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Monster Hunter Wilds Damage Calculator

Work out the damage of one hit in Monster Hunter Wilds: displayed attack ÷ weapon coefficient, motion value, hitzone, sharpness, affinity and the six damage skills — with every step of the arithmetic shown, a hitzone table for all 34 monsters, and what one more skill level is actually worth.

Monster Hunter Wilds

From the attack on your screen to the damage on the monster

Your weapon

Attack shown

Great Sword shows attack ×4.8 — this divides it back out.

%

Weapon affinity only — Critical Eye and Weakness Exploit are added below.

The number the game shows you (600), not the internal 60.

Your attack

Motion

True Charged Slash Lv3

Pick the attack you are measuring, or type your own values.

Target

Monster

Rathalos

Part

Head

Skills and buffs — 24 levels · Powercharm +6

Buffs

Average damage

585.85

One hit at 50% affinity

Normal hit

504.5

Raw 437.2 + element 67.3

Critical hit

667.2

Raw ×1.34 · element ×1.21

Effective raw

285.25

Attack 243.8 at 50% affinity

Raw and element

87% 13%
  • Raw 437.2 · 87%
  • Element 67.3 · 13%

Damage by part

Average damage per part on Rathalos: 585.9 on Head, down to 226.3 on Torso.

Normal-state parts only, best first. Pick a row in the table below to aim somewhere else.

Your Great Sword shows 1,056. Divided by its 4.8 coefficient, the true raw the game actually calculates with is 220.

Affinity 50%: 0% on the weapon, 20% from Critical Eye, 30% from Weakness Exploit.

The arithmetic — 585.85

Weapon coefficient Great Sword ÷ 4.8 1,056 ÷ 4.8 220
Attack Attack Boost 5 · Powercharm +6 220 × 1.04 + 9 + 6 243.8
Element Element Attack 3 600 × 1.2 + 60 780
Affinity Critical Eye 5 · Weakness Exploit 5 0 + 20 + 30 50%
Raw damage MV 209 · hitzone 65 · White 243.8 × 2.09 × 0.65 × 1.32 437.2
Element damage Hitzone 30 · ×2.5 · White 780 × 0.1 × 0.3 × 2.5 × 1.15 67.3
Normal hit 437.2 + 67.3 504.5
Critical hit ×1.34 raw · ×1.21 element 585.8 + 81.4 667.2
Average damage 50% of hits are critical 667.2 × 0.5 + 504.5 × 0.5 585.85

Raw and element are rounded separately and only then added, which is why the two halves never quite sum to the total you would get by rounding once.

The damage formula

true raw = displayed attack ÷ weapon coefficient

raw = attack × MV ÷ 100 × raw hitzone ÷ 100 × sharpness

element = element value ÷ 10 × element hitzone ÷ 100 × element modifier × sharpness

average = critical hit × affinity + normal hit × (1 − affinity)

Raw and element are each rounded to one decimal before they are added.

Every hitzone on Rathalos

Part Hitzone Damage
Normal 65 Dragon 30 585.9
Wound 70 Dragon 30 660.0
Normal 35 Dragon 20 298.2
Wound 60 Dragon 30 501.2
Normal 25 Dragon 20 226.3
Wound 60 Dragon 30 501.2
Normal 55 Dragon 25 494.8
Wound 60 Dragon 30 576.8
Normal 55 Dragon 25 494.8
Wound 60 Dragon 30 576.8
Normal 45 Dragon 15 391.3
Wound 60 Dragon 30 576.8
Normal 45 Dragon 15 391.3
Wound 60 Dragon 30 576.8
Normal 45 Dragon 20 403.8
Wound 60 Dragon 30 576.8

Slash damage with Dragon on this build. Pick a row to aim there.

What one skill level is worth

Skill Damage Change
Weakness Exploit Lv 5 ↓ Lv 4 -16.27 -2.78%
Attack Boost Lv 5 ↓ Lv 4 -11.3 -1.93%
Element Attack Lv 3 ↓ Lv 2 -6.7 -1.14%
Critical Boost Lv 3 ↑ Lv 4 +6.55 +1.12%
Critical Eye Lv 5 ↓ Lv 4 -6.51 -1.11%
Critical Element Lv 3 ↓ Lv 2 -2.35 -0.4%

Each row re-runs the whole calculation with that one skill moved by a level. Where a skill is already at its cap, the figure is what the level you have is worth.

Motion values from macarongamemo.com, for Ver. 1.042.00.02. A move you cannot find here goes in as your own.

Hitzones extracted from the game's own files · Ver. 1.042.00.02 · checked 2026-08-28

Not modeled: the quest-wide defense rate, status and blast, weapon gauges and phials, and the skills whose value depends on uptime.

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Monster Hunter Wilds damage calculator. What one hit does, part by part.

