r/MonsterHunterMeta • u/lingsamuel • 1d ago
Wilds Maximum Might Buffed in TU1
I haven't seen anyone mentioned this so I post it.
In previous games and initial release of Wilds, MM has a 2s grace time that allows your stamina not full without deactivating the skill.
But the timer will not be reset unless MM is deactivated and re-activated again.
For example, I tested in Rise, with longsword, a front dodge followed by walking (walk can regen stamina immediately) takes about 114 frames from stamina consumption to stamina full recovery. So you can keep MM still activated. But the second dodge will deactivate MM after just 6 frames, because the timer is not reset.
In Wilds TU1 update, the mechanism was changed - If the MM is activated and your stamina is full, the grace timer will be reset.
That means, you can do infinity dodges as long as you wait for the stamina fully regen each time. And if you run for about 1s and wait for the stamina fully recover, you can repeat this and MM will never be deactivated.
This significantly increases the uptime of MM.
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u/Manu-Kesna 1d ago
So the fulgur set bonus is less needed now?
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u/Charrikayu 1d ago
Cries in hammer
However I was already playing this way with HBG since you barely needed to dodge especially in multiplayer, now it's even better
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u/Kai_Lidan 1d ago
What the actual fuck, this is an insane buff to a skill that already was one of the best. I guess this is to help shield weapons?
SnS no longer drops max might...ever lmao. Backhop into any followup (as long as you don't overcharge the scaling slash) keeps max might and if you do backhop into leaping slash your stamina is already full so you can roll cancel instead of commiting to PR1 without dropping max might either. This is wack man, we're eating insanely good in this game.
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u/DoITSavage Switch Axe 1d ago
Backhop is SNS's third best defensive option that allows them to keep max might. Not really new with this patch but it does buff circumstances where you had to throw in a regular roll or something else.
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u/Kai_Lidan 1d ago
Backhop was the best way to deal with multihit attacks like arkveld's charged chain slashes since it's faster than slide slash, but it wasn't used because it wasn't worth dropping max might.
It will be used much more often now.
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u/Soysauceonrice 1d ago
Yea this is the real answer. There is a much more compelling reason to use the backhop to avoid damage now vs just blocking.
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u/Arcturus555 1d ago
Should’ve been like this from the start tbh but it’s nice that they changed it
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u/PoisnBGood 1d ago
On one hand it makes the Fulgur set less important, but on the other hand it's even confier now for some weapons.
On GS, you can now roll and tackle as much as you want because you will get the stamina back before MM drops. You used to have to do a block, kick if you want to keep MM up.
On LS, you can now do a Foresight Whirl Slash in red gauge without dropping MM. So you can counter everything while in red which is super nice.
I'll probably drop Fulgur on some weapons but keep it on GS and LS just because it's arguably stronger now than before. This assumes you have constitution from the typical meta sets. I don't know if the above two statements are true without constitution.
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u/PonyFiddler 1d ago
You can't whirl slash keeping mm on as the stamina it uses is a little too much. You might be able to with just a little bit of stamina regen I'd that is a skill didn't bother looking for that
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u/iiWulf 1d ago
Tried this with hammer and unfortunately to do our best combo we still need the extra stamina from the Anjanath set bonus to keep the affinity
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u/4c-er 1d ago
I have focus/ko, and 5 Crit Boost on an artian hammer and im able to get mighty slam off before max might goes away
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u/AyeAyeRan 20h ago edited 18h ago
So I tested this just to be sure, and yes you can indeed do the regular golfswing combo into mighty charge and keep MM, but you need some type of stamina reduction like a Dash juice or eating for Black Belt. From the little testing I did, the timing is very close for both. You pretty much have to release Mighty charge the moment it's ready. This is of course assuming you're running focus 3.
It's also possible to roll and charge a level 2 uppercut without dropping MM, but it's not possible to charge a level 2 and use charge dash without dropping it.
Edit: Adding 1 level of Marathon Runner and using Dash Juice makes this feels very consistent. It's possible without Marathon, but the little leeway it gives almost feels like having the fulgor set bonus again.
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u/fragile_crow 1d ago
So that's why it's felt so much more lenient! I've been running a mushroom support SnS build to keep people alive against Zoh Shia. Since I'm constantly popping Devil's Blights/Dash Juice anyway, that 2 second window becomes even more generous. It almost feels like I'm getting more uptime with this than I was with my pre-update Fulgur set.
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u/ImpendingGhost 1d ago
Oh this is interesting. Its a shame this so drastically hurts the value of Fulgur armor and makes me wonder what the reason for the change was?
Time to replace Fulgur on my Lance sets
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u/InflnityBlack 1d ago
So you mean I can run maximum might without the guardian anjanath set bonus now ? Sounds great
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u/Nidiis 1d ago
Wait. So if I get this right the 3 second cooldown was removed?
