Sticky ammo damage cap. It is especially good if you are mainly going for stun.

Sticky ammo damage cap. Artillery 3/5 and ammo up 3 are the most important.

Sticky ammo damage cap Further more, some HBG-specific tips (my preference in general): don't forget your special ammo If you're regularly running with a HH, the meta build is way overkill. The cap is at least +150 or +60% above That being said, what're the status ammo options on Shara? I know the Zorah HBG's been hailed since forever as the go-to for status locking monsters GT: Sho Minamimotto/PSN: Azure_Reaper8/Switch: 3102-7895-8025/FGO: 349-336-611/GI: 600172869 the Sticky 3 should be 110 or so and a lot higher when Agitator is active. Raising the cap from 160 to 163. Sort by: Best In terms of damage, sticky ammo does equal damage on all body parts. Heavy Bowgun (ヘビィボウガン hebi bougan, "heavy bowgun",重弩) is a weapon category in Monster Hunter World (MHW). Find a way to slot in the necessary release decos (they can come in dual skill +4). Does partbreaker affect sticky ammo damage? Thinking of using this for Safi and unsure if I should slot it These increase your ammo damage. I tried it and it's doing around 100 damage per sticky 3 ammo. You're already at the sticky cap, so AuXL will only boost damage from your mines and other ammo types. Razor sharp/spare shot is pretty essential. Its affinity that is irrelevant to sticky ammo because it doesnt crit: you want as high raw attack as you can get. I use sticky lbg when I don't feel like dealing with monster's bulls***, mainly Kushala, Kirin, Luna and Rajang. This is a good skill for explosive builds as it boosts sticky damage and wyvern Endgame Sticky Ammo Climber. You can hit the damage cap easily and end up with a bunch of extra skill slots and can augment for whatever you want. TBH i only use fortify if I am in the guiding lands Does critical/affinity affect sticky ammo damage? This means that Fixed damage attacks are not mitigated by the monster's Hitzone values or affected by the player's Attack value. this skill is a trap. Available Builds; Maximum KO. I understand that the sticky cap is around 1. Hope this time everyone gets it. Damage For Safi aquashot, if you have 4 attack awaken and level 1 attack augment, your cap would be 146 per sticky 3 iirc. :) Now it's Garuga on the spotlight and we will test Sticky 3 should do the same damage per shot as RF Sticky 2, but Sticky 2 is capped out at +3 recoil even with mods, while Sticky 3 can hit recoil +2 which results in a much higher dps. It’s a hit zone independent damage type will a special property of doing KO damage to the head Edit: tripping is when u attack a monsters legs and cause it to fall over, try taking a switch axe to fight a rathian and specifically attack its legs. Reply reply Defense_boost4life • 5%, useless sorry:) If you reach this hard cap calculating your gear skills and food skills you can then focus on other things. Sticky damage shouldn Standard ammunition is limited to a certain cap but can be crafted in the field as long as you have the required materials. Edit: forgot to answer your question Sticky is good in this game. go make nargacuga armor, atleast 3 pieces, fill the other two with whatever you want. Exhaust damage from phials or ammo deals exhaust damage when hitting the body and stun damage when hitting the head and behaves sort of like blunt damage The Sticky-2s now produce 3 ammo, versus Sticky-3, this is to make a lot of other Sticky-2 BGs a bit more viable in the explosive department. What can the calculator be used for? Using 3 Maybe in solo but that's also kind of the point of the ammo type. O Slugger Build. Most ammo types have a 3 level skill that boosts them by 20%. This I've been using sticky ammo on light bowgun but wasn't sure if partbreaker is worth using for extra damage. More info explained in this Sticky Album. I was a huge fan of the cheesy sticky ammo builds in world, is there a meta build for sticky ammo BGs in Rise? Is the material issue the only nerf or are sticky ammo just doing less damage numbers wise? Are they still weak even if you add artillery and special ammo boost? Reply reply Hey, everyone. Sticky ammo applies stun buildup that is only modified by Slugger and by charge level - not by the damage of the explosion. Sticky Ammo: A unique ammo type that sticks to monsters before exploding. Only use it if you have nothing else to fit in your build. MR100+ KO Hammer Bloodlust Build. I want to increase the damage of my Sticky 2, so I’m not losing too much damage when going for the KO, but I won’t be losing sleep if I don’t reach the sticky cap. I did not like the TSS is always better for Sticky. Item buffs: Bombardier Atk L, Normal drug and Might seed. Slugger is also added in the capped damage on the rajang lbg is around 150 per shot. If you can't live without the Long Barrel mod you Set "craft all" for sticky 1 and your primary ammo. 5(HBG) to get your bowguns raw The Sticky Cap of any given Bowgun is two times its True Raw. But what about Parkbreaker? If I have 1 level in Partbreaker I'm supposed to be dealing 10% bonus damage to parts. so IF you land all shots, you do around 18k damage. It increases Wyvernsnipe, Wyvernheart, and Wyvernblast damage, but it has no effect on Sticky Ammo. Once a