A Monster Hunter Wilds damage calculator turns the attack figure on your weapon screen into the damage a single attack lands on a specific monster part. This one divides your displayed attack by the weapon class coefficient, applies motion value, hitzone, sharpness and your skills, and shows all nine steps.

What the damage number in Monster Hunter Wilds is made of

The damage that floats off a monster in Monster Hunter Wilds is not your attack stat, and the gap between the two is wider than most hunters expect. A Great Sword showing 1,056 attack is calculating with 220. Wilds divides your displayed attack by a constant belonging to the weapon class — 4.8 for Great Sword, 1.2 for Bow — and every step after that runs on the smaller number.
That one division is why comparing two weapon classes on the equipment screen tells you nothing. A Bow showing 300 attack carries 250 true raw into the formula; the Great Sword showing 1,056 carries 220. The bow displays under a third of the number and starts the calculation ahead.
After the division, Wilds multiplies true raw by the motion value of the move you threw, by the hitzone of the part you connected with, and by your sharpness modifier. Elemental damage is a second, parallel calculation on its own hitzone, rounded on its own and added at the end. A critical hit multiplies the two halves by different amounts. The number you finally see is one attack against one part of one monster — which is why a hunter comparing builds on the equipment screen and a hunter comparing damage in the field are looking at two different questions.
This calculator answers the second one. You type the attack figure your own game shows you, pick the move you are about to land and the part you are aiming at, and you get the damage that hit does, with every step of the arithmetic printed as a nine-row ledger: the coefficient division, the skill stacking on attack and on element, the affinity total and where each point of it came from, the raw and elemental halves, the normal hit, the critical hit and the affinity-weighted average. A bar chart of damage by part sits right under the cards; under the ledger come the monster's full hitzone table with the damage each row takes on your build, and a table computing what one more level of each damage skill is worth against that exact state.
The dataset covers the whole Wilds roster: 34 large monsters, 807 hitzone rows across 57 distinct named parts, from 14 rows on Rathian to 53 on Gogmazios, with normal, wound, weak-point, breakable and altered states each carried as its own row. Every row holds a value the game's own datamined files also hold. Motion values cover 209 named attacks across 12 weapon classes, 18 per class except Gunlance, and all 14 classes carry their own coefficient. The two bowguns ask a different question: they pick from 9 ammo rows instead of a move list, because a bowgun's motion is an ammo type. Normal, Pierce and Spread at all three levels, with the firing mode, the shooting distance and the pierce hit count as their own controls — 218 rows over all 14 classes. Elemental, status and fixed-damage ammo stay out, and the custom motion field still covers them.
Several Wilds damage calculators already exist, in English and in Japanese, and the good ones are build planners: you assemble armor, decorations and charms, and they report a damage figure per move. The English one that ranks, mhwilds-calculator.netlify.app, does that well — it reports Attack, Effective Attack, effective affinity and a per-move damage table. What it does not do, and what none of the incumbents in either language does, is show its working, or tell you what the same move does on the neck instead of the head. Those two are the reason this page exists.