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u/Godlike013 1d ago edited 1d ago
So with Max Might you get a free dash then the next dash would deactivate it. Even if you free dashed and then let your stamina refill the next dash would deactivate it. But now if you free dash, let it refill, you can free dash again. Once Max Might is deactivated though the 3 second cooldown still applies.
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u/Nidiis 1d ago edited 1d ago
Yeah but you could already do that before TU1. So I’m not sure what changed.4
u/Godlike013 1d ago edited 1d ago
You could not. The next dash that cost stamina would deactivate it even if stamina went back to full.
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u/Nidiis 1d ago
Okay so the limit flag was removed to only allow 1 instance of free stamina to upkeep MM. Strange that nothing was mentioned about that in the patch notes though. Sounds like something people should be made aware of officially.
So either it's a stealth buff in general or it was a piece of code that was not implemented correctly before TU1.
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u/rolim91 1d ago edited 1d ago
You could actually. You dash it wont deactivate MM. even if you lose a bit of stamina.Edit: I stand corrected
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u/Godlike013 1d ago
Only once, even if you let you stamina refill, the next dash would deactivate MM and then that loop would reset. But now you can dash indefinitely as long as you let your stamina refill prior to your next dash.
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u/ronin0397 Charge Blade 1d ago
i think its still present, just that you can avoid it by doing 1 time stamina actions.
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u/Takahashi_Raya 1d ago
What is bugged about it the twisters 0.66cd per twister is 100% in effect and if you mean the ground effect that also works since that is how i have been shredding things.
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u/Nidiis 1d ago
Wasn’t that already the case in base though? Hence why two Fulgur was used because you got an extra stamina bar so you had some leeway to dodge etc.
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u/ronin0397 Charge Blade 1d ago
This is without fulgur tho, freeing up 2 armor pieces. Its why the change is notable.
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1d ago
[deleted]
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u/Lower_Fan 1d ago
not really. you could doge once without resetting but the second would drop MM.
now you can basically do infinite doges as long as you wait for your stamina to fill up.
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u/paoweeFFXIV 1d ago
Great finding! So optimal max might playstyle would be
- full stamina (max might active)
- dodge once, let stamina refill
- full stamina (max might still active)
The same as 2pc fulgur but without needing the 2 pc fulgur 🥳
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u/factually_accurate_1 1d ago
This is imcredible. I'm dropping 2p fulgur from my gs set then. Opens so many more options.
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u/ordianryguy09 1d ago
Had a feeling something was off
Kept spamming sliding swipe on SNS and didn't feel any major loss on DPS while dodging 90% of what Mizutsune was throwing at me.
I wonder if it's an intended buff or will be patched soon enough
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u/mutecocoon 20h ago
forgive me if i'm misunderstanding what you mean, but sliding swipe doesn't cost stamina. this wouldn't affect it.
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u/ordianryguy09 20h ago
Yup so right when the stamina bar is about to fill up, hit sliding swipe and the 1 second needed to activate max might procs sooner rather than before, used it then had to wait a few seconds more to proc.
Can't remember too much now though since l haven't looked much into it
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u/Enxchiol 1d ago
Yeah i was messing around with Latent power and discovered that i can do one dodge at a time with it active and it will stay active.
I built a latent power SA set because i could fit more defensive and comfort skills there but soon with AT Rey Dau maybe Latemt power could be an actual competitor to the current meta
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u/blueasian0682 1d ago
Goodbye Weakness Exploit, welcome Maximum Might.
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u/rompokus36 1d ago
Why not both?
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u/Pelotari 17h ago
Related to this topic, If I do go Maximum Might + WEX, when would Master's Touch make sense vs. other sharpness weapon skills? How much affinity would Master's Touch be best, >80%?
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u/Stormandreas Sword & Shield 1d ago
Can confirm, this is correct.
I just tested this in the Training Area.
Max Might, Constitution 3, no Fulgur set, using SnS, just rolling and nothing else.
I did 1 roll at a time and then let my stamina fully refresh.
The MOMENT it hits full, I roll again.
I can do this repeatedly and Max Might will no longer disable.
If I do 2 rolls in quick succession, so causing more stamina drain and causing the stamina to not refill within 2 seconds, Max Might will naturally, disable.
This wasn't how it was before TU1.
Before TU1, the timer for Max Might disabling did not refresh when stamina reached full. So if your stamina wasn't full for 1s, you would still have 1s left on the timer.
Now it does refresh, so if your stamina isn't full for 1s, it'll reset back to 2s when your stamina refills.
Basically, 2 piece Fulgur is not as powerful now, as we can upkeep Max Might much more easliy without that extra stamina bar now.