Monster Hunter: World
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Grizzly Bear

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Hfredlt

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About this mod

Preserves and increases the power of the Hunting Horn, while increasing its damage output to be more on par with other weapons.

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My name is Grizz. Although World is my first Monster Hunter game I have been playing Hunting Horn religiously since the base game. Move-wise and Buff-wise the weapon is in a great spot. It has plenty of nuance with chaining and performing songs, as well as correctly timing encores and keeping song uptime. 

Unfortunately at endgame Iceborne, Fatalis and Safi'Jiiva weapons are the only viable options in Vanilla. Fatalis has one of the only viable raw damages at all for post-game Hunting Horns, and Safi'jiiva weapons are the only other options when looking for horns with different songs due to their flexibility. Due to the low damage of every horn except Fatalis's, you will be out damaged by every other member of your team quite often, and definitely out damaged if the rest of your team is also running Fatalis gear. 

This mod aims to transform the non-viability of Hunting Horn's low damage in Vanilla World, into the heavy damage instrument of brutality truly fit to finally rival the hammer.


How did I decide how to buff the Horns?
Me and some friends hunted Tempered Master Rank Teostra for gems, while at the same time I was running SmartHunter to gather some stats. We were all running Post-Fatalis gear, and were all close to mastery of our chosen weapons. At the end of every Hunt, me playing the Hunting Horn usually ended up with around 20-25% less damage than everyone else on almost all runs. From that, I took the average of 23% and all of the Motion Values for the Horn's moves, and threw them into a spreadsheet.

I applied a formula that increased every value by 23%, then manually nerfed the attacks that had become too powerful (Since Echo Spin was already a powerful attack it didn't need as much of a buff.)

Then I switched the motion values for the Neutral Swing and the Golf Swing. In the base game, the Quaver Golf Swing deals more damage than the neutral swing for no reason. Switching the values allowed both moves to be useful, with the Neutral Swing having more damage while the Golf Swing has the Flourish.

Finally, I adjusted the Motion Values of the Performances and Encores. In the vanilla game, Performances and Encores all deal the exact same damage, meaning there is no reason damage-wise to use anything other than Forward Performance and Forward Encore. The adjusted values now mean that you can get slightly more damage if you use other types of performances.



Almost all Motion Values have been adjusted, however some (such as the mounting attacks, the echo spin, and the echo waves.) have been adjusted very little as they were already good enough without buffs. Overall due to the increase in damage, the horn has become much less reliant on the Spin->Jab combo for maximum damage, and it is instead now around the same damage to stack up songs instead of spamming the Echo Spin.

Do be aware that this buff is aimed to balance the Horn, making it more viable for people who can already use it in its vanilla state. The extra damage won't allow you to simply pick up the horn and win every hunt, that comes down to how much you're willing to learn.


All Changes:
  • N-Swing (27 -> 33)
  • F-Swing (28 -> 34)
  • N-Golf (22 -> 27)
  • N-Slam (37 -> 46)
  • Handle Jab (10 -> 15)
  • F-Slam 1 (14 -> 17)
  • F-Slam 2 (39 -> 48)
  • F-Golf 1 (15 -> 20)
  • F-Golf 2 (22 -> 31)

  • N-Performance (29 -> 36)
  • F-Performance (29 -> 37)
  • B-Performance (29 -> 40)
  • L-Performance (29 -> 38)
  • R-Performance (29 -> 38)
  • J-Performance (29 -> 36)
  • N-Encore (35 -> 43)
  • F-Encore (35 -> 45)
  • B-Encore (35 -> 44)
  • L-Encore (35 -> 46)
  • R-Encore (35 -> 46)
  • Jump-Performance (35 -> 43)

  • N-Jump (55 -> 56)
  • Mount Smash 1 (18 -> 22)
  • Echo Spin (17 -> 19)
  • Claw Attack 1 (29 -> 30)