How Wilds turns your attack stat into a damage number

The pipeline, in the order the game applies it. Every figure below is the calculator's own output on its default state — a Great Sword showing 1,056 attack with Dragon 600 and white sharpness, landing a True Charged Slash on Rathalos' head with Attack Boost 5, Critical Eye 5, Critical Boost 3, Weakness Exploit 5, Element Attack 3, Critical Element 3 and a Powercharm.
Step one is a division nobody mentions in the tutorial. Your displayed attack is inflated by a per-class constant, and the game strips it back out before doing anything else:
true raw=displayed attackweapon coefficient\text{true raw} = \frac{\text{displayed attack}}{\text{weapon coefficient}}
1,056 ÷ 4.8 = 220. Wilds will show you the un-inflated figure if you ask it to: System → Options → Game Settings, third page, Weapon Attack Power Display → Display Without Coefficient. It changes nothing about your damage; it only changes which of the two numbers your screen prints. The calculator has the same switch, so you can type whichever figure you are looking at, and when it is set to true raw the coefficient row disappears from the ledger instead of quietly dividing a number that has already been divided.
Attack skills act on true raw, and the order is multiply-then-add. Attack Boost 5 reads "×1.04, base attack +9", in that sequence: 220 × 1.04 = 228.8, +9 = 237.8, and a Powercharm's flat +6 brings it to 243.8. Element Attack 3 does the same to your element value — 600 × 1.2 + 60 = 780 — and there is no generic skill of that name in the game; Wilds ships five, one per element, on an identical ladder.
Raw and element are two separate calculations.
raw=attack×MV100×hitzone100×sharpness\text{raw} = \text{attack} \times \frac{\text{MV}}{100} \times \frac{\text{hitzone}}{100} \times \text{sharpness}
element=element value10×element hitzone100×element modifier×sharpness\text{element} = \frac{\text{element value}}{10} \times \frac{\text{element hitzone}}{100} \times \text{element modifier} \times \text{sharpness}
On the default state that is 243.8 × 2.09 × 0.65 × 1.32 = 437.2 raw, and 780 × 0.1 × 0.3 × 2.5 × 1.15 = 67.3 element. The two halves are rounded separately and only then added, which is why the parts of a hit never quite sum to the total you would get by rounding once — the calculator prints that note under the ledger rather than hiding the discrepancy.
Sharpness has six colors in Wilds, and purple is not one of them. Raw multipliers run 0.50 red, 0.75 orange, 1.00 yellow, 1.05 green, 1.20 blue, 1.32 white; elemental runs 0.25, 0.50, 0.75, 1.00, 1.0625, 1.15. Every melee weapon in the reference dataset carries zero in the seventh segment, and the Japanese references print purple as "currently none". Game8's own damage-formula page still lists a purple row at 1.39 raw and 1.27 element, carried over from World and Rise — if you have been budgeting for a 1.39 that the game cannot give you, that is where it came from. Ranged weapons use 1.00 for both halves and take no sharpness modifier at all.
Hitzones are the largest single lever on the page. Rathalos' head is a 65 against slashing damage; the torso is a 25. Same hunter, same move, same monster: 585.85 on the head against 226.32 on the torso, about two and a half times the damage for a decision made in the half-second before you swing.
A wound points the part at a different hitzone row. Guides circulate a flat multiplier for wounded parts, usually a ×1.10 or a +20%. In the game's own part files a wounded state points that part at a separate meat row, and the shift is nothing like uniform: on Rathalos the head goes 65 → 70, the torso goes 25 → 60, and the neck goes 35 → 60. On this build the head row moves from 585.9 to 660.0, roughly 13% more, while the torso row moves from 226.3 to 501.2, more than double. No single percentage reproduces both. The elemental hitzone moves too, which is why wounding the torso lifts its Dragon hitzone from 20 to 30.
Weakness Exploit is judged on the base hitzone, not on the row you are hitting. The skill grants +5/10/15/20/30% affinity on an effective part and, additionally, +3/5/10/15/20% on a wound. The threshold the community has established for an effective part is a raw hitzone of 45 — the game says "weak points" and never prints a figure, so treat 45 as community knowledge rather than a Capcom statement. The consequence catches people out: wounding Rathalos' torso raises its hitzone to 60, and Weakness Exploit still grants nothing, because the judgement runs against the part's original 25. Affinity on that hit falls from 50% to 20%, and the calculator says so in words next to the affinity row.
Critical hits multiply the two halves by different amounts. Base is ×1.25 on raw and ×1.00 on element, so a critical does nothing at all to elemental damage without the skill for it. Critical Boost states its multipliers outright in the game's own text: 1.28 / 1.31 / 1.34 / 1.37 / 1.40. Critical Element does not; its description is qualitative in both languages, so its multipliers are community-derived and sources disagree. This calculator uses 1.07 / 1.14 / 1.21 for Great Sword, Hammer, Hunting Horn and Heavy Bowgun, and 1.05 / 1.10 / 1.15 for the other ten classes. Game8 publishes ~1.07 / ~1.13 / 1.20 with a six-class heavy group that includes Gunlance, Switch Axe and Charge Blade and leaves Heavy Bowgun out. Neither table comes from Capcom, and the page tells you that.
Negative affinity has a multiplier of its own. Below zero, the roll you would call a critical becomes ×0.75 on raw and leaves element untouched — a Great Sword at −20% affinity with no skills lands 446.3 on a normal hit and 347.7 on the bad one, averaging 426.58. The card on the page renames itself and changes color when that happens, so a negative build never reads as a positive one.
The headline number is an affinity-weighted average, because a single hit is a coin flip and a hunt is not:
average=critical hit×affinity+normal hit×(1affinity)\text{average} = \text{critical hit} \times \text{affinity} + \text{normal hit} \times (1 - \text{affinity})
667.2 × 0.5 + 504.5 × 0.5 = 585.85. That is the figure to compare builds on. The normal hit and the critical hit sit beside it for the swings where the coin lands one way or the other.

