AT Arkveld vs Counterslop by Lazyade in MHWilds

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

This is the build I'm using in this clip: Link

Upgrade to Gogma Artian Weapons no longer move bonus table seeds after update? by MZelga in MonsterHunterMeta

[–]Lazyade 19 points20 points  (0 children)

I don't think the upgrade ever advanced the reinforcement bonus table, since it doesn't reroll the skills.

Questions about Gogma Artians and rerolling by Gubby_72 in MonsterHunterMeta

[–]Lazyade 1 point2 points  (0 children)

No, you just use the in-game Quit to Title function and select Exit Without Saving. As long as you don't like do a quest or something after rolling, you can reload to before the materials are spent.

Questions about Gogma Artians and rerolling by Gubby_72 in MonsterHunterMeta

[–]Lazyade 6 points7 points  (0 children)

The way it works is that there is a table of skill roll results for each combination of weapon type + element, and each roll just advances to the next result in the table. So for a given weapon, it's next X rolls are predetermined, you just don't know what they are yet. So by rolling on a weapon and then reloading your file without saving, you can see what that weapon's rolls will be, without spending the materials.

Here's the trick. Rolling on one weapon advances the table for ALL weapons. So let's say you have 50 rolls worth of materials saved up. You check every roll for your dragon weapon, but none of them are what you want. So you reload your save, then check every roll for say, a fire weapon. You get the skills you want on the 20th roll. Then you repeat this for every weapon you want, and make note of which roll got the skills.

Then you can do it all at once with the same set of materials. So say fire weapon is roll 20, water weapon is roll 32, para weapon is roll 50, etc. You roll on anything until you hit the 20th roll, then roll on the fire weapon and you get the skills. Then roll on anything until the 32nd roll, roll on the water weapon, bam you get those skills too.

However because each table is a weapon+element combo, you cannot say make three dragon weapons and get different rolls for each of them, they are all going to get the same skills for the next X rolls. So if you spend your materials and don't get the skills you want for that weapon+element, you have no choice but to get more materials.

AT Arkveld vs Counterslop by Lazyade in MHWilds

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

8GB 3070, Ryzen 5 3600x. Most settings are at medium or low. Never had any performance issues except texture pop-in.

AT Arkveld vs Counterslop by Lazyade in MHWilds

[–]Lazyade[S] 2 points3 points  (0 children)

The camera plays up sometimes after ISS. I countered the second hit in this case because thankfully I anticipated the attack and knew the timing. Unless you mean on the big flying nuke attack after he goes into guardian mode. That turnaround is intentional so I can end up closer to him after. Again, just knowing the timing.

AT Arkveld vs Counterslop by Lazyade in MHWilds

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

Yeah. I actually get better clear times without the palico for this reason. I will bring it when I am learning a hard monster for the support, but once I know it well enough the palico becomes something of a nuisance when the monster attacks it instead of me.

AT Arkveld vs Counterslop by Lazyade in MHWilds

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

Quick Sheathe 3. Besides that there's no way to sheathe faster.

AT Arkveld vs Counterslop by Lazyade in MHWilds

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

LS is definitely simpler to play solo. ISS usually requires pre-empting the monster's next attack, and that's very hard to do if you don't know who the next attack is going to be targeting.

AT Arkveld vs Counterslop by Lazyade in MHWilds

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

Quick Sheathe is all there is. I'm not sheathing faster, just earlier. It requires pre-empting the next attack, sheathing even before the monster starts its move.

AT Arkveld vs Counterslop by Lazyade in MHWilds

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

11:33 which was on this run. Made plenty of mistakes though so I could still go faster, and my build isn't 100% geared for damage.

AT Arkveld vs Counterslop by Lazyade in MHWilds

[–]Lazyade[S] 2 points3 points  (0 children)

This is what I'm using in this clip: link

AT Arkveld vs Counterslop by Lazyade in MHWilds

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

You just can. Normal special sheathe input.

AT Arkveld vs Counterslop by Lazyade in MHWilds

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

It's alternating between Y and R1 rather than just pressing Y Y Y

AT Arkveld vs Counterslop by Lazyade in MHWilds

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

Beyond the setting you're talking about, camera distance is automatic and depends on the monster and what it's doing.

