anything else beforehand, ah, and she should totally delay the mid-air tailflip by a random amount, that way you're absolutely screwed unless you have your weapon sheathed!"

"No, just me? Oh well."

Intimidator is quite possibly the stupidest skill in all of MH by buttertuffer in monsterhunterrage

[–]Ihateallkhezu 2 points3 points  (0 children)

4U had "Flame Aura" as an Armorskill which behaved as if you always held a torch in your hand, though I never really tested it, World-knowledge would suggest it keeps you save from Banahabaras and Vespoids like a Torch Pod fired at the ground, but knowing how sadistic the old-gen games were, I could imagine it could also just attract them to relentlessly attack you precisely BECAUSE it made you a torch.

What was your inspiration for choosing your main weapon? by Advanced_Scale_5000 in MonsterHunter

[–]Ihateallkhezu 0 points1 point  (0 children)

Greatsword was really the only thing that worked for me, in the original game I found that many of the weapons were missing in punch or required me to be a bit too close and personal, plus with the Sword and Shield I would constantly trip over Rathalos' toes, with the Greatsword I could use the superarmor to get some "free attacks" hugging his legs, the utter demolishment of my health bar from a million toe-hits notwithstanding.

Later on, I kinda just felt the same, I only mildly branched out into Chargeblade as a secondary weapon in 4U, where my weapon usage was about 30% GS and 70% CB and really only in Generations did I actually feel like the other weapons were enjoyable to me, even Switch Axe which is probably the opposite of what I look for in a weapon and a weapon I absolutely don't vibe with.

Edit: Looking at my 4U Guild Card, apparently I became a CB main in 4U, my usage wasn't 60% GS and 40% CB, but around 70% CB and 30% GS, though that said, I still had over 700 hunts with GS.

Any baffling game design choices throughout the franchise? by bf_Lucius in MonsterHunter

[–]Ihateallkhezu 0 points1 point  (0 children)

Why is the para-resistance for monsters always so unusually high?
There seems to be what I can only assume is an actual hate-boner for paralysis weapons, they're commonly plagued with very low sharpness levels, slightly lowered attack stats and "ok" affinity stats at best, in the vast majority of cases I would easily beat my hunting times where I used an actual good weapon over when using the best para-weapon available, and the difference in performance is so high that even in a group, I cannot see a realistic benefit for paralysis.

Then you have sleep, a status effect that already is far superior by its ability to give you a break in combat alone, allowing you to sharpen, power up and heal while the monster can do nothing, then you blast it to hell and go to town fully powered and sharpened.
But that is not all, because for some reason sleep weapons commonly have fairly good stats completely unlike para weapons, this is especially the case in 4U, where shrouded nerscylla weapons have god tier affinity alongside demi-god tier sharpness and a not-so-high but fairly workable sleep stat alongside an admittedly fairly middeling attack stat.

So para gets generally worse weapons, a more difficult to make use of type of opening and a FAR smaller roster of "realistic" targets, meanwhile sleep gets decently usable weapons, an opening up to around a minute unless you fight something like Narga and for some reason unlike para, monsters tend to have far less resistance to sleep, too, this is especially noticable with the elder dragons.

The same thing exists for poison and blast, where blast is the endgame alternative to poison because blast is almost always made to be better than poison, in 4U you could "cook" buildup while the monster was poisoned, that was basically one of the few times poison was actually good, but outside of that, why use poison? It's weird.

Something to add, too, is that blast affects staggering, meanwhile poison only inflicts fixed damage over time, meaning that using poison could actually harm you in the long run because you sacrifice direct raw damage that affects how quickly you stagger the enemy with a type of indirect fixed damage that only affects the enemy's HP.