Weapon coefficients: what your displayed attack really is

Weapon classCoefficientTrue raw from a displayed 1,000
Hammer5.2192.3
Great Sword4.8208.3
Hunting Horn4.2238.1
Charge Blade3.6277.8
Switch Axe3.5285.7
Long Sword3.3303.0
Insect Glaive3.1322.6
Lance2.3434.8
Gunlance2.3434.8
Heavy Bowgun1.5666.7
Sword and Shield1.4714.3
Dual Blades1.4714.3
Light Bowgun1.3769.2
Bow1.2833.3

How to use the Monster Hunter Wilds damage calculator

The form is four titled blocks, and only the last one is folded away. Nothing needs pressing — the answer follows the keystroke.
Your weapon
1. Type the attack figure your own game shows you, and set the switch beside it to match. Leave it on displayed attack if your game is on its default setting; flip it to true raw if you have turned Display Without Coefficient on. The helper under the field names the divisor for the class you picked, so you can check the division yourself.
2. Pick the weapon class. It decides the coefficient, the motion list you will be offered, and which Critical Element column applies.
3. Set your element type, element value and sharpness color. Set element to none and the elemental rows vanish from the ledger, the share-out bar collapses to a single raw slice, and the two elemental skills drop to a value of exactly zero in the skill table.
Your attack
1. Choose the move. The picker's list is searchable, so type "charged" rather than scrolling. Every finisher is in there along with the motions people actually compare.
2. On a bowgun the same control lists ammo instead, and the fields under it — firing mode, distance, pierce hits — appear with it. If what you are firing is not listed, an elemental or status round or a move added after the last data refresh, take the custom option and type the motion value yourself. The footer names the source of the shipped values and the game version they match.
Target
1. Pick the monster. The filter matches the English name even on a Japanese page.
2. Pick the part, or leave it and use the hitzone table underneath instead: it has three columns — part, hitzone, damage — and tapping a row selects that part, which is faster than hunting through the picker. The table scrolls in its own box with a sticky header and grows to the monster's full row count in the browser.
Skills and buffs
1. Open the fold. It is served closed with a summary line naming your total skill levels and the buffs in play, because most hunters change it once and then stop.
2. Set Attack Boost, Critical Eye, Critical Boost, Weakness Exploit, Element Attack and Critical Element, plus any flat buff you are running. Watch the affinity row in the ledger rather than the cards: it shows the split between weapon affinity, Critical Eye and Weakness Exploit, and it is where a Weakness Exploit contributing nothing becomes visible.
Reading the answer
1. Four cards sit above everything: average damage, the normal hit, the critical hit and your effective raw. The critical card renames itself when affinity is negative.
2. The share-out bar under the cards splits the hit into raw and element as percentages. It is the fastest read on the page for whether your element is doing anything.
3. The bar chart ranks the monster's parts by damage on your exact build, so the best target is the tallest bar rather than a number you have to interpret.
4. The skill table moves each skill by one level and re-runs the whole calculation. A skill below its cap shows what the next level buys; one already at its cap shows what the level you have is worth, expressed as what you would lose by dropping it.
5. Share the link. A shared permalink reopens the same hunt at the same numbers, which beats a screenshot in a thread where somebody is going to want to change one input.

Worked examples on the calculator's own numbers

The default hunt: a Great Sword on Rathalos' head

A Great Sword showing 1,056 attack with Dragon 600 and white sharpness, landing a True Charged Slash on Rathalos' head, with Attack Boost 5, Critical Eye 5, Critical Boost 3, Weakness Exploit 5, Element Attack 3, Critical Element 3 and a Powercharm. The ledger runs: 1,056 ÷ 4.8 = 220 true raw; 220 × 1.04 + 9 + 6 = 243.8 attack; 600 × 1.2 + 60 = 780 element; affinity 0 + 20 + 30 = 50%; raw 243.8 × 2.09 × 0.65 × 1.32 = 437.2; element 780 × 0.1 × 0.3 × 2.5 × 1.15 = 67.3; normal hit 504.5; critical hit 585.8 + 81.4 = 667.2; average 585.85. Effective raw is 285.25 and the share-out bar reads 87% raw, 13% element. Worth noticing how little of the final figure the 1,056 on your screen explains: the number that actually enters the formula is 220, and the motion value more than doubles it back.

The same hunter, the wrong part: 585.85 head against 226.32 torso

Change one input — the part — and the head's 585.85 becomes 226.32 on the torso. Two things moved. The raw hitzone dropped from 65 to 25 and the Dragon hitzone from 30 to 20, which accounts for most of it. But affinity also fell from 50% to 20%, because Weakness Exploit is judged against a base hitzone of 25 and 25 is below the 45 threshold, so the skill contributes nothing at all on that part. The skill table inverts with it: on the head, Weakness Exploit is the most valuable level on the build at −16.27 damage if you drop it; on the torso it is worth exactly 0, and Element Attack becomes the top skill at −4.26. The share-out bar shifts too, from 87/13 to 79/21 — the same build is proportionally more elemental against a part that resists raw.