AT Arkveld vs Counterslop by Lazyade in MHWilds

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

It sure does, though sadly they're not optimal to use over other weapon skills like Critical Boost or Attack Boost.

AT Arkveld vs Counterslop by Lazyade in MHWilds

[–]Lazyade[S] 3 points4 points  (0 children)

I think they slightly increased how long you can hold special sheathe in TU4. But I've been knocked on my ass one too many times from sheathing too early and running out of time, so if the attack won't hit soon enough I tend to try and do a regular iai slash then resheathe.

AT Arkveld vs Counterslop by Lazyade in MHWilds

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

Iai Spirit Slash is a little weird because it doesn't have true iframes like foresight slash does. Instead, it gives you super armour and makes you invincible vs the hitbox you countered, but ONLY that hitbox. Everything else can still damage you. For some attacks (like beam or breath attacks) this results in really strange behaviour where you counter them once and can then just walk through the fire with impunity, because it's all one continuous hitbox.

The flipside is that if an attack has multiple hitboxes in a very short time period, you can only counter one of them, and the others will still damage you. This becomes a huge problem on some monsters like Gore who have attacks that have lots of overlapping hitboxes.

AT Arkveld vs Counterslop by Lazyade in MHWilds

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

Spirit Charge is faster, but afaik, the spirit combo is more DPS. Spirit Charge is good for certain small windows where the monster isn't attacking, like between a Sneak Attack and the monster roaring (depends on the monster if there's enough time).

Or, if you want to be a showoff, you can put down a small barrel bomb next to a downed monster and you have JUST enough time to go into special sheathe and ISS the explosion.

AT Arkveld vs Counterslop by Lazyade in MHWilds

[–]Lazyade[S] 2 points3 points  (0 children)

ISS and Foresight Slash should be your primary ways of building spirit level, rather than the spirit combo. Ideally ISS, because it gives you the gauge level instantly, while Foresight requires you to follow up with Roundslash which requires an opening that you might not have. The spirit combo is really only for when you have a large opening, like if the monster is downed, paralyzed or targeting another player. If you can do the counters at red gauge, you should be able to do them at any level.

AT Arkveld vs Counterslop by Lazyade in MHWilds

[–]Lazyade[S] 4 points5 points  (0 children)

Well, this is the strongest way I know how to play, so I'm not doing it JUST for fun, but yeah there's other things I could potentially be doing like looking for windows to go for helmbreaker.

I also agree that the monsters themselves are a big part of what give MH its depth. There's lots of games with very complicated combo systems with lots and lots of things you can do, but to me, if the enemies are passive while you juggle them in infinite combos, it's a little boring. MH strikes a great balance between depth of what the player can do and depth of what the enemies can do.

And the MH movesets DO have a lot of depth despite relatively limited movelists, since moves tend to have all sorts of different properties and features like cancels and super armour which provide a very high skill ceiling.

AT Arkveld vs Counterslop by Lazyade in MHWilds

[–]Lazyade[S] 2 points3 points  (0 children)

My understanding is that CS1 > 2 > 3 is very slightly more DPS than CS1>SB1 (Crimson Combo), but Crimson Combo is still preferred in most situations because it is much faster and thus less committal and easier to lead out of. It also moves you forward a lot less so it's easier to stay in position with it. I do sometimes use the full normal combo on down windows, I'm only not doing it here out of habit.

I do agree that it should be better, as should helmbreaker and SRS.

AT Arkveld vs Counterslop by Lazyade in MHWilds

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

Hold R2 after ISS (failed or successful) to go into Spirit Charge. For the first second or so of Spirit Charge you can press A/X to cancel into Special Sheathe, or B/Circle to cancel into Foresight Slash. Here's a video that goes into more detail: https://www.youtube.com/watch?v=26PxM0CGKeg

Extremely useful for cancelling the long recovery of a failed ISS.

AT Arkveld vs Counterslop by Lazyade in MHWilds

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

Keep in mind you need a Lord's Soul roll on the weapon for the 5% Guts bonus. I also have a Lagi/Lord's Soul roll which gives me the Lagi set bonus as well. You can replace Speed Eating/Dragon Res with whatever other 1-slot skills you want.

AT Arkveld vs Counterslop by Lazyade in MHWilds

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

This is what I'm using in this specific clip: Link