r/MonsterHunterMeta 5d 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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6

u/Nidiis 5d ago

Wait. So if I get this right the 3 second cooldown was removed?

10

u/ronin0397 Charge Blade 5d ago

i think its still present, just that you can avoid it by doing 1 time stamina actions.

0

u/Nidiis 5d 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.

8

u/ronin0397 Charge Blade 5d ago

This is without fulgur tho, freeing up 2 armor pieces. Its why the change is notable.

-6

u/[deleted] 5d ago

[deleted]

1

u/Lower_Fan 4d 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.