Displayed 1,056 against displayed 300: the Great Sword and the Bow

Put a Bow showing 300 attack next to the Great Sword showing 1,056, with the same element, the same skills, the same motion value and the same Rathalos head. The bow's true raw is 300 ÷ 1.2 = 250, against the Great Sword's 220 — it displays less than a third of the number and enters the formula ahead. It ends up behind anyway: 500.00 average against 585.85. Two reasons, both visible in the ledger. Ranged weapons take no sharpness modifier, so the Great Sword's white 1.32 on raw and 1.15 on element is a gap the bow cannot close; and Critical Element pays the two classes differently, ×1.21 for Great Sword against ×1.15 for Bow. This is the comparison the equipment screen cannot make, and it is the reason a coefficient switch is a control on this page rather than a footnote.

Strip the skills off: what negative affinity does to the average

The same Great Sword and the same head, with every skill at zero, no Powercharm, and a weapon carrying −20% affinity. Attack stays at 220.0 and element at 600. Raw comes out at 394.5, element at 51.7, so a normal hit lands 446.3 — and the affinity roll now produces a worse hit, not a better one: ×0.75 on raw and ×1.00 on element gives 347.7. The average is 426.58, and the third card on the page renames itself from "critical hit" to "negative-affinity hit" and changes color so the state cannot be misread. The skill table flips sign in the same state: every entry now shows what the first level would buy rather than what the last one is worth, with Attack Boost at +5.12 and Weakness Exploit at +4.93. Critical Boost and Critical Element both come out at exactly zero, because a build with negative affinity never triggers the multipliers they modify.

Is my element pulling its weight?

Set element to none on the default build and the average falls from 585.85 to 511.50. The Dragon 600 with Element Attack 3 is worth 74.35 damage per hit, and the share-out bar puts it at 13% of the hit. That is the number to hold against the decoration slots it costs — three levels of Element Attack and three of Critical Element. The skill table makes the trade explicit: with element switched off, both of those skills report a value of exactly 0, while Weakness Exploit rises from −2.78% to −2.91% of the total because the raw half is now carrying everything. On a part with a poor elemental hitzone the arithmetic gets worse still, which is why the answer to "raw or element" is a per-monster, per-part question that this page answers in two clicks rather than a rule of thumb.

Six ways the number on your screen misleads you

  • Comparing displayed attack across weapon classes. A Hammer at 1,000 and a Bow at 1,000 are 192.3 and 833.3 in the formula. The coefficient table above is the only honest way to compare two classes on their attack figure, and even then motion values undo half the comparison.
  • Treating a wound as a flat percentage bonus. A wounded part points at a different hitzone row. On Rathalos that is 65 → 70 on the head and 25 → 60 on the torso — roughly 13% more damage in one place and more than double in the other. Any guide quoting one multiplier for wounds is describing a system the game does not have.
  • Building Weakness Exploit for a part that will never qualify. The skill reads the part's base hitzone. Wounding a 25 into a 60 does not make it a weak point, and the affinity you paid the decoration slots for silently contributes zero. Check the part on the hitzone table before you commit the slots.
  • Reading the raw hitzone when your question is elemental. They are separate columns and they do not track each other. Rathalos' torso is a 25 against slashing and a 20 against Dragon; wound it and the raw goes to 60 while Dragon only reaches 30. A build that lives on element wants the elemental column, which is why the hitzone table prints the element value under each row.
  • Expecting the decimal here to match the integer in-game. This page reports one decimal; the game rounds to one decimal and then truncates before it floats a number over the monster, so a normal hit of 504.5 here lands as 504 in your hunt. The average damage card has no in-game counterpart at all — no single swing deals the average of a critical and a non-critical, which is exactly why it is the right figure to compare builds on and the wrong one to look for on screen. A gap wider than rounding usually means the quest-wide defense rate is in play, which this calculator does not model.
  • Adding the raw and elemental rows and expecting the total. Each half is rounded on its own before they are summed, exactly as the game does it. 585.8 + 81.4 = 667.2 on the critical row, and rounding once at the end would give you a slightly different answer.

