Mhw iceborne sticky damage cap. Ranged attack mode doesnt affect the sticky damage.

Mhw iceborne sticky damage cap. You gain, roughly, ~14% more free shots with TSS over SS.


Mhw iceborne sticky damage cap But if you're looking to do damage, you can actually do a lot more damage by just shooting a few Cluster during KO. "Buffs" are: Both Talismans (+9 & +6), Attack Up L Food (+15), Mega Demondrug Like for my Aquashot Sticky 3 build, I use Attack 5, Artillery 5 and Peak 3 to hit sticky cap of 145/sticky 3. The Sticky Cap of any given Bowgun is two times its True Raw. Usually, with buffs applied, something like a few levels of agitator, peak performance and attack boost 6-7 caps the damage out. It's also much comfier to go for artillery 3 and nargacuga's set bonus (true spare shot) over zorah's artillery 5 and normal spare shot charm. With the build you posted you hit the sticky cap is 610 true raw. - copied from another thread. So assuming your weapon has a true raw of 300, any boosts over 600 true raw will not benefit sticky ammo. Note that many monsters have a damage taken multiplier during certain phases, so you'll often see higher numbers (like your 173) during enrages and the like. Sticky Cap is weapons (base tRaw + Augments) x2, in case of Safi weapons its (base tRaw + Augments + Awakens) x2. Augments and awakenings count as base true raw, so that increases the cap. Ranged attack mode doesnt affect the sticky damage. "Buffs" are: Both Talismans (+9 & +6), Attack Up L Food (+15), Mega Demondrug. You gain, roughly, ~14% more free shots with TSS over SS. All easily farmable and I can include special ammo boost 2 too, instead of The sticky cap is twice the base true raw of the weapon. Artillery is really The only use for Artillery 5 in a Sticky build is to hit the damage cap. Item buffs: Bombardier Atk L, Normal drug and Might seed. 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 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. Like for my Aquashot Sticky 3 build, I use Attack 5, Artillery 5 and Peak 3 to hit sticky cap of 145/sticky 3. This means you can drop Agi and PP entirely basically if you're making a sticky build. Adding PP1 only adds 1 damage, and adding PP2 only adds 2 damage, and is also the cap. For Safi aquashot, if you have 4 attack awaken and level 1 attack augment, your cap would be 146 per sticky 3 iirc. Originally posted by Alatreon: The sticky cap is twice the base true raw of the weapon. xtt fuzd ioh mupzaj iulntq eqty wqh cvbyht hxpzymv lvn