Monster Hunter Wilds DPS Calculator
Estimate combo damage per second from motion values, raw attack, affinity, critical damage bonus, sharpness modifier, monster hitzone, and combo duration using the standard Monster Hunter damage model.
⚔️Weapon & Combo Presets
📝Damage Inputs
Use true raw, not the inflated bloated attack shown on some screens.
Add up the MV of every hit in the combo string.
Negative affinity applies weak hits that reduce damage.
Base crit is +25%. Critical Boost skill raises this.
Raw hitzone of the body part you are striking.
🔢Formula Snapshot
🪚Sharpness Raw Modifiers
| Sharpness | Raw Modifier | Vs White | Typical Tier |
|---|---|---|---|
| White | ×1.32 | Baseline top | End-game builds |
| Blue | ×1.20 | About 9% less | Strong mid gear |
| Green | ×1.05 | About 20% less | Early progression |
| Yellow | ×1.00 | About 24% less | Low rank starter |
| Orange | ×0.75 | About 43% less | Depleted edge |
| Red | ×0.50 | About 62% less | Fully dull |
🗡️Motion Value Examples By Weapon
| Weapon | Signature Move | Move MV | Combo MV |
|---|---|---|---|
| Great Sword | True Charged Slash | ~110 | ~260 |
| Long Sword | Spirit Roundslash | ~68 | ~300 |
| Dual Blades | Demon Flurry | ~14 each | ~360 |
| Hammer | Big Bang Finish | ~90 | ~240 |
| Switch Axe | Element Discharge | ~35 ticks | ~320 |
| Charge Blade | Super Amped ED | ~120 | ~280 |
| Bow | Rapid + Charge Shot | ~18 hits | ~200 |
| Lance | Triple Poke | ~24 each | ~150 |
🎯Affinity Crit Math
| Affinity | Crit Bonus | Avg Multiplier | Effect |
|---|---|---|---|
| 0% | +25% | ×1.000 | No crit uptime |
| 25% | +25% | ×1.063 | Small raw gain |
| 50% | +25% | ×1.125 | Solid raw gain |
| 75% | +25% | ×1.188 | Strong raw gain |
| 100% | +25% | ×1.250 | Always critical |
| 100% | +40% | ×1.400 | With Critical Boost |
| -25% | weak hit | ×0.938 | Negative crit loss |
🦴Hitzone Value Guide
| Zone Type | Raw Hitzone | Damage Feel | Notes |
|---|---|---|---|
| Weak head | 60% to 80% | Big numbers | Best target when open |
| Soft belly | 45% to 60% | Reliable | Common safe zone |
| Wings / limbs | 30% to 45% | Average | Good for breaks |
| Tough back | 20% to 35% | Reduced | Cuts your raw hard |
| Armored shell | 10% to 25% | Bounces | May deflect low sharp |
🗂Weapon DPS Comparison Grid
| Weapon Style | Total MV | Sharpness | Affinity | Combo (s) | Est DPS |
|---|---|---|---|---|---|
| Great Sword True Charge | 260 | White | 30% | 6.0 | ~119 |
| Long Sword Spirit | 300 | White | 50% | 5.0 | ~178 |
| Dual Blades Demon | 360 | Blue | 40% | 4.5 | ~211 |
| Hammer Big Bang | 240 | White | 25% | 5.5 | ~137 |
| Switch Axe Discharge | 320 | Blue | 20% | 5.0 | ~171 |
| Charge Blade SAED | 280 | White | 35% | 6.0 | ~131 |
| Bow Rapid Shot | 200 | Green | 60% | 4.0 | ~120 |
| Lance Triple Poke | 150 | Blue | 15% | 3.5 | ~106 |
⚙️Full Damage Formula Breakdown
📋Reference Values
| Factor | Common Range | How It Is Used | Damage Effect |
|---|---|---|---|
| Raw attack | 150 to 260 true | Base of every hit | Scales all damage linearly |
| Motion value | 10 to 120 per hit | MV / 100 multiplier | Bigger hits dominate combos |
| Affinity | -30% to 100% | Crit chance average | Raises or lowers avg hit |
| Crit bonus | +25% to +40% | Extra crit damage | Boosts value of affinity |
| Sharpness | ×0.50 to ×1.32 | Color raw modifier | White is the raw ceiling |
💡Practical DPS Tips
When you’re fighting a monster with a shell, swinging might not seem like it’s doing much to your sword but that’s not random chance… There are strict rules for how much a single blow does. Every time you hit something, you’ll know exactly what happened because the math of that hit never changes. With this damage calculator, input your weapon’s attack, its motion value, and its Sharpness, and it will spit out how much you did to whatever you swung at. You no longer need spreadsheets.
The system works through what it calls “motion value,” or power behind a single move compared to its base stats for your weapon. For example, a large slam from a Great Sword is going to have a stronger motion value then a fast poke with a Lance. This explains why certain weapons does big damage even if their base attacks are lower. But keep in mind, while high-motion moves don’t necessarily mean high-damage moves, there’s also combo length to account for: Does a weapon that delivers huge damage after ten seconds actualy put out less damage-per-second than one that dishes out moderate damage after four? So combo length should of been tracked along with combo damage.
How to Deal More Damage
The other thing that multiplies your actual attack is sharpness: it scales your damage up or down depending on its color. Red sharpness essentially divides your damage in half, and white sharpness give you maximum output on each hit. Many hunters forget this aspect when they’re building out a character, focusing too heavily on boosting their affinity skills without paying attention to whether weapon’s edge has been sharpened. If you’re fighting long enough, the blade will eventually dull and your damage drop drastically. Keeping it white or at least blue is more reliable than stacking incremental increases from skill, so keep that whetstone handy if you want to be a serious hunter.
Critical Damage skills determines the bonus of crits, and affinity determines how often you’ll land them in the first place. Base affinity provides a 25% increase in damage on crits. If you build toward maxing out affinity to 100%, then each and every hit will have that added bonus. So the big question is whether you should prioritize max affinity or maintain 50% affinity while stacking additional raw attack into your gear. That’s going to be very much dependent on what monster you’re fighting and what kind of weapon you have. Certain weapons really love crit uptime while others excels with addition of raw stability.
Making matters more complicated, hitting weaker zones will also lower the amount of damage you deal based off hitzone value. The hitzone number on their head tends to be the highest, so hitting them in the head typically deals the most damage. However, that may prove to be too much of a gamble given how easy it is to expose yourself by going after the head area. On the other hand, taking pot shots at the rear (or perhaps its hard armor) could be less hazardous but at the cost of much less damage. It’s all about finding the balance between risk and reward.
You have to understand when to go for a risky headshot versus when it make sense to play it safe, even if it does less damage. Every swing needs to be carefully timed with combos. You also need to consider best hitzones to target and manage sharpness. As such, this system is very rewarding towards intentional play styles rather than simply mashing away. The beauty of this system are that it rewards deliberate playstyles over mindless mashing.
However, you don’t have to memorize all the tables and formulas. Use what’s given to you to find build variations that work for you. Experiment by changing your affinity slider and observe whether small gains are worth the gear slots spent. Change your sharpness setting to know how much edge maintenance actualy matters to your go-to weapon. These variables all interact with each other, and mastering damage output mean understanding how they work together. Simply having the biggest number on your screen isn’t enough. The key is maintaining that while managing resources carefully and making smart target choices.
Measuring your decisions instead of guessing changes a hunt from an obstacle into a puzzle waiting to be solved. This change makes frustrating hunts feel like satisfying victories.