What the numbers tell you to change

  • Read the skill table against the part you actually hit, not the head. On Rathalos' head the ranking is Weakness Exploit −16.27, Attack Boost −11.3, Element Attack −6.7, Critical Boost +6.55, Critical Eye −6.51, Critical Element −2.35. On the torso it is a different list in a different order with Weakness Exploit at zero. A build tuned against the best-case hitzone is tuned against a part you will not always reach.
  • A negative entry is a capped skill, a positive one is an upgrade you can still buy. On the default build only Critical Boost shows a plus: +6.55, or +1.12%, for a fourth level. Everything else is already at its ceiling and is showing what the level you own is worth if you drop it for something else.
  • Check the share-out bar before you spend a slot on element. At 87% raw, an elemental decoration is competing for 13% of the hit. At 79/21 on a part that resists raw, the same decoration is worth noticeably more. The bar is one glance and it settles the argument for that specific fight.
  • Wounding a bad part pays far more than wounding a good one. The head only gains about 13%, because a 65 was already close to the ceiling. Rathalos' neck goes from 298.2 to 501.2 — up 68% — and the torso more than doubles. If a monster keeps its head out of reach, wounding the body is not a consolation prize.
  • Sharpness moves the number more than any single skill level. White is 1.32 on raw where blue is 1.20, and 1.15 on element where blue is 1.0625 — a 10% cut to the raw half of every hit for letting the gauge slip one band, against the 0.4% to 2.8% of the total that one level of a damage skill is worth on the default build. Sharpen before you re-decorate.
  • Use the custom motion value as a stand-in for what is not modeled. Weapon gauges and phials — Spirit Gauge, Demon Mode, power and element phials, Kinsect extracts, a Hunting Horn self-buff — are plain multipliers on the attack, so a Demon Mode Dual Blades run can be approximated by scaling the attack you type in. The page will not do it for you.
  • Paste the permalink into the thread. A shared link reopens the same hunt at the same numbers, so the person you are arguing with can change one input instead of asking you to re-screenshot.

What this calculator deliberately does not model

Explaining one hit accurately means refusing to fold in the things that do not belong to it. Each exclusion below is a decision.
The quest-wide defense rate. Wilds applies a per-quest scalar to the final number, and rage state moves it too. It cancels out of any A-versus-B comparison, which is what this page is for, and including it would require you to know a value the game never shows you. It is the usual reason a figure here and a figure in your hunt differ by more than rounding.
Status, blast, KO, exhaust, mounting and part breaks. Separate systems with their own accumulation rules, none of which appear in the damage a hit deals.
Weapon gauges and phials. Spirit Gauge, Demon Mode, power and element phials, Kinsect extracts, the Hunting Horn's self-buff. All of them are plain multipliers on your attack, all of them are class-specific, and all of them can be typed into the attack field by hand today.
Conditional and uptime-weighted skills. Agitator, Maximum Might, Latent Power, Resentment, Offensive Guard and the rest. The incumbent calculators weight these by an assumed uptime; this one does not, because a weighted average of a hypothesis is not an explanation of your number.
Fixed-damage sources and the ammo families that stay out. Sticky Ammo, Wyvern's Fire, the Wyrmstake Cannon, impact phials, bombs and bow coatings. Of bowgun ammo the calculator ships the three ordinary families — Normal, Pierce and Spread — and leaves out the elemental rounds (whose element half runs on a different formula that scales with the gun's own attack), the status and utility rounds, the fixed-damage and gimmick rounds, and the Heavy Bowgun's ignition machinery. The custom motion field still covers any of them.
The elemental attack cap. Wilds caps buffed element, but with only the modeled skills in play the cap cannot bind below the field's own ceiling, so the omission changes no result this page can produce.
Damage over time. Multi-hit counts are reported; seconds are not. A move that lands three times is three hits of the figure shown, and nothing here converts that into DPS.
One thing the page does claim: the calculation was driven against kuroyonhon.com's own damage simulator — the Japanese cross-generation incumbent, running since 2012 — on four Hammer motions, a Great Sword critical and an Ajarakan wound row, and agrees with it on every one.

Monster Hunter Wilds damage — frequently asked questions

Why is my damage so much lower than my attack stat?

Because your displayed attack is inflated by a per-class constant that the game divides out before calculating anything. A Great Sword showing 1,056 attack is calculating with 220. Motion value, hitzone and sharpness are then applied to that smaller figure.

What is the weapon coefficient in Monster Hunter Wilds?

The divisor that turns displayed attack into true raw, fixed per weapon class: Hammer 5.2, Great Sword 4.8, Hunting Horn 4.2, Charge Blade 3.6, Switch Axe 3.5, Long Sword 3.3, Insect Glaive 3.1, Lance and Gunlance 2.3, Heavy Bowgun 1.5, Sword and Shield 1.4, Dual Blades 1.4, Light Bowgun 1.3, Bow 1.2. Players also call it the bloat value. It is the reason a Bow showing 300 attack out-raws a Great Sword showing 1,056.

How do I see true attack power in game?

System → Options → Game Settings, third page. The setting is Weapon Attack Power Display; choose Display Without Coefficient. It changes the number on screen and nothing about your damage.

How is damage calculated in Monster Hunter Wilds?

Raw damage is true raw × motion value ÷ 100 × raw hitzone ÷ 100 × sharpness. Elemental damage is element value ÷ 10 × elemental hitzone ÷ 100 × elemental modifier × sharpness. The two are rounded separately and added. A critical multiplies raw by 1.25 to 1.40 depending on Critical Boost and element by 1.00 to 1.21 depending on Critical Element, and the headline figure is the average of the critical and normal hits weighted by your affinity.

Is Weakness Exploit worth it in Wilds?

