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jeck95

MHXX GL MVs

Jul 21st, 2018 (edited)
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  1. MHXX Gunlance Motion Values:
  2.  
  3. Heat Gauge: (for regular attacks)
  4. - yellow = 1.00x
  5. - orange = 1.15x
  6. - red = 1.20x
  7.  
  8. Guild:
  9. Draw attack/Running Up Swing (Forward X) = 28
  10. - Post-Shell Up Swing = 27 Unofficially
  11. Forward thrust (X1 and X2) = 21
  12. Up Swing (X+A) = 25
  13. Guard Thrust (R+X or X after X+A) = 16
  14. Slam (X3) = 36
  15. Jump Thrust (X in the air when sheathed) = 22
  16. Jump Slam (Forward X off a ledge) = 36
  17. Jump Slam reload (Forward X off a ledge when shells are not full) = 39 (40 unofficially) + reloads 1 shell
  18.  
  19. Striker:
  20. Forward Thrust 3 (X3) = 24
  21.  
  22. Aerial:
  23. Aerial Slam (X after a vault) = 36
  24. Aerial Reload Slam (X after a valut when shells are not full) = 39 + reloads 1 shell
  25.  
  26. Adept: (based on unofficial testing)
  27. Reload Up Swing (after Adept guard) = 36 (Reloads all shells)
  28. Reload Up Swing with full clip = 40
  29. Strong Slam (X after Adept guard) = 50
  30.  
  31. Brave:
  32. Quick reload
  33. - 1 shell outside brave mode
  34. - In Brave Mode
  35. - Wide reloads 2
  36. - Long reloads 3
  37. - Normal reloads 4
  38. Brave Reload Up Swing (Y > X) = 36 (reloads same amount as quick reload)
  39. Brave Reload Up Swing with full clip = 40
  40. Slam = 36
  41.  
  42. Shelling is back to 4U strength
  43. Shelling Power Fire
  44. Normal Lv1 10 4
  45. Normal Lv2 14 5
  46. Normal Lv3 18 6
  47. Normal Lv4 21 7
  48. Normal Lv5 24 8
  49.  
  50. Long Lv1 15 9
  51. Long Lv2 21 11
  52. Long Lv3 28 14
  53. Long Lv4 32 16
  54. Long Lv5 36 18
  55.  
  56. Wide Lv1 20 6
  57. Wide Lv2 30 8
  58. Wide Lv3 40 10
  59. Wide Lv4 44 11
  60. Wide Lv5 48 12
  61.  
  62. Wyvernfire Lv1 25 10
  63. Wyvernfire Lv2 30 11
  64. Wyvernfire Lv3 35 12
  65. Wyvernfire Lv4 40 13
  66. Wyvernfire Lv5 45 14
  67.  
  68. Wyvernfire has 4 hits (stats are per hit)
  69.  
  70. Shelling Factors:
  71. Sharpness cost
  72. - Normal = 2
  73. - Long = 2
  74. - Wide = 3 (1 with Razor Sharp)
  75. Charged shot boost
  76. - Normal = 1.20
  77. - Long = 1.20
  78. - Wide = 1.45
  79. Full Burst modifier
  80. - Normal = 1.15
  81. - Long = 1.00
  82. - Wide = 0.90
  83. Clip Size
  84. - Normal = 5
  85. - Long = 3
  86. - Wide = 2
  87.  
  88. Brave Shelling (Info double checked by Aradi):
  89. - Rapid Shelling Modifiers = 1/1.2/1.5/2/2.6 {1 for 1st shell to 2.6 for 5th and 6th (6th if you using normal with load up)}
  90. - Brave Full Burst Modifier (Stacks with Full Burst Modifier) = 0.8/0.9/1/1.4/1.5/1.6 {0.8 for 1 shell to 1.6 for 6 shells}
  91.  
  92. Hunter Arts:
  93. Dragon Blast I (830 [1196 SP]) = {48 x (1+(Raw x 0.007))} + 3 x {10 x (1+(Raw x 0.002))} true damage
  94. Dragon Blast II (1000 [1400 SP]) = {49 x (1+(Raw x 0.007))} + 6 x {10 x (1+(Raw x 0.002))} true damage
  95. Dragon Blast III (1250 [1700 SP]) = {49 x (1+(Raw x 0.007))} + 9 x {10 x (1+(Raw x 0.002))} true damage
  96. Blast Dash: Higher lv = more distance possible
  97. Blast Dash I (250 [500 SP]) = 24 + 50
  98. Blast Dash II (290 [548 SP]) = 24 + 50
  99. Blast Dash III (330 [596 SP]) = 24 + 50, does mounting damage
  100. Dragon Breath: relocks heat gauge at red, shell neutral damage +10, shell fire damage +10
  101. Dragon Breath I (1080 [1496 SP]) = lasts 60 seconds
  102. Dragon Breath II (1170 [1604 SP]) = lasts 120 seconds
  103. Dragon Breath III (1250 [1700 SP]) = lasts 180 seconds
  104. AA Flares: Guard Point Full Reload > Upwards Full Burst > Upwards Wyvern's Fire (if available) > Guard Point Full Reload
  105. - Never overheats heat gauge
  106. - 3x part break for airborne monsters
  107. - I (400 [680 SP]): 80 second Wyvernfire Cooldown
  108. - II (460 [752 SP]): 60 second Wyvernfire Cooldown, 1.05x damage
  109. - III (520 [824 SP]): 30 second Wyvernfire Cooldown, 1.1x damage
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