monsternis stunned, you cannot deal stun damage until it finishes it's animation after standing up. RF Sticky 2 has always been bad. It says it has a 1 ammo cap for sticky 2 and 3, does it rapidfire or something? Or is this a case of people minmaxing to get an extra piddly few % of DPS? Thanks in advance guys Rapid fire sticky 2 does the same exact damage and KO per shot as sticky 3, but requires more time to fire, and is prone to missing one of its shots. Mid-Close range single shot A5 Magda gemitus Vulcan: 324 hits 24,307 damage, A5 Diregun”Dimentia” evade reload 3: 624 hits 23,376 damage, A3 Magda gemitus Vulcan: 340 hits 22,791 damage, A5 Diregun “Dimentia”: 568 hits 21,521 damage. Raw Attack and Critical Damage. With the build you posted you Like for my Aquashot Sticky 3 build, I use Attack 5, Artillery 5 and Peak 3 to hit sticky cap of 145/sticky 3. Also, take dragon ammo and craft 3 for great elemental damage (only use during this phase) More DPShow about swapping your charm for and Attack boost or Agitator charm. Sticky Ammo Mechanics. The following gameplay mechanics apply to this type of ammo: Sticky Ammo has an initial, very small damage hit which is followed up by an explosion 3 to 5 seconds later depending on ammo level. Fatalis gear gives you X = base raw (X * 2. As soon as I have 1 sticky left (out of 9), I hit craft all on sticky 3 and Sticky 1. The damage difference per shot is pretty small between the top sticky guns and you use more than just sticky ammo. I like the normal reload versus having 4 recoil mods for recoil 1 and slow reload. I have the following skills. The spare shot charm is superfluous because you already have TSS from the nargacuga set. Any weapon can use a farcaster. Open comment sort options. This is a list of the best Light Bowgun for the highest potential elemental damage in Monster Hunter World (MHW) Iceborne. Fatalis cannot be stunned and the raw HZV is good, meaning raw weapon does more damage than sticky so sticky loses both of its advantage here. He should be dead before he gets a nova off 3x for the 3rd cart. Artillery Effect. then run sticky gun and tell me if you run out. Has anyone built a competent set with this goal in mind? Sticky Ammo and Cluster Bombs are a type of ammo that does not rely on the critical distance to deal the most damage. The point of Sticky is to hit the head as much as possible, as fast as possible. Because it's got para 2, sleep 2, poison 2, with good capacity and recoil Since you can cap sticky damage so easily you can have a lot of different sets, you can use earplugs, ko, fortify, peak performance, agitator, and goes on, just pick what you like. Also sticky probably won't get nerfed due to having such a low ammo count, gotta be pretty accurate and have a good backup ammo to finish hunts without restocking. That and Sticky 3 deals the same KO, RF Sticky only shoots twice compared to other RF ammos, and the main kicker is the really bad recoil that you cannot lower. com/user/DJMJ4The japanese video:https://youtu. Mandatory skill! Spare Shot is mandatory on sticky builds for ammo economy and maintain DPS. 2x you can hit up to like 174. You're not making up the damage(an extra 1300 damage over the extra minute you're firing isn't going to kill the monster, you'll have a 30 second ammo run either way which cuts it down to about 600 extra damage). It is especially good if you are mainly going for stun. Levels four and five are unlocked via the Slugger Secret Skill. Sticky only scale with artillery and do not crit at all. Slugger Effect. Sticky ammo can only be increased to 2x of your tRaw. com/subscription_center?add_user=Jumpinproductions If you want to make a donation to help me, here is a link to my paypal: Neither are great sticky options. With consumable attack buffs it's doing 107. On Velkana, there’s seems to be another ice armor multiplier and allows you to hit 175dmg. The skills I have are evade window 3, defense boost 4, peak performance 3, artillery 3, attack boost 2, health 2, slugger 3 and some Dango Bombardier: Increases damage of Sticky Ammo and gunlance shells. What i ended up with, was a HBG sticky KO build. For the damage cap on sticky ammo, it's roughly twice the base damage. I made this version clearer and more STEP by STEP on how I got results. These ammo types explode after impact. Sticky Ammo 3 is crafted in sets of 2, as long as you have an odd amount of ammo remaining you won't lose any with crafting it all at once. Sticky ammo is now a huge problem with the F. Use this spreadsheet to calculated the sticky damage cap before enrage multipliers. Sticky Ammo 3 shares some properties with all levels of Sticky ammo, namely: Damage of each projectile is negligible due to an extremely low combo move multiplier. Any damage increase past that will be useless. ) We have good choices of guns for Sticky firing, it is Sticky Ammo and Cluster Bombs are known for their high KO damage. 725 it becomes very easy to reach the cap on sticky builds. Artillery Effect using attack charm IV i got attack boost Lv7, here's the damage numbers : sticky 3 = 113 damage sticky 2 rapid = 80 + 40 = 120 damage using spare shot charm i only get attack boost Lv4, but we got the wonderfull spareshot ability : stick 3 = 110 sticky 2 rapid = 79 + 39 = 118 damage Special Ammo Boost: Increase power of bowgun special ammo and Dragon Piercer by 10% Does this affect things like sticky ammo / cluster bombs for LBG? What Damage Type Does Ammo Deal? Depends On the Used Ammo. Any extra damage is there to boost clusters and wyvern. You can use them when a monster is downed/paralyzed to do damage In terms of gear sets Narga for 3 pieces is popular for the ammo conservation. The sticky damage is capped pretty early on with just agi 7 and art 5. MGV is a better status gun but a few extra points in attack (which often doesn't matter with the damage cap) does not make up for lower recoil AND reload on Sticky 3 when they both get 4 shots. New. Damage-wise, the Sticky-2 in the right hand would out-DPS the Sticky-3, but the Sticky-3 will still produce the most KO. Yolo's channel:https://www. Artillery strengthens explosive attacks like shells, Wyvern's Fire, charge blade phial attacks, and Sticky Ammo. Valheim; Genshin Sticky ammo has a damage cap because ammo is really good, so Capcom has to put in things to make it less overpowered. Blackwing Bowgun II Information. Artillery 5 is your best bet for increasing Sticky Ammo damage, but do note there's a cap on Sticky damage based on the damage of your gun. In a not-so-great group, I'd love to have a Sticky user to get headbreaks to people don't get one shot in phase 3. So with 3 you can do a lot more damage before you have to refill at camp. Gaming. The damage doesn't change but there's a hidden value. So Sticky Ammo damage caps out at 2x your weapon's base raw. Artillery. Originally posted by Alatreon: The sticky cap is twice the base true Adding PP1 only adds 1 damage, and adding PP2 only adds 2 damage, and is also the cap. Loosing the Slugger skills didn't seem to make any difference - the monsters are still knocked down repeatedly. Edit: meant just for LBG. Also, stund damage only applies to Important skills for Sticky LBG are just free element/ammo up level 3, artillery 3 or 5, true spare shot, and as much attack boost as you can fit. If your looking for a endgame Max DPS sticky ammo build and what deco’s and skills go into effect for the damage on sticky ammo, feel free to check out this build. Gear is full fatalis. That means without going back to camp to refill ammo you can have 39 Sticky Ammo 1 and with that you can craft up to 78 additional Sticky Ammo 3 Sticky ammo is the best for practically everything except tails and slicing is only good for tails. Yes, you could CC K. For Alatreon, you’ll pretty much be eating the EJs since Sticky doesn’t do any elemental damageHowever, that gives you the chance to get more mats for mid-fight crafting. Art5 can be a trap for other weapons, but not bowguns. The only use for Artillery 5 in a Sticky build is to hit the damage cap. The skill which works best with exhaust ammo is Stamina Thief(try the savage jho set). 255 total mv, that's what I meant by it being slightly more powerful than sticky 3, though that can be lost in rounding. Critical Distance for Bows. The max raw damage calculated into the Sticky ammo's damage is supposed to be twice the base raw of the weapon itself. Skip to main content. The KOs are more useful to your teammates while Safi takes more damage. Slugger increases Stun Power by 40% at level three and is definitely worth adding to Sticky/Cluster builds. this will raise the cap (slightly) in your sticky damage, and j think you will notice the damage a bit more then your missing defense :) #6 Evasion Mantle is probably better unless you're hitting the sticky cap. But there is a damage cap to stickies, not to mention that Don't get Rajang Destroyer, get Magda Gemitus Vulcan. 01*** สูตรคำนวน : Base Weapon ATK * 1. Each level works as follows: Level 1: Stun power +20%; Level 2: Stun power +30%; Level 3: Stun power +40%; Level 4: Stun power +50% (requires Slugger Secret) ; Level 5: Stun power +60% The Zorah 3-piece set effect raises the bar of the Artillery skill to maximize the damage of Sticky Ammo. At that point, I think I'd be close to the sticky damage cap, after buffs. If you get damaged - it's fine since you are not relying on pe While it's sticky dps is lower than Demonlord Beastbuster, it's far superior in cluster, wyvern, and in term of conserving sticky ammo due to super high damage per shot. Do I hit some kind of stun buildup cap with the latter, or is it just not used because it's less damage overall? Share Add a Comment. 04) * 0. Out of curiosity, I grinder for aqua shot for sticky ammo fun but how do I use it for sticky, and should I focus on sticky 2 or 3 Reply reply Keep on mind that LBG elemental ammo only crit on the raw part of the damage so crit eye is cool but not mandatory. So with artillery 5 + Felyne Bombardier (food skill) + demondrugs + a few attack decos you should reach the cap. Sticky ammo for KO's? Share Sort by: Best. Also sticky, unlike other ammo types, really can’t hold very much ammo at one time. Usually, with buffs applied, something like a few levels of agitator, peak performance and attack boost 6-7 caps the damage out. Zorah/narga is better than rag brachy because with Zorah set, you can reach sticky ammo damage cap with just 3 peak and 1 attack boost (considering you eat Felyn Bombardier food with Attack up L, and eat might seed+ might dust + demondrug). Since the ammo capacity for Sticky is still small despite ammo up, its best to get 2 Evading Reload mod so you can reload fast while dodging monster attacks. I'm pretty much doing double the damage I was doing with my base game loadout, and am in love with this set right now. Sticky Ammo is an Ammo type in Monster Hunter World (MHW); it comes in three levels. The raw cap is 2x of the weapon's base raw (including augments). Apparently the Rajang HBG is the best sticky build for damage but has fewer For stun, there are weapons that does "stund damage" which decreases the "stun gauge" of a monster. After that just skills to boost raw damage until you hit the sticky cap. AT FIRST I thought the new bracky HBG was better for sticky 3 due to the lightbring higher damage numbers, slots, and elementless. Only Bowguns can make use of Sticky Ammo. Slugger is increased in level based on the amount of Equipment with this skill the hunter is using. It only scales with attack and boosts like artillery and feline bombardier. 243=136 (rounded). Though I did just look up videos to see if anything has changed, not sure if its better but someone made the aquashot with 4 piece Raging Brachy and 1 piece Gold Rathian with Gold Rath Essence(though you could use any 2 piece Blunt Damage also deals Exhaust Damage, which is why hitting a monster in the head with a weapon that does Blunt Damage can Stun them. 085 which is 0. This means you can drop Agi and PP entirely basically if you're making a sticky build. 275x extra raw left to hit the cap, extra raw which includes buffs, armor skills and charms/talons. Hell flare? Just use a farcaster lmao. [Element] Attack skills, Element/Status Augments, and also their Elem Damage Cap, if you know all of this of course! Reply reply The ele MV cap is roughly 1. Any skill that boosts your raw damage will effect sticky ammo, as artillary, spareshot/truespareshot, eat for felyne bombradier and then any skills that increase raw damage, just be mindfull of the sticky damage cap here is how you find the sticky cap for any bowgun, first you select the bowgun in the change equipment screen and divide the displayed attack by 1. Talks about essential skills, dps comparison, and skills. For a list of Light Bowguns that shoot Sticky Ammo, please see the Sticky Ammo page. Sticky ammo is more along the lines of gunlance shelling or impact phial charge blade. I kill them all in under 10 minutes, a little more if they're tempered because I The sticky cap is twice the base true raw of the weapon. For preparation with any sticky There is no sticky ammo cap. Artillery is the MOST important skill in a Sticky Ammo Hunter's build. Reply reply [deleted] • might seeds I hope, might pills last 20 seconds. Guard Up, Free Ammo Up and Spare Shot were my top priority skills, then I filled in the decorations with some skills to provide a little additional damage (Attack Boost, Piercing Shots, and Fortify), then the rest is survivability. Reply reply More replies     TOPICS. A properly awakened Aquashot is the best Sticky LBG in Iceborne. Ammo Critical Distance Your Sticky damage is now capped, fill out the remaining slots as desired for QoL. (Wyvern Ammo wakeup). 3). If your base true raw is 300, it means you'll cap at 600 true raw. ' being capped in damage is a bad thing. Reply reply More replies. The safi Aquashot is better than either. Artillery is a Skill in Monster Hunter Rise (MHR or MHRise). Agitator 7 Artillery 5 Ammo Up 3 Slugger 3 Peak Performance 3 Special Ammo Boost 2 Partbreaker 2 Spare Shot Some other comfy skills The sticky cap is based from the true raw base value which is multiplied by 2. The initial stick before the explosion is so weak that it is negligible for damage (only does about 1 or 2 damage, before the Many people also rely on the feyline bombardier food buff in order to hit the sticky damage cap. When fired from a Bowgun, Sticky Ammo releases releases a single projectile which Also keep in mind that sticky damage in particular has a cap (2 times the base damage post-augmentation I believe) which you can reach easily with a SS setup. Sticky Ammo 1 shares some properties with all levels of Sticky ammo, namely: Damage of each projectile is negligible due to an extremely low combo move multiplier. You can safely drop some challenger/attack decos for health boost and other quality of life skills. The resulting damage of a sticky 3 is 136 on the pole, and the formula confirms this: total raw * motion value of the ammo---> 560*. My Set For Furious Rajang HBG: Raging Brachy B Here’s my sticky ammo guide. Skills are granted to Hunters by their equipped Weapons, Armor, Talismans and Decorations and play an integral role in a Hunter's progression. Sadly, Dango Bombardier does not work properly to increase sticky ammo damage (hopefully they patch it. Now I haven't kept an exact count, but is this a proper technique to manage the sticky 3 ammo to last an average hunt? I don't completely hit the damage cap, say around 145 max once Agitator kicks in, else I'm in the 105-109 range per sticky. Sticky/clust: A5 yes, sticky damaged is capped (iirc it's twice your true raw) and attack augment adds to the base attack I think angbata made a video before about the the sticky cap and he made a little calculator for it. Sticky 1 will not be an issue, but if you ever run out of ammo completely or craft ammo when you have an even amount in your backpack, you are going to "burn" 1 possible bullet. Artillery 5 is mandatory if you want max damage. Sure. you will eventually hit a damage cap indicated by a red number in the stats screen. **Also a tip for those who might not be familiar with bowgun ammo. Thinking about working on a sticky build for LBG and would like to increase damage per explosion. Bowgun sticky ammo is special in that it deals stun damage when hitting the head but no exhaust damage when hitting the body. But if you're looking to do damage, you can actually do a lot more damage by just shooting a few Cluster during KO. Pierce and flinch free are just extra skills on the Narga Zorah build. The Safi'jiiva, Kjarr, Alatreon and Fatalis weapons dominate each category with its potential in their respective element brackets. It's not your fault though, if youtubers didn't just keep Here's the strategy, you pump all your sticky/wyvern/clusters into him, intentionally cart to the nova, use the cart to restock, go back in and repeat. But even for Sticky ammo we have a low ammo cap. This is for all 3 range weapons as they tend to On bowguns like Rajang where you can use high level sticky ammo, make sure you're bringing gunpowder to craft the high level ones as well all your regular attack boost will help your damage output (to whatever the cap is in this game). 3: Increases the damage of gunlance's ammo/Wyvern's Fire attacks, charge blade's phial attacks, and sticky Layout of the calculator is inspired by iixxion's video about defense in MH and IanManta's Sticky Ammo Cap spreadsheet. Slugger is a Skill in Monster Hunter World (MHW). Then resume the Sticky attacks. There are several ammo types in the game, there are slicing ammo that deals Sever damage to monsters and can be used to aid blade users in cutting off a monster's tail while the Sticky Ammo deals blunt damage. Rajang HBG too - Recoil 1 sticky 3 with 4 rounds. BUT with the sticky cap the FURIOUS rajang HBG does about the same damage only the recoil and reload are one level better. I’d eaten for Attack (L) bombardier, with a set that has these skills Wondering how agitator effects sticky ammo, and if it is worth running 5 agitator and 5 artillery especially since there is a damage cap on sticky ammo. Artillery 3/5 and ammo up 3 are the most important. . Reply reply ZircZr40 Knock monsters out easily with this endgame LBG sticky build. If using lvl 2 ammo you need 2, level 3 you need 3 Key point with sticky is that it's damage cap is 2* raw, So you want to stack as much raw as possible (peak Artillery 5 also allows you to run stuff like focus and special ammo boost for more wyvernblast damage. And yes, the damage CAN be capped, so it's not worth stacking all of the attack skills in the world. The extra damage while enraged adds up and can help a lot with ammo I have 1 Health Regen augment on the weapon, and am planning on adding an Attack Up augment to get the sticky ammo damage back up a little. Artillery is increased in level based on the amount of Equipment with this skill the hunter is using. So like if you toss slicing on the face, only 1% of the damage shown is towards that parts health, instead of the monsters overall health pool. There are some good guides that explain it. Heavy Bowgun With xeno set bonus and elemental ammo up you can get so many statuses out of it. Artillery increases the Subscribe: http://www. And much less downtime, since the mag size is so much bigger. Set your wheel to - Cap damage from LBG - 160-170 when facing Gold Rathion - Cap for HBG - 192 when facing Gold Rathion Last edited by ็Oni; Feb 12, 2020 @ 4:14pm #3. Affinity skills are useless as sticky ammo cant crit it operates like CB impact phials - same damage regardless of where you hit. It works better with True Spare Shot than Artillery 5. Magda Gemitus Vulkan is the 2nd highest damage sticky HBG after Rajang. So the only real way to increase your damage further is to reload less with spareshot. Sticky ammo damage is maximized through Agitator and Artillery, while Ammo Up and Spare Shot provide much-needed improvements to ammo economy. 21 the raw damage Wrong. The only thing that affect sticky/ explosive based ammunition damage is attack power and artillery skill, and artillery give waaaay larger damage bonus than attack power to them (40 attack power give you like 7 damage bonus pff). Agitator 5/7 which add 20 TR and 28 TR respectively. And there exists monsters that take less damage like Nami. narga 3 piece then try and fit as many skills in to hit sticky cap, or The second shot of sticky 2 rapid fire does half the damage of the first one, so sticky 2 Rapid Fire is basically 0. Related Topics Monster Hunter: World Action role-playing game Role-playing video game Action game Gaming Artillery is required to scale sticky damage - the 3 levels of artillery scale by 10, 20, and 30% respectively. Like all Weapons, it features a unique moveset and an upgrade path that branches out depending on the materials used. HR barroth optional arena quest. 24 = Sticky Damage done at the cap. I can reach 190-200 sticky damage if the monsters are enraged, and No damage cap exists except for Sticky Ammo, which depends on the gun you're using (I think the highest possible damage is 150-170 per shot with maxed out damage skills and Aquashot? Not 100% sure) I done goofed, too tired The sticky damage cap literally is the raw damage cap. but True Razor Sharp/ Spareshot from Nargacuga and Zorah Magdaros’s Artillery Secret can increase the power of Sticky Ammo for Artillery is a Skill in Monster Hunter World (MHW). Weapon from the Yian Safi's Aquashot is a Master Rank Light Bowgun Weapon in Monster Hunter World (MHW) Iceborne. In this case, Demonlord Beastbuster's Sticky Cap is at 600, meaning we need to fill another 300 worth of True Raw to hit the cap. In the above picture, I have Recoil Supressor as one of the Awakenings 'cuz I like to abuse Sticky shots with Long Barrel to fire from half the planet away, but you're free to roll another Attack V there. Bombardier Effect. 38 (371 ÷ 1. 2: Increases the damage of gunlance's ammo/Wyvern's Fire attacks, charge blade's phial attacks, and sticky ammo by 15%. This is only worth using if you’re using a sticky ammo build. I read that Rajang sticky lbg is very good. Furious HBG should hit 140-141 on with seed and powder buffs in the standard meta build. still perplexed as to why people strive to 'hit cap. Each level works as follows: Level 1: Explosive power +10%; Level 2: Explosive power +20%; Level 3: Explosive power +30%; Level 4: Explosive power +40% (requires Bombardier When fired from a Bowgun, Sticky Ammo 1 releases a single projectile which sticks to a target, exploding after a short delay. Please see This helps you save ammo while also allowing you to fire more than just two shots of Sticky 3 ammo per clip. 3(LBG) or 1. So overall they're pretty much equally good. I don't think you will run out of ammo when playing with a group so why not :p Artillery increases the damage of certain explosive attacks, like sticky ammo, Gun Lance shelling and impact phials of Charge Blades by up to 50% (Level 5, Secret), and specifically lowers the cooldown of Wyvern fire. This also means comfort and possible damage loss. Running Furious Rajang HBG. 24 = sticky damage done at cap So for example if your LBG shows 371 attack, that means its base raw is 285. Dragon ammo ele mv 2 raw mv + 18 ele mv It also causes exhaust anywhere but the head. PP is a pretty good skill for this. 159 = 452. Normal Ammo. The old rajang LBG is a better sticky LBG than the furious one. 57x of base MV. It is similar in shape to the Stickybomb Launcher, but with an orange-and-white painted drum magazine, a triangular sign depicting a silhouette of a sticky How much does the Power Barrel actually effect sticky ammo? costs you about 5 damage per sticky due to the drop in base true raw. For example if I have 100 raw, sticky caps at 200. Explosive damage never crits, including Sticky Ammo, Gunlance Shells, Barrel Bombs, Cluster Ammo, LBG mines, Blast status procs, etc. Brachydium arms, all fatalis otherwise. Some sources of Fixed damage, such as Gunlance shelling and Wyvern Fire, and Bowgun Sticky shot and Crag shot, also deal additional Fire damage. Chill Bombardier is a Skill in Monster Hunter World (MHW). MR6+ KO Hammer Build. Since Artillery 5 + Felyne Bombardier will multiply your raw by 1. The damage is terrible. Bombardier is increased in level based on the amount of Equipment with this skill the hunter is using. The jho and garuga lbg both excel at sticky rfs2(sticky 2 rapid fire), with the jho having a slightly higher base raw and the garuga having more room for augmenting and much lower deviation. Yes but keep in mind that sticky have a damage cap. if you do then your a bad shot. Felyne Bombardier with Art 5 counts for 1. Since crafting between reloads is a pain, my main ammo I’ll be using during the hunts is Pierce 2. Augments and awakenings count as base true raw, so that increases the cap. But that aside, Damage has no effect on stickies KO i even tested it out just now. set "craft all" for sticky 1 and your primary ammo, but only use when you have an odd number of bullets left (1, 3 Safi Aquashot/Demonlord Beastbuster with 1 Health Aug + 1 Damage Aug, 5 Attack Awakenings, Sticky 3 at Recoil +1 Artillery 5 Attack Boost 7 Peak Performance 3 The best Sticky build is going to be full fatalis gear with Safi Aqua shot the skills depend on what monster you fight and how comfortable you are against them. 274 = 78. Peak Performance 3 which adds 20 TR. And since I don't have room for a shield on Magda Gemitus [2x Recoil, 2x Reload, 1x Long Barrel], the Evasion helps. On Alatrean Dragon mode save ur elemental ammo by using another ammo type. Most important ones are in my opinion clip Wrong info. In this case, Demonlord Beastbuster's Sticky Cap is at 600, meaning we need to fill another 300 worth of So assuming your weapon has a true raw of 300, any boosts over 600 true raw will not benefit sticky ammo. Ranged attack mode doesnt affect the sticky damage. Zorah 3 piece bonus is more steady damage though since you can get artillery up to 5. If you don't know about sticky cap, search for it on this subreddit. Wtf are you talking about? nearly no punishment for making mistakes. MR6+ TU4 Frostcraft Velkhana Hammer Build. What decos increase sticky damage for LBG? Pretty simple question. Sticky damage has a cap, so if you eat for felyne bombardier (food skill) only a couple more attack boosting skills (such as Peak performance or simply attack boost) should reach this cap. GT: Sho Minamimotto/PSN: Azure_Reaper8/Switch: 3102-7895-8025/FGO: 349-336-611/GI: 600172869 For sticky 3, you can run all attack awakenings, slugger 5, and still get good evasion skills, ammo up, and reach the damage cap. This technically works for any other weapon as well, providing you do enough DPS before you cart to 3 novas. I think you cant reach the cap with just artillery 3. Artillery is really important to reach the cap. with true spareshot and crafting while fighting you get around 120ish shots. Also is there a way to increase the KO rate when slugger is allready at lvl 5 maxed out? Offensive skills like Peak Performance and Agitator are good but the first skills to go in the set are usually Artillery 5, Free Elem/Ammo Up since you can reach the sticky damage cap easier. youtube. Damage does not matter at all in relation to stun buildup. Rajang isn't as good, bu definitely not bad. Please see Weapon Mechanics for details on the basics of your hunter tools. You can go with a shield mod on your hbg and you will stun just as much. Add a Comment. 159 = Cap Sticky (กรณีมีสกิล Artillery 5 + Felyne Bombardier) Damage cap Sticky Ammo is a type of Item that can be used as ammunition when firing either the Heavy Bowgun or Light Bowgun. A lot of HBG use shield mods for defense, so guard and guard up might prove valuable. "I'm If you’re using the set with Narga essence and 4 attack, then the standard max damage for sticky 3 is 144-145. First off, Skills. The Sticky Damage Cap for a Bowgun is 2x its base True Raw. Aside from the KO potential, you'll also have status ammo to work with. With a mid level When fired from a Bowgun, Sticky Ammo 3 releases a single projectile which sticks to a target, exploding after a short delay. Extremely fun to play No. HR 40+ 2. Alternately, you can give Sticky HBG a whirl. And it can hit 172-173 on monsters with enraged defense multiplier (takes 20% more damage). Clusters are Sticky ammo also caps out on damage very easily, (we're talking, with felyne bombardier+food attack L+item buffs, peak 3+attack boost 2 easy here) so you really don't need to worry about damage armor skills beyond a few basic ones, which are the whole point of using brachy over zorah+narga, and you at most gain 5 damage per shot (up from 144+1 Feel free to check out my sticky ammo guide: Well, LBGs can't fire sticky 3. Ammo up on rajangs isn't needed because you should have 2 evade reload and it has base 2 sticky 3 ammo. I tested it, and it confirm it works. Lv2 Sticky Ammo, Lv2 Paralysis Ammo, Lv2 Exhaust Ammo, Dragon Ammo, Slicing Ammo, Armor The Sticky Jumper is a secondary weapon for the Demoman. EDIT One more thing, you want to ensure you are hitting sticky damage cap as much as possible. Note that many monsters have a damage Any crit modifiers do not affect sticky damage. [ammo type] up. 0 K. A TSS setup can still come close to cap damage and of course comes with TSS perks (which also benefit your other ammo!). I farm eyes with sticky LBG specifically because of that. So two weapons that are relatively popular and powerful are now running extremely strong, easy to play sticky builds that invalidate a lot of monsters. Peak performance + health augment, Coalesence + blight resistance 2, critical boost, all of these skills not only make your hunts comfier, but also cost less armor points and What is the highest damage Sticky ammo 2 can do? Its better to use 3 piece narga for the true spare shot and for the rest use any offensive skill to reach the damage cap If you want to know more there are a lot of YT videos explaining the math in detail with gameplay proof To craft sticky Ammo 3 you need to combine Sticky Ammo 1 with Gunpowder lvl 3 (of which you can carry 80 of) and to craft 1x Sticky Ammo 1 you will need 1x Blastnuts (of which you can carry 30 of). A TSS setup can still Motion value for stickies is 24+5 fire, so you're looking for damage at cap being in the neighborhood of 144 give or take the fire damage. Yes getting one shot is not a punishment. Sticky is also great on Fatalis specifically because it helps so much to get headbreaks, most weapons have a hard time aiming to the head, while Sticky just doesn't care. For example: lower damage hzv(on average compared to slice and blunt), sticky ammo DMG cap, and what can be considered as a kinda low max carry capacity of only 9 sticky 3 ammo. My question now is, What is rhe damage cap for sticky ammo lvl3? and how can i reach it (which skills are needed?). Attack from screen is 675 with Rajang destroyer. Q&A. There's a cap for all raw damage, sticky just happens to hit it easily. Old. Best. and has 3 levels. Title says it all! this build will make you hit 200 damage per sticky. You shouldn't be bringing a sticky build for the siege, as it does much less damage and you could cause accidental KOs before area 3. And when sticky capped it can hit 147. Each level works as follows: Level 1: Increases power of each attack by 10% and reduces Wyvern's Fire cooldown by 15%; Level 2: Increases power of each attack by 20% and reduces Wyvern's Fire Great for General hunts. This additional Fire damage will be impacted by damage calculations. You can't carry a huge amount of sticky even with ammo crafting so true spare shot is great. This is Water ammo should be your main ammo type for Safi. 5x 52DMG Stickies2 to the head stun him, and the same goes to the ones dealing 35 damage. And since sticky 3 does significantly more damage then sticky 2, yet you cannot carry or craft more sticky 2 then 3. Which is 300 in this case. That means you need 285 * 0. MR6+ Builds and Best Armor for Each Weapon. ludicrous damage output Sticky dps is trash. O the monster. Here’s the sticky cap calculator. What we do actually have is a RAW DAMAGE cap, which is 2x of the weapon's own raw (including augments). 725x, so you only have 1. And of course, the food skill for a 10% buff Sticky 2 has the same ammo cap Sticky 3 does. 09 points of raw increase to reach the cap. Magda is better if you want a general CC gun. If I'm at the As an example, my mines can deal upwards of 250 dmg per explosion; when the monster is downed, I place two mines then trigger them with the melee attack twice, so I can deal around 1k dmg without using sticky ammo. i dont know the exact numbers, but i think monsters have more health than 18k damage. 04) × 0. Low Rank Builds. We have Attack Boost 7 which adds 21 TR. The explosion deals Blunt Damage. You will not hit the damage cap with just TSS and buffs, but the extra ammo often makes up for it. be/AoH-V7ur1fgGuys, this is my first attempt in making like a math video so For Monster Hunter: World on the PlayStation 4, a GameFAQs message board topic titled "How to Boost Stick Ammo Damage?". My sticky ammo lvl3 hits up to 147 damage per sticky. building for TSS instead of art5 lets you output roughly the same DPS without worrying about Same ammo stats on Sticky 3 but Zorah has a better support ammos and slightly higher damage with custom augments. Or eat for safeguard. Finally exhaust ammo when shot to the head deals KO damage but it's pretty low so i would recommend sticky or spread for KO. d3rrlck The Furious Rajang HBG can still pretty much churn out a good DPS of 18k+ if you're rotating your ammo shot for sticky, wyvernfire, cluster, and snipe. While both are meta for Sticky 3 with HBGs, the Zorah gun has the benefit of having Poison 2. HR 40+ Builds and Best Armor for Each Weapon. On the pole, the Attack augment gave like 3 more damage. However, in general, ammo deals neither of the two damage types, MHW DPS Sticky Aquashot with Earplug ***Damage cap for Sticky Ammo 390 x 1. Pinea-full: 80%: Dango Glutton: Reduces stamina consumption for a certain period after eating. Please see Weapon Mechanics to fully understand the depth of your Hunter Arsenal. Base Raw (X*2. Considering how little Sticky ammo you get, I find that 10% increase to be worth it. 9 + 30 blastnuts are a bad joke this indicates you arent using spare shot / true spare shot skills. can cap dmg with fortify/att up xl hh/att up from coral orchestra -> higher dps in Blackwing Bowgun II is a Master Rank Light Bowgun Weapon in Monster Hunter World (MHW) Iceborne. The bowgun can be used to attack monsters Increases the damage of gunlance's ammo/Wyvern's Fire attacks, charge blade's phial attacks, and sticky ammo by 10%. Top. The Zorah loadout recorded a damage of 114 with two Rapid Fire shots on the training pole while the Nargacuga setup Don't quite understand this damage cap. The only reason to aim in reality is for KOs . Raging Brachy does have an extra lvl 3 slot and Wyvernheart though. All weapons have unique properties relating to their Attack Power, Elemental Damage and various different looks. Also keep in mind that sticky damage in particular has a cap (2 times the base damage post-augmentation I believe) which you can reach easily with a SS setup. You're confusing TSS with Art5, which will only require a manageable amount of extra raw to hit its cap. Then True spareshot if possible, and spareshot if not. 17+0. And special ammo is good but I've personally dropped it if I need to for health boost It represents a significant damage boost on unresistable damage. All easily farmable and I can include special ammo boost 2 too, instead The Sticky Cap of any given Bowgun is two times its True Raw. Artillery 5 + Felyne Bombardier + AB7 + PP3 for example is already over the cap on a TSS/Art5 Safi Aquashot build with just Demon Drug and maybe a single Might Seed (don't remember the exact numbers). I saw people doing around 130 damage and more. These are worth having if you want to centre your build around that type. nuke2099 4 years ago #30. All you really need in terms of damage is Artillery lvl 3 - straight up 30% boost to damage. You will have to look at your build to see what your damage is I’ve just noticed something while farming Laviasoth and have some questions about Stickies Damage modifiers, mainly the sticky damage cap. Suggested decorations The key is to add four points of 16 votes, 13 comments. Thus it’s important to craft mid fight. With a 1. Controversial. And yes, the damage CAN be capped, so it's not worth This is correct attack affects sticky up to a raw cap. Village Exhaust ammo or phials can also inflict stamina damage directly. nhldb wutzvzvj okafdxc rrlc rwamq vjeooz sxdumc onumt kbsjfcp andrkp