It depends entirely on the part you hit, which is why a general answer keeps disappointing people. On Rathalos' head at level 5 it is the most valuable skill on the default build — dropping it costs 16.27 damage, or 2.78%. On the torso it is worth exactly zero, because the skill is judged on the part's base hitzone and a 25 never qualifies. Wounding the torso does not change that: the judgement runs against the original hitzone, not the wounded one.

Does a wounded part take a flat percentage more damage?

No. A wound points the part at a different hitzone row in the game's own files, and the shift varies wildly by part. On Rathalos the head goes from 65 to 70 and the torso from 25 to 60 — about 13% more damage in one place and more than double in the other. The elemental hitzone changes too.

What is the hitzone threshold for a weak point?

A raw hitzone of 45 or above is what the community has established as the line for Weakness Exploit's main bonus. The game's own text only says "weak points" and never prints a figure, so treat 45 as community knowledge rather than an official value. The calculator names the same 45 next to the affinity row whenever the skill contributes nothing.

Attack Boost or Critical Boost — which should I level?

Neither answer holds across builds, which is what the skill table on this page is for. On the default Great Sword state at 50% affinity, one more level of Critical Boost buys 6.55 damage (+1.12%) while the last level of Attack Boost is worth 11.3 (+1.93%). At negative affinity Critical Boost is worth exactly zero, since it multiplies a critical hit that never happens.

Why don't the raw and elemental numbers add up to the total?

Each half is rounded to one decimal on its own before they are summed, which is how the game does it. Rounding once at the end gives a slightly different figure. The ledger prints a note under the total rather than hiding the gap.

Which part of a monster should I hit?

Whichever row is tallest on the damage chart for your build, which is rarely the same across two builds. The hitzone table under the chart prints the damage every part takes with your exact weapon, element and skills, listing the normal and wounded rows separately, so you are reading damage rather than comparing hitzone values by eye. Tap a row to aim there.

Why is the number here different from the damage in my hunt?

Three likely reasons. The game rounds to one decimal and then truncates, so a normal hit of 504.5 here floats as 504 there — and the average damage figure is a weighted average, so no single swing ever lands it. The quest-wide defense rate scales the final figure and is not modeled here. And a weapon gauge, phial or conditional skill that is active in your hunt is not modeled either — those are listed in the limitations section.

Does this calculator cover bowguns?

Yes, for the ammo most hunters actually fire. Pick Light Bowgun or Heavy Bowgun and the move list becomes an ammo list: Normal, Pierce and Spread at every level, with the firing mode, the shooting distance and the pierce hit count beside it. The shot-by-shot table then prices the whole trigger pull, which is where the two things that catch people out show up — a pierce round's later hits fall to 90%, 80% and 70%, and standing outside critical range cuts the raw to a tenth. Normal Ammo Lv3 is also worth 30.6 on a Light Bowgun and 32.3 on a Heavy, which most published tables give as one number. The element skills step aside on these two classes, because ordinary bowgun ammo carries no element; the elemental rounds run on a different formula and are not modelled.

How accurate is it, and what version is it built on?

Hitzones are extracted from the game's own part files at Ver. 1.042.00.02 — 807 rows across 34 large monsters — and motion values match Ver. 1.040, the last patch to move a power value. The calculation was checked against kuroyonhon's damage simulator on four Hammer motions, a Great Sword critical and an Ajarakan wound row, and matched all of them. Where a number here and your game disagree by more than rounding, the quest defense rate or an unmodeled multiplier is the usual cause.

Is this Monster Hunter Wilds damage calculator free?

Yes. It runs in your browser with no sign-up and no download, recalculates as you type, and a shared link reopens the same hunt at the same numbers. It also embeds at 318 pixels wide if you want it on your own build page.

Monster Hunter Wilds damage glossary

True raw

The attack value the game actually calculates with: displayed attack divided by the weapon class coefficient. A Great Sword showing 1,056 has 220 true raw. Wilds will display it directly if you set Weapon Attack Power Display to Display Without Coefficient.

Weapon coefficient (bloat value)

The per-class constant separating displayed attack from true raw, ranging from 5.2 on Hammer to 1.2 on Bow. The classes with the lowest motion values carry the highest coefficients, which is what makes the displayed numbers look comparable on the equipment screen and what stops them being comparable in the formula.

Motion value (MV)

The percentage of your attack a specific move delivers, applied as MV ÷ 100. It is a property of the animation, not the weapon, and it is the single largest reason two weapons with the same true raw hit for different amounts. Multi-hit moves carry a motion value per hit.

Hitzone value (HZV)

The percentage of damage a specific monster part takes, applied as hitzone ÷ 100, with separate columns for raw and each element. Rathalos' head is a 65 against slashing damage and his torso a 25. Values of 45 and above are what the community treats as weak points.

Wound

A damaged part that has switched to a different hitzone row rather than gained a multiplier. Rathalos' head goes 65 → 70 while his torso goes 25 → 60, and the elemental column moves too. Weakness Exploit's extra wound bonus applies on top, but only when the part's original hitzone already qualified.

Affinity

Your critical rate, summed from the weapon, Critical Eye and Weakness Exploit and clamped to ±100%. Above zero it buys critical hits; below zero it buys the opposite, a ×0.75 multiplier on the raw half with element left alone.

Effective raw (EFR)

Your attack after averaging in the critical multiplier at your affinity — the figure that lets you compare two attack-and-affinity combinations without picking a move or a part. On the default build, 243.8 attack at 50% affinity with Critical Boost 3 gives an effective raw of 285.25.

Sharpness modifier

A multiplier keyed to the color of your gauge, applied separately to raw and element: 0.50/0.25 red, 0.75/0.50 orange, 1.00/0.75 yellow, 1.05/1.00 green, 1.20/1.0625 blue, 1.32/1.15 white. Wilds has no purple, and ranged weapons use 1.00 on both halves.

Average damage

The critical hit weighted by your affinity plus the normal hit weighted by the rest — 667.2 × 0.5 + 504.5 × 0.5 = 585.85 on the default build. It is the honest figure to compare builds on, because neither the normal hit nor the critical hit alone describes what a hunt looks like.


Sources & References

  1. dzxrly/MHWS-in-json (MIT) — an automated export of Monster Hunter Wilds' own parameter files, re-released within hours of each title update. Every hitzone on this page comes from it, including the wounded and the broken-part rows, and 807 of 807 were checked against it.
  2. Kiranico's Monster Hunter Wilds monster pages, English and Japanese. They decide which hitzone rows exist and what each part is called in both languages; all 34 monsters match across the two, row for row. Used to cross-check the numbers, never scraped into the data. Its own header still reads Game Ver. 1.040.
  3. Kuroyonhon's Monster Hunter Wilds damage simulator, in Japanese — the reference the Japanese community has kept since 2012, now covering nine Monster Hunter titles. Driving it settled three questions this calculator could not answer from published tables: that Hammer has no class-wide element bonus (four motions checked, all matching the values shipped here), that Critical Element Lv3 is 1.21 rather than 1.20 for the heavy weapons, and that Weakness Exploit is judged on a part's base hitzone so that a wound on a tough part grants nothing. Its recorded in-game figures are also what confirmed the rounding.
  4. wilds.mhdb.io's weapon endpoint, 1,188 records, each carrying both damage.raw and damage.display. The weapon coefficient table on this page is DERIVED from it rather than quoted: grouping those records by class gives exactly one ratio per class with zero variance (Great Sword 4.8, Hammer 5.2, Bow 1.2 and so on), and element values carry the same split at ten times, which is where the division by 10 in the element term comes from.
  5. wilds.mhdb.io's skill data, read in English and Japanese. Every skill value this calculator uses is the game's own description text — which is also what settles that Attack Boost multiplies before it adds, and that Weakness Exploit's wound bonus stacks on top of the weak-point one. Critical Element is the exception: its text is qualitative in both languages, so those multipliers are community-derived and the page says so.
  6. Macaron's Game Memo — the Monster Hunter Wilds damage formula, in Japanese. The most complete published statement of the pipeline this calculator implements, including the point most guides leave out: raw and element are each rounded to one decimal BEFORE they are added, which is why the two halves shown here never quite sum to the figure you would get by rounding once. Its sharpness and Critical Boost tables match the game's own text exactly.
  7. Macaron's Game Memo — the per-weapon motion-value tables, in Japanese. The source of every motion value, element modifier and Japanese move name in the picker, and the current one: a balance patch moved the Great Sword's charged family (True Charged Slash Lv3 from 195 to 209) and reworked the Bow almost entirely, and 45 of the 209 motions shipped here differ from the older English reference for that reason.
  8. chanleyou/mhwilds-calculator (MIT) — a maintained open-source Wilds damage calculator with its own test suite. This page takes its ENGLISH move names and its per-motion behavior flags (which attacks ignore sharpness, which ignore the hitzone, which cannot land a critical) from it, and reproduces its four published test expectations exactly. ⚠️ It is not the source of any number here: its last release predates a balance patch, and its Hammer element modifiers are a class-wide 1.5 times too large — a hard-coded constant in that repository which driving the Japanese incumbent's simulator ruled out.
  9. Capcom's own Monster Hunter Wilds update notes. What fixes the version this calculator models: the last title update that moved a power value is Ver. 1.040 — neither 1.041 nor 1.042 changes a monster, a weapon, a motion value, a skill or a hitzone. The data here is refreshed when balance moves, not on every patch.

Content verified by the Smart